Worldbuilding 2.0 — Meet Justin Hung

Hello GC fans!  My name’s Justin Hung, and I’m really excited to be a part of the GalaCollider team as one of the creative writers on board.  Just wanna to introduce myself, and talk about my experiences with the project so far. Here’s me↓

I’m currently a narrative designer and writer working out of the Greater Atlanta Area, but my first experience with GalaCollider came when I saw the game’s booth at the East Coast Gaming Conference up in North Carolina.  There, I found out that the team was looking for more writers, and, after exchanging contact information there, Sebastian got in contact with me.  A few emails back and forth and a quick onboarding process later, I found myself officially welcomed into the GalaCollider project.

Aside from the fun mechanics that drive the game, I think what attracted me the most to GalaCollider was the vast expanse of GalaCollider’s setting.  Between the dimensions of two galaxies, the Milky Way and the Andromeda, and the time and space covered by the game, a multitude of stories can be written in a way that’s usually only found in sci-fi epics.  Unlike the other works however, GalaCollider’s factions, due to the limits of physics and technology, find themselves isolated from one another, and this creates a diversity in every single faction that’s not quite like any other I’ve seen before.

I’ve really enjoyed working with Jess and Sebastian since I came aboard the team.  Though I’ve had other works in the pipeline, both as a freelancer and an owner of a startup called Sphere 9→

I do my best to make time for GC. Lately, I worked on the heroes for the Coalition faction: specifically, on Sokura Ri-Changdor and Abagail Beransi Junior, heroes of the Gomeish and the Celanese respectively.  Each treads her own unique path, though their lives ultimately intersect in the moment of First Contact between the Coalition and the Sylith.  One rose above the others in a through resilience and a relentless attitude, and the other made herself a pariah after going too far in her attempts to improve her local civilization. Hopefully we can showcase both of them real soon!

Since writing for GalaCollider has been my first experience working with a card game medium, a few new challenges have come my way. One was in the limits of writing the actual story versus how much would be communicated to the players. With little room on each card, rationing words carefully becomes essential, and that leads to deciding which content should be showcased to the public and which should remain as internal references for the team.

Fortunately, I could rely on the experience that Sebastian has. Even though some stories stay internal, just being able to help fill GalaCollider’s world and connecting the pieces of its history to form a truly unique story has been a really rewarding experience for me.

I’m hoping to stick around the GC team for the future.  I really enjoy the game itself and the setting is rich for creating some truly fascinating stories.  I would very much like to see where this all goes, especially once the players’ inputs are accounted for through the game’s interactive elements.

Aside from that, I hope to get a full time position in the gaming industry, as well as continue to put out projects from Sphere 9such as A Casual Chat, which we released earlier this year.

Well, that’s enough about me. Until next time, stay tuned here for all your Galaxy Crashing news!

Follow Justin at @JustinHungWJ, or check out his site at


Banner image: Exoplanet by Edouard Noisette.

Worldbuilding GalaCollider

Hi! Jess Haskins here, creative writer for GalaCollider. I wanted to introduce myself and share bit about what I’ve been working on as I build out the setting, backstory, and narrative arc of GalaCollider’s “Milkomeda” galaxy and the characters who inhabit it. Here’s me:

I’m a game designer and writer based in Brooklyn, and I first got attached to the project when I met Sebastian during the brief period he was living in New York. He attended a monthly drink night I host for local indie game developers, and as we chatted, I learned that he was making this multiplayer digital card and strategy game about exploring and settling star systems in the new galaxy formed by the merger of the Milky Way and Andromeda some four billion years in the future. Cool. Even cooler, he was looking for a writer and worldbuilder who could help develop the alien races and factions and a compelling story arc for this vast universe. Why, I do all those things. I signed on immediately.

Prior to joining the GalaCollider team, I worked on a game called Guns of Icarus Online, a multiplayer steampunk airship shooter by developer Muse Games, where I was a game designer, writer, and, almost accidentally, community lead. (As the first person to raise my hand and say, “hey, what are we doing to make sure players aren’t ****s to each other?” everything related to community and moderation thereafter became my job—including hand-crafting the game’s extensive profanity filter, but that’s another story.) It was a small studio and I had a closetful of hats, but my favorite role was developing the game’s setting: an alternate-history post-apocalypse where World War I never ended and polyglot factions of raiders, traders, scavengers, and air pirates battled over ravaged earth in steampunk-styled airships with lashings of dieselpunk.

From stitching satellite images into a map to creating the styles and cultures of the game’s six factions to naming every town and outpost, ship class, weapon, and tool—I particularly enjoy naming things—I handled every aspect of story and worldbuilding. It was work I loved, and I was eager for the chance to do it again with GalaCollider.

I have, let’s say, a thorough approach to worldbuilding. After taking stock of the existing notes and GalaCollider lore left by previous writers, my first task was to develop a comprehensive story bible. I created a “World” doc and gave it lofty headings like “Space” and “Time,” establishing facts like terms for units of time at the relevant scales (a megannus is one million years, and an eon is one billion years; the universe is presently 13.8 eons old, and into its 18th eon in the time of GalaCollider); the width of the combined Andromeda–Milky Way galaxy (roughly 300,000 light-years); the average distance between star systems (we settled on four light-years; our own nearest neighbor, Alpha Centauri, is about 4.37 light-years from Earth); and the time it would take to cross the galaxy at our (fictional) maximum speed using hyperlight “jumps” of about two light-years every 90 days (3,300 years—in the real world where light speed is a physical limit, it would of course take 300,000 years for information to make the trip, and considerably more if you wanted to take any mass along).

All of this is not just proof that I’m a massive nerd, although that’s true, but an attempt to determine the ground rules and boundaries of our universe, which shape the terrain from which everything else unfolds. A spacefaring civilization will develop very differently depending on whether the nearest habitable world is ten years’ travel away or 10,000, after all.

To bring things back to a more human scale, apart from figuring out details of gameplay like the distance between nodes on a game map and how long a match takes in “world time,” the eventual goal of all this table-setting is to create rich, compelling histories and engaging identities for the factions that the players will variously inhabit and battle against. I’m particularly excited about our first two factions: the Coalition, a diverse mix of disparate Sapiens species descended from humanity ↓

and the Sylith, an ancient alien civilization originating from the Andromeda galaxy →

More about them in the next post!

You can follow Jess on Twitter at @jess_haskins, or visit her site at

Quiet before the storm

Today we were hoping on getting the first video of our game play recorded and up. Alas we still have one or two bugs preventing this from happening.

We could talk about how a game turn is played, but without the video this would probably be a boring read and there is just so much more you can tell with a video than with still images.

It is tempting to share with you Mods and Spy cards, but we’ve decided to keep these a mystery for a while longer…

So today we’ve decided to keep it light. The “quiet before the storm”.

To calm you over, we have our Lore pages now up. As more factions are revealed, their lore will be added. So hop on over to the lore area and enjoy your read!

Join us

What is GalaCollider?

GalaCollider is currently in development and will release initially on iPad and desktop computers (Mac, PC); we plan to also support iPhones and Android phones and tablets. Join us!

Sign up for our newsletter and get Synaide Technologies for free plus $5 in-game credit!

Your email address will remain private.


Update May 27th 2015

Synaide Technologies (ST) is the leading producer of prosthetic and robotic components for the Coalition, and continues to push the boundaries of science and technology. At their inception, ST specialized in artificial sapien neural networks. Following their successful line of brain enclosures, ST began extensive research and development with the goal of perfecting Celanese bodies and reducing both the risks and discomforts of the cyborgization process. Synaide Technologies went on to pioneer many features implemented in all modern Celanese models, cementing them in the megacorporation status they hold today.

Newsletter promotion

Last week we mentioned that we were finalizing our newsletter bonus content for GalaCollider. We decided to offer you a free bonus card and also $5 in-game credit if you join. This offer will be around until our Kickstarter (KS) campaign launches on day 1, so if you want to find out when the KS begins and get a cool free card and some bonus currency, sign up!

We won’t share your email and are not planning on sending out more than the occasional email letting you know about important happenings.

Sign up for our newsletter and get Synaide Technologies for Free plus $5 in-game credit!

Your email address will remain private.

Beta progress

Screen Shot 2015-05-25 at 5.33.12 PMOur Beta build is now really close to being ready for debugging and playtesting. If all goes well in the next two days we should start recording gameplay post it up Friday! If all does not go well, we’re pretty confident we will be able to do so next week.

The main thing we need to resolve is card sizes. Our Beta simulates retina iPad resolution even though it is on a desktop computer. So once that part is fixed we will all finally be able to enjoy the real game.

3D modeling

Screen Shot 2015-05-25 at 1.37.44 PMAs of right now Rafael is wrapping up on all of our asteroids, nebulae and various core planet types. Here you see one of his renders.

Next week, Rafael and two other 3D modelers will switch to working on space ships.

We will be making our 3D model space ships with modular components so that it is easy to create quick variations based on different needs or player modifications.


Our team is growing but we always need more help. If you are engaged in online communities related to card games, RTS games, 4X games or board games, let us know and we would love to add you to the team!

This week we put together the start of our Kickstarter plan. We started mapping out our stretch goals and pledge levels, next week we will continue the work on this front.

We are also still actively looking for someone to help coordinate our PR arm of the project. So if you have experience managing teams, and a background in Kickstarter campaigns, reach out!

FAQ page up

We now have an FAQ page, have a question that isn’t on here? Let us know!

Video production / Motion Graphics

This last week we got the ball rolling with our video production and a basic story board. Set, scheduling and recordings will happen through June so we can edit the video in July.

Lorcan, who has worked on several TV series and motion pictures, is working now on a cool intro animation for our KS video, here is a quick concept:


Meet the Coalition

We’re the ones left over, Wanderers like me. Nobody wanted us way back when Earth was crumbling to bits, and frankly, none of ‘em wants much to do with us nowadays either. As far as I’m concerned, that’s full-on copacetic. I don’t trust ‘em any more than a whistle on a ship. That’s how you end up dead.

Me? Eh, I’m just a guy. A fleck in the starry seas, same as you and everyone else. But I settled down with a lady a few years back, Jessa’s her name; so that’s been a nice change of pace. We even got assigned to a bigger cabin here on C3, seeing as Jessa’s in the family way. We get by.

Been a mercenary most of my life. All kinds of mercenary though, so it’s not like I’m always staring the inky blackness in the face, if you catch what I mean. Sometimes I’m escorting an unlucky leashup or an important somebody or other; I just go where the credits are flowing. Of course, protecting some richwad’s trade goods is always a lucrative stint, ‘cause its got to be done. Those bastards in the rest of the Coalition will steal our merch faster than a beamer, if you don’t already have one trained on ‘em, that is.

This whole Coalition nonsense seems like some lonely imbie’s plan to buy himself a group of friends. Captain Osmium says it’ll be good for us, but so far I’ve only seen us Wanderer’s doing all the heavy lifting, and for what? We’ve been roaming the stars forever, so we can go wherever we want. It’s those other colonies that have planets ‘at need protection. That lot of pretentious twits up in government formed the Coalition and signed that pact, not me.

The Captain told us that she threw our lot in with the Coalition forces “as a defensive measure against an imminent alien incursion.” Dogpiss. Way I see it, those Alnitaki folks are about as alien as can be, so why are they on our side? They say there are documents and DNA and whatnot to prove that they came from Earth too, but I’ve never seen the proof, have you? But hey, a man with certain talents like myself stands to profit during a war, so if I can build up a little nest egg off of this mess, I’ll hold my tongue.


Harlin Pewter, mercenary aboard the Wanderer civilian vessel C3-Xoraxis



Scattered throughout the stars of the Milky Way Galaxy, the disparate human settlements gradually forgot one another as they turned inwards to the challenges of establishing their civilizations. The Third Supereon saw each group adapt to their new environs, both physically and culturally, widening the ever-growing chasm between the colonies as the stars themselves spread farther apart. The impending collision of Andromeda ushered in an era of reunification and resulted in the formation of the Sapien Coalition of the Milky Way. Working together, they began preparations to colonize new sectors amidst the shifting galaxies. The Coalition launched a volley of exploratory missions to find suitable systems to call their home, but they discovered a far more immediate threat: an entirely alien species.

Coalition Strategies

The Coalition Final
In the far-far future, there are many types of sapiens. Pictured from left to right we see a Gomeish warrior, an Alnitaki professor and a Celanese engineer. Concept art by Eko Puteh


The Coalition is a loose alliance of long-separated, distantly related sapiens that have each taken different paths, both culturally and evolutionarily.

Strategically, the Coalition is a methodical faction. They can be highly adaptive, manipulative and colonial; winning over neighboring sectors through political intrigue or through subversion via military efforts or even media-driven coups.

Or perhaps you will choose the path of militarization, and lead vast invading armies and call down planetary bombardments from gargantuan mega-cruisers.

Or maybe you will take an interest in exploring their artistic, poetic side. Focusing instead on culture, knowledge and the arts. Your skin might even turn blue from it.

Or when you tire of that, let go of your physical body, free your consciousness to live eternally, and then download it into a new skin of your choosing. Somewhere in that massive cloud of data, is something thrilling, waiting to be discovered and researched.

Whichever path you choose, the Coalition will have something for everyone.

Concept art progress

Eko Puteh and Zhangx have been paired up and working, respectively, on Coalition characters and their space ship designs. Above, you can see a finished trio showcasing examples of sapiens from three of the five most successful sapien species. The remaining two dominant branches: the Praecians and Wanderers, will be revealed in more detail at a later time.

Below, is a nice detail of the atypical teeth found on the Gomeish:


And some of the iterations it took to arrive at our current Alnitaki, the first was too human and the second iteration was too alien:









In parallel with Eko, another artist by the name of Zhangx powered out our space ship concepts for the Coalition. Here, you can see an example of their Frigates:

Coalation Frigate
Coalition Frigate, Harpoon class. Typical crews of 6 to 12 sapiens. Boasts adaptable payload configurations.

And their large Dreadnaughts:

Coalition Dreadnaught
Coalition Dreadnaught – The Tyrant – Space power controller with typical crew populations of 4 to 5 thousand.

Next steps?

We’re really happy to have been able to show you this artwork today. Our core game will offer Coalition and Sylith decks to play. We have more alien factions designed but those will be revealed somewhere in the future. Each faction has its own distinct play style and will provide you with a different set of strategies to implement

Join us next Friday as we reveal even more about our game on the journey towards our big summer 2015 Kickstarter.

GalaCollider tm. is an expandable scifi turn based card game by NeoCrux Ltd. If you want to keep informed please like our facebook page and sign up for our infrequent newsletter and tell your friends about us! You can also follow us on twitter.

Featured image courtesy of Zak Foreman, all rights reserved 2015. You can find out more about him on his Facebook and Art Station pages. All other images copyright 2015 NeoCrux Ltd. all rights reserved.

Meet the Sylith

Countless ages ago, the planet Elgyin – who nurtured the Sylith into being – was nearly swallowed by her Star Husband, Elos. It was then that Hathṣtī, the Great Mother of the Void, blessed our people and bestowed the Sight upon us.

Those gifted with the Sight can see truly wonderful visions: the very nature and motion of the omnipresent Void. It is with our benevolent Mother’s gift that the Seers were able to join their powers together and free Elgyin from Elos’ fiery grasp. Even then, much of the destruction was irreversible.

To escape the burning fury of Elos, the Sylith had long taken shelter within Elgyin’s bosom. Beneath the surface, my people built a new home, replicating and preserving as much of our natal environment as was possible at the time. The Elders sought to collect all creations graced by Hathṣtī’s touch, to protect them from the negative forces stirring within the Void. This undertaking continues to this day; only now, our efforts reach far beyond Elgyin.

You see, the Great Mother Hathṣtī nurtures all within Her womb. Ever changing, Hathṣtī’s womb expands to gently cradle Her growing child, until such a time that She is ready to give birth. We do not know what we Sylith will become, only that we have a part to play in the formation of the Almighty Void.

Just as a single cell in my body might attack another, this current courtship between the Andromeda and Milky Way galaxies is but a miniscule change within Hathṣtī’s developing babe. It is my duty, as a priestess of Hathṣtī, to help ensure that the Sylith continue to prosper and proliferate throughout the Void, such that Hathṣtī’s child will become the best version of itself, in Hathṣtī’s own image.

An account by the High Elder Gī’an Hathṣtī, Priestess of the Void.

Sylith Strategies

Sylith Warrior Concept Final nBG 1.1
Sylith Warrior Concept Art, By Cloud Quinot

Welcome to another Friday-spoiler. This week we introduce one of our alien races: the Sylith.

While we have many alien races planned, the Sylith are one of the two starting factions in the base-game. Each faction in GalaCollider will have their own strengths and weaknesses that help define them.

Sylith are a fast moving, striking faction. A Sylith force could attempt to rush their opponents with light, quick to build craft, capturing and raiding a sector before their opponent can respond. Or they could focus instead on stealth, espionage and cloaking technologies. Alternatively, some Sylith commanders are known to focus instead on the pure glory of battle, by asserting dominating control of star-space as they rapidly expand their empire.

Contrastingly, Sylith Elders have a more mystical connection to the universe. They have a connection to the Void and the natural world around them. It is not uncommon to see Sylith Elders floating inside of giant moving planetoids outfitted for battle with thousands of crew protecting preciously revered and ancient sacred trees. Elders are known to possess otherworldly senses of sight, foresight and inter-dimensional abilities. These abilities aid in maneuvering Sylith spacecraft, not only with more efficient propulsion, but by folding and shifting the space around them.

As a Sylith commander you will choose your path to victory, deciding which strategies to employ against your enemies.

Concept art progress

Over the last weeks Cloud Quinot has been iterating concept art for their warriors and elder. We see here both the final render of the warrior (above) as well as some of the sketches made to reach the final concept:

Sylith concept 2.1

From these we selected the purple one then got it’s head rendered before modifying it further into what you see above.

Sylith head concept 2 revised v4

Currently we are now working on the concept sketch for a Sylith Elder while in parallel another artist: Leonardo Peñaranda is busy sketching out Sylith space ships for all of their various types of craft.

Leo has great penmanship and is working on Sylith Spacecraft concept designs.
Leo has great penmanship and is working on Sylith Spacecraft concept designs.
An example of Leo's skills 3D modeling skills.
An example of Leo’s 3D modeling skills.

Production Process

Once we have the complete set of Warrior, Elder and their various spacecraft concept art pieces completed we will then transition into commissioning specific needed card art (to be done by many different artists) and we can also start creating the 3D models for their various ships, based upon the concept art designed.

GalaCollider tm. is an expandable scifi turn based card game by NeoCrux Ltd. currently in development and building towards a summer kickstarter campaign. If you want to keep informed please like our facebook page and sign up for our infrequent newsletter and tell your friends about us! You can also follow us on twitter.

Featured image courtesy of Zak Foreman, all rights reserved 2015. You can find out more about him on his Facebook and Art Station pages.


Shaping the story

So the last time I posted about the back-story I focused on the conditions that could lead to a 4X scenario: cataclysmic events, empires collapsing, war, titanic galaxies colliding. I tossed this concept towards Amy Ballinger (Creative Writer) and in the process a much more refined and compelling story is taking hold.

Instead of transporting ourselves to unknown corners of the universe, our game is going to take place here; well almost here. See we are going forward ~4 billion years in time. What will this place be like then? Well two important things will have happened:

  1. Earth will no longer be habitable because our sun will have burned it away from expanding in its old age, and
  2. The Andromeda galaxy will be in full-collision with our Milky-Way.

48d8782c-54d8-4d74-986a-1035233659b8_972This creates a really interesting premise for a story. In the future we are painting, humanity has expanded outwards from our solar system to colonize new planets, and on each of them we have evolved and become isolated from each other in the process. “Earth” is forgotten, the remnants of a myth among our various genetic evolutionary offspring.

Galactic collisions span millions of years, with systems changing position ever so slowly but surely in the process. Andromeda brings with it, however, more than just disturbance: Andromeda is more importantly a galaxy inhabited by other alien factions. The Andromeda collision “encounter” is where our story begins.

New Designer

A new designer is going to join our crew and – nearly final – discussions are still in progress with 3D modeling talent as well as dozens of other candidates for various positions (from concept art, to card art to production and more). I will certainly share more here soon!

Test party

taste-testThis weekend we will be holding an in-person test party in LA. It will be a chance for investors, friends and enthusiasts to play our early Alpha and to give us feedback. Chris and I have been working on the coding+testing of the game to ensure it is ready for them; we will have a solid portion of the game itself coded in time for the event; you can be sure I will post back here what people thought and if anything in particular needs improving!

Tempo heating

Wow it’s been quite the last few weeks.

Creative writing

We hired a new creative writer / production assistant, Amy Ballinger, who I’m sure you will read more from in the weeks/months to come, is going to be handling everything that has to do with the lore of our game. Right now she is reviewing the existing giant creative soup and turning into a coherent back-story with far better defined alien factions.

In addition to working out the world and factions, Amy is also going to provide creative guidance for our future illustrators. If all goes well this week with the core lore writing, we should be in a good position to begin the hiring process the following one.

Coding continues

On the programming front, Chris continues to slam out feature revisions at an accelerating pace. Our game will be ready for our first “test party” later this month where we will gather investors and close friends to try our first build and give us some live feedback.

The “minimum” game should be “functionally” done by the end of this month which means that Chris can then switch his focus to coding all the main game menus (the first screens you see before you create and join a game). I put quotes around these things because the “minimum” game is the smallest feature set I can see us going live with and still having a playable game, and I say “functional” because the game is still coded right now without all the beautiful graphics that our designers are making. Integrating the design into the formless code will come later in a second-pass iteration.

Board of Directors

On the company front, 3 people whom we approached to be on our board have accepted. Our board is not yet finalized (we may still add another name or two) but we already have such a great group of people now working with us, it is really a privilege to have their wisdom on our side.

Next steps

Workload for me has been getting quite high already, Rob’s working hard and I’ve hit over 20 hours of work spinning our various plates. Among other solutions we are working to add testing and production assistance as soon as possible to help reduce our increasing loads.

Here is a total list of everyone we are looking to add to our team either immediately, or within the next 3 months. Let us know if you or someone you know might be interested!

  • Producer
  • Assistant producer
  • Test manager
  • Alpha Tester / QA Tester
  • Character Illustrators
  • 3D modeler for ships and planets
  • 3D Animations and UI effects specialist
  • Sound designer / composer
  • Graphic Designer for icons and asset production
  • Unity3D C# Developer (senior or mid-level)

Till next time, space-out.




Let’s smash a couple galaxies together to make a game.

When the concept for this game was being developed, I thought a little bit about the back-story, and what kinds of stories existed in games of the same genre. One thing that troubled me, was that we always assume things start from zero when you start a 4X game. I wondered if there was a way to set context between multiple games where you expand. Could there be a start from zero, multiple times, over several games that are played and still linked together into a bigger over-arching campaign?

Starting from zero occurs under different kinds of circumstances. It could be your very first expansive growth: “The rise of your virgin empire”. This makes sense in some cases, but probably not all and you can only do this once. There isn’t any potential in this back-story for a game-to-game connected storyline.

Phases of galaxy collision and later merge.
Phases of galaxy collision and later merge.

If one thinks about it though, a rise from “zero” can happen under many other circumstances. It could be a rise after a revolution, or a giant disaster which crumbles the existing power structures at hand, or a long progressive degradation of the current super-power(s). Serious turbulent periods can even be caused by new technology appearing in the world, forcing a giant arms race, new war, and a redistribution of power (or self annihilation?). Any “redistribution of power” event makes for a good new start for the next zero-point game.

At first I considered the potential that star systems would be moving in this game, so you would have a fluid map, where individual turns were more like years and the board-state would fluctuate accordingly, thus emphasizing such events. While this is still a possibility that could be explored during our early player-testing, the more important part here was that I wanted more than just an anonymous growth from a repeating zero point, over-and-over every time you play, without explanation.

The idea came about to look at celestial major events, and in particular galaxy collisions. While galaxy collisions are very rare and occur over very long periods of time, the idea struck that such events could be fairly cinematic, lead to interesting board-states, and also explain a certain degree of why some empires might be rebuilding.

You have to imagine in this case, a stable situation with one or more empires dominating a galaxy. Followed by a period of uncertainty as two galaxies intersect. The collapse of a stable state follows, and then arises a new empire built upon the ancient ruins of their formers: racing to dominate the “new” galaxy. Many millennia after empires collapse their long-lost ancestors, divided among the stars: rebuild and expand.

One could also imagine, that the entire universe is filled with alien races. Spread across and separated between multiple galaxies, with common heritage, and the repeating story where each time a disaster, upheaval, or collapse occurs: a new expansion takes place; a new struggle for dominance. This could explain perfectly how you, as a player, might be running several games one after the other, but still connected to each other over time.

Supernova or other destructive forces could also be the catalyst that triggers a new "zero-point" race for dominance.
Supernova or other destructive forces could also be the catalyst that triggers a new “zero-point” race for dominance.

Galaxy collisions didn’t need to explain each and every single situation where re-expansion is necessary. But it helps to extend the possible scenarios behind such situations, and was an easy pivot point to anchor a name; it is also a fairly unique concept, which can’t hurt when you are working initially to develop a unique “world-setting” to build from.

We started with the name: Galaxy Collider and then GalaCollider. Gala was a prefix from a game I’m sure many of you have played called Galaga. And who doesn’t like historical references? “GalaCollider” has a nice ring to it, and may very well stick to be the name of this game to the end.