Expandable Cards in GalaCollider

Disclaimer: Some of the following information offers a sneak-peek into our monetary economy plans and is subject to change as GalaCollider continues to be developed. We’d love to know your own thoughts and suggestions!

Hey everyone! It’s Scotty here to give you a brief news update and to talk about expandable cards in GalaCollider.

First off, it’s an exciting time as we approach the completion of our Alpha5 build, which will include all sorts of great new features! In other news, we had a special guest on our podcast this month, Jean-Michel from Abrakam Entertainment, the team behind Faeria which was just released in March. Faeria is a beautiful, fun CCG that takes the land concept from Magic the Gathering to a whole new level wherein players actually create a board map each game that functions somewhat like mana:

It’s a great game, and it’s free-to-play!

We also released a second artist showcase video, with music by Sam Watson!

 

So, a little bit more on the expandable card game model we’ve been envisioning for GalaCollider. With such an increase in popularity of card games in recent years among the gaming community, the NeoCrux team saw an opportunity to try something new. We want to take a different approach to most current digital card games. By combining the foundations of 4X games with the mechanics of card games, we aim to offer players what we believe to be a unique gaming experience.

Many card games have gone down the route of a collectible card game (CCG) model. While this model does create moments of excitement when opening random packs of cards, it can often create an unfair advantage to the player who spends more money on the game. CCGs are not typically available in complete sets, and some cards are usually more scarce than others, meaning that a significant amount of cards packs usually need to be purchased in order to obtain the exact cards you want.

With GalaCollider, we want to level the playing field for our players. This has been achieved by using an expandable card game model (similar to what is used in Android: Netrunner and AEG’s Doomstown: Reloaded for example). Rather than open random pack after random pack, we give players the opportunity to purchase sets of cards where they know exactly what they are paying for. Individual decks can be created from these sets, meaning that players will still be able to enter battles with their own custom strategies.

Each release cycle of cards will explore a different theme and showcase new mechanics, opening up fresh strategies for players to discover and master. The metagame will stay novel as strategies must evolve and adapt to the regular releases of new cards, game modes (various team, co-op, solo modes of play etc.) and maps. Needless to say, GalaCollider remains exciting while being kinder on your wallet than your average collectible card game!

If you like what you’ve read, then feel free to sign up to our newsletter. We’ll update you with new developments and let you know when you can try GalaCollider for yourself! Simply leave your email address here.

Post Alpha Event Round up

Well it sure was an awesome weekend! We had a lot of fun playing everyone. It was great to see so much activity on our stream and new Discord channels as well.

great-treeMy favorite play was rushing a Sylith dreadnaught onto Sid’s core world by turn 5 or so. Something I never did before and it won me the game in record time (sorry Sid!)

😉

Our stats show that around 100 people tried the game out over the weekend. Most of you like to play on Friday and Saturday. We think you make yummy BBQs or go to church on Sundays, since you play less games then.

Streams

Screen Shot 2016-03-24 at 6.02.17 PMSanosuke Hitori and Power to Mario did a great job streaming games on our channel. Big thank you to them! But also to our entire team for making our weekend smooth and so much fun.

Press

Screen Shot 2016-03-24 at 5.55.07 PM

We got some nice press coverage from several sources, but most notably a front-page article on Touch Arcade. We did also get a lot of great feedback, a nice up surge in sign ups for our newsletter and a large number of interested players in Playtesting.

GDC

Meanwhile 3 of our team members went to GDC, we talked there with potential publishers and sponsors. As you may know we are actively seeking seed funding and/or a publisher at this time to help us get the last few miles from Alpha to a Beta release. Wish us luck!

What we are working on now

Screen Shot 2016-03-09 at 5.34.06 PMBeyond preparing presentations and materials are hard at work on Alpha5. We coded this week a turn timer clock and some new maps. We’ve also begun preliminary work on the first expansion of the game [shhh]. However I really must get back to coding our single player tutorial mission and finish it. We’re mid-way through making a level where each aspect of the UI enables itself progressively as you learn more about the game.

It’s an interesting challenge because the game is intuitive once you know how to play, but it still requires some educating to understand the nuances of the minimal UI.

We’re working on two future conventions, but really we’re just dead focused on development and potential investors / publishers.

So if you’ve missed it, check out our new Discord channel. I really like Discord, no login, just jump and and start chatting! You can reach us there anytime.

Subscribe to our Twitch and YouTube pages for live games. Follow us on Twitter and like us on Facebook.

Hang in there as we pull the curtains closed again to brew your next galactic evolution.

Colonizing 101

Hello again! It’s Mojumbo here, with another strategy article for our GalaCollider fans.

Today, I’m going to be covering all aspects of colonizing sectors in the game. Colonizing is fundamental to the gameplay, so be sure to absorb all the information to make the best decisions possible to ensure your future victories.

The Colony Ship

Don’t let the 0 attack fool you! Colony ships win games.
Don’t let the 0 attack fool you! Colony ships win games.

The first thing to learn is how to colonize.

Colonizing is done by the Colony Ship. You start a game with 2 Colony Ships and you will always have one in your hand. To offset this, the cost of the Colony Ship slowly increases as you build more and more of them.

As such, a big part of your colonizing strategy needs to be weighing the pros of colonizing more sectors, versus the cons of the ever-increasing cost. For instance, it’s quite normal to have colony ship costs rising to 5 Materials and 5 Research on a bigger map, at which point it will really eat into your resources for the turn if you build one.

Sectors Galore

GalaCollider has a variety of different sectors you will find in the game. Your colonization strategy can be drastically affected by what kind of map you are playing on.

For example, on a map where you are close by your opponent, you may decide to forego heavily colonizing the map in order to build up for a quick attack. On a map with plenty of development slots, you may decide to colonize and build developments everywhere. It’s all in the strategy!

Each sector in the game has a distinct look to it before it is revealed. The important thing to ask yourself, then, is what do the different sectors in the game do?

The following table will list all the different sectors you will find in the game. Use this information to give yourself a better idea of what colonization opportunities await you before you decide to move out any of your ships.

SectorTable

Putting it All Together

Now that you know what colony ships are as well as what each of the different sectors look like, you are ready to think about when and where you should colonize.

Often, I play games against newer players and they colonize the first chance they get. This can be problematic. For example, if the two sectors adjacent to your Core World are an Asteroid or a Nebula, which both lack development slots and provide few resources, it is likely worth avoiding colonizing them early.

Instead, the better choice might to be move your colony ships up another sector to get them closer to the middle of the map. If you colonize sectors that are closer to your opponent you can quickly start to build up defenses on your sector as well as prepare an attack of your own.

Generally, something to look out for when colonizing sectors are choke points. A choke point is a spot on the map that serves as a bottleneck for your opponent. Let’s say the only way to your opponent is through one sector in the middle of the map – colonizing that one sector and building defenses there is very important! If you were to neglect that choke point and colonize closer to your Core World, you risk letting your opponent claim the middle of the map which would give them free reign to attack you from multiple directions whilst you’re forced to one attack point.

The red player only has 1 sector connecting to the opponent’s side of the map. This is a choke point at its finest.
The red player only has 1 sector connecting to the opponent’s side of the map. This is a choke point at its finest.

That will do it for me today!

So, remember, GallaCollider is all about strategy, and altering your game plan according to the map. In game, think about the cost of your colony ship, the type of sector you want to colonize, and the position of that sector on the map relative to your opponent. It’ll help!

Good luck and happy gaming.

Gearing up for MagFest

Less than a week and we will be at MagFest!

IMG_7165

2016-02-10 18.13.18

We’ve been working around the clock on code, design and booth preparations and were pretty happy with where things are landing. There is still a ton more to do, but the game is fully playable and will look pretty nice on our Kiosk stands we bought to showcase the game. We’ve also got nice black floor tiling, and new roll up banners that should arrive [fingers crossed] today on Friday to liven up our area visually.

We were hoping to have both Android and iPads on display to go with our Mac and Windows laptops but sadly the Androids didn’t get here in time to demo the game.

That said we should have 7 devices with us, 2 for playing tutorial missions, 4 for playing full games and 1 for showing off an image gallery and collecting visitor email addresses.

Turns out we will also be getting some cool chairs sponsored by Yogibo including a mini and an ipad case to go with it.

Game Progress

There’s been a ton of updates over the last couple of week to the game, so many that I struggle to even remember what is new anymore. Just yesterday we added 4 new UI buttons to the game so that you now have more than one way to colonize a world, send troops, attack and reset your attack choices. Here are some shots of these new UI buttons:

colonize button

The buttons for information were also moved to the sides of the cards and enlarged to make them easier to tap on tablet devices. Below the “I” button you can now see buttons like the blue icon for colonize, or the red cross hair for setting a target in battle.

We still want to improve the UI further by adding similar buttons and contextual highlights for a lot of other aspects of the game like movement, but

Set Target

this will have to wait now until after MagFest since we need at least 5 days now of stability testing to make sure there are zero bugs remaining.

Tutorials (Puzzles)

Screen Shot 2016-02-12 at 9.10.20 AM

We’ve got single player tutorials in the game now! Seven so far, these are set up like puzzles with tips to get you started. Completing all 7 of them should give you a pretty good basic understanding of the game so that you are then ready to play vs. another player. We plan on making at least another dozen puzzles as time goes on that will increase in difficultly while simultaneously showing off the more refined level of thinking you can achieve in the game. Our AI opponent logically fights, invades and brutalizes you on these puzzles but they are all set up to last a maximum of 1 to 2 turns. So they are intentionally short and very focused, think chess puzzles you might find in a news paper.

Interviews, Streams and Pod cast

Since we last spoke we’ve also had an interview on eXplorminate and a live game stream-interview with Space Game Junky. Plus on our own Podcast we also had a quicker recap of last months progress too.

Alpha Test Event

After MaScreen Shot 2016-02-10 at 4.39.15 PMgFest our next big milestone is the big public Alpha test event we want to schedule for mid March. This is going to be your chance to play the game in what hopefully should be an active weekend with a full lobby of players. You’ll be able to play the game as a single-player vs. the computer to learn the basics and then online vs. other players and us on Twitch streaming live if you want to play us or ask us questions. So please sign up to our Alpha event to let us know you are interested and tell your friends! Everyone can join in, we want it to be extra fun.

New Cards

Yes we have new cards we could show you! But I’m out of time for today, so I’ll leave that update till next time. Until then don’t forget to also jump on our twitter and subscribe to our twitch if you want to catch us in the act of playing and jump in for a game.

Space man out, Seb.

Teching Up – A Closer Look at the Techpool

Hello and welcome to another GalaCollider strategy article. I am Mojumbo and today I will be briefly discussing a new playstyle made possible by the addition of new sector cards that takes advantage of the techpool.

 

What is the Techpool?

As a quick refresher, the techpool is a separate deck that you purchase cards from to add to your main deck during a match. Each card you purchase is placed in your discard pile. When your deck is empty, you reshuffle your discard pile into a new deck (which now includes those tech cards you bought). This allows you to transform your deck to do something completely new, or just further refines what you already have. Until now, no sectors really took advantage of the techpool. That has now changed.

 

Presenting: a new Coalition Coreworld

1
Synaide Tech allows the Coalition to play for the late game via aggressive teching up

 

Synaide is the second Coalition coreworld to be introduced. Whereas the original was based around using Dreadnaughts (big powerful ships) Synaide Tech instead gives you benefits for making use of the techpool. Normally, you’d be buying cards from the techpool with the idea that those cards would come up later to offset their purchase price. Synaide Tech softens the blow by giving you 2 materials upfront which allows you to both buy a card for later and get more cards in play now. Also worth noting is that Synaide Tech offers 18 tech slots as opposed to the original coreworld’s 15. This means you can have 18 different cards to choose from in your techpool giving you an even broader selection than normal. I rather like including tech level 1 cards in my techpool when using Synaide as they only cost 2 Research and the additional tech slots means I can cover every weakness.

But Wait, There’s More: Tech-sectors

3  2

You will be very tempted to purchase cards from your techpool with these in play.

 

Jigili is yet another sector that provides you with Materials when you purchase tech. Combined with Synaide and you can get a whopping 3 Materials a turn for buying a single card. Pretty good deal if you ask me.

God Spark, on the other hand, provides you with Energy that you can use to move your ships around the map. As God Spark is a nebula, it also has the benefit of giving players added incentive to scout out and colonize more nebulas.

 

4

Asteroids just got way more valuable

 

Ancient is similar to God Spark in that it gives you a reason to scout and colonize asteroids instead of ignoring them in favor of planets. However, what is most interesting about Ancient is that it gives you Research for buying a tech card. This is important because you always use Research to buy your tech meaning the ability is effectively a discount. If you can find multiple sectors on a map with +1 Research abilities you could end up buying your tech at a heavily discounted rate making for a more explosive endgame than normal when multiple high tech level cards start getting played.

 

5

My personal favorite: card draw

 

Juggler’s Nest has very good synergy with the techpool. When you are actively buying cards from your techpool, you want to empty your deck to trigger a reshuffle as soon as possible. Juggler’s Nest gives you extra draw when you buy tech which will have the effect of letting you find your higher level tech options sooner. Normally a sector that provides 0 resources a turn would be too hard to overcome, but the extra card draw this sector gives you will more than make up for it.

Be sure to watch us stream our games on twitch.tv/galacollider on Fridays or our VODs — you’ll be able to spot all the new cards in action! I hope you like what you see! Until next time, this is Mojumbo signing out.

 

Visual wave

Greetings friends, much has happened in the last few weeks!

MagFest

GalaCollider was selected to present at MagFest! We’re very excited to have a new opportunity to show the game to the world. We’re working hard to get a nice humble booth all organized and prepared for the event.

UI Progress

We have made tremendous progress towards getting the UI of the game improved. We still have a lot to go but there is already a world of difference in the game.

Screen Shot 2016-01-19 at 5.11.24 PM

We’ve also been working on various kinds of visual feedback for different game effects, like red spirals to show a planet is being raided or flowering purple-blue rain when an ability reveals a sector at range.

Screen Shot 2016-01-11 at 10.41.09 PM

Sectors now have colors that are more clear to show ownership, the core world glows brighter, sectors that are not selected have various visual indicators disabled.

The half way point

Alpha4 isn’t done yet, but we’ve decided to make a mid-way marker in the development. Our goal in the next two weeks is to make a stable build of Alpha4 in anticipation of MagFest. We will also use this stable way-point as a means to get everyone on the team playing the newest build too.

Only a few actions remain that can’t be undone with our new Undo button – which has proven to be such an essential feature.

It’s also very easy to load custom decks into the game now, and we’ve got 16 new ships and another half dozen or so other new cards in the current pool to play with.

Progress on the single player mode is currently hampered by a few last features we need to finish. Namely we need to code the game to permit us to set the player’s deck, and the order of the cards in their hand at start. Once we have these things, and a few bugs resolved, we can then work on refinement and testing on our puzzle missions.

Planetary 3D models

The game uses 3d models for many things. Everything on the map is 3D but still linked to a card. There were a number of planets added in Alpha3 but they had some problems, pinched textures at the poles, odd colors, rotation problems, or they just simply glowed too much and didn’t match our concept designs close enough.

I’ve spent the last 3 or 4 days going back to the source files and rebuilding all the planets in our game to be a better representation of what we want to achieve.

Tonight I wanted to see all the planets together and measure which ones are too similar and what some of them should be called / renamed into. Here is what I threw together to help me get oversight:

planets_overview_01

Alpha 5 designs, first look

Starting in Alpha5, your hand will hard-cap at 7 cards. If you have 7 cards you just can’t draw more (or you get fewer cards). You can still discard at will, so it won’t stop you from getting new cards if you clear some space. There are many benefits to this change, first it will mean that turns are faster because we never have to wait for a discard phase. Secondly it will also mean we can show more of each card to the player, gone will be the days of only seeing card edges until roll-over. Ghosts on empty slots and lights that glow to show you your hand-spots filled will also make it quick to count and see if you have space in your hand remaining.

We had always planned on having enemy information displayed on an “Intelligence” tab (bottom left corner) – the problem is, that tab doesn’t exist yet because intelligence mechanics (controlled by playing Spies) is a whole world of mechanics that remains in the future… rather than the present.

It’s important to see information about your opponent, especially their star count, so you know if they are about to win. I wouldn’t say this design I made is done, but it’s starting to go in a good direction.

The idea is to leverage the traditional “street fighter” split, me on the left, enemies on the right. I also really like the idea of seeing avatars – you want to identify as much as possible with your side and your enemy. I have ideas in mind for multi-player games, but this current UI assumes a 1-on-1 arrangement.

Finally the menu, done and undo button will move to be more central – I think that makes more sense? But playing and you – will let us know if this indeed true. So here it is, my first draft for Alpha 5 design changes:

Gala_Mainscreen_space_UI_us_v_them_03

Version Alpha-3 released

Hi everyone and happy holidays! Right before Thanksgiving, we got version 3 of GalaCollider approved and out of the gate from our QA team and into the public eye. Version 3, in the end, was a complicated version to get stable as the addition of the replay engine increased the complexity of the simultaneous transaction system.

But the worst is behind us, version 3 is here and version 4 is already well underway! [Cake and tea time!]

Version 3 is a huge improvement for the game since we now have a separate map editor. This means we can easily create new custom maps, new special sectors, and planets for you to discover and experience a dynamically rich universe. Our new map editor will also be what we use to create solo mode puzzles to both teach and challenge you in the next version 4 release.

Playtest with us?

ContestedWe have a small team of alpha playtesters, but we really would like to expand that team further. Version Alpha-3 offers a lot in the ways of replayability, so try and help co-create our new custom maps! We are promoting version 3 as a means to get more alpha testers now over the next 4 to 8 weeks.

If you would like to playtest our game, let us know. Being a playtester means being a part of our chat group, reviewing cards and maps, discussing features in the game and giving input/feedback into new mechanics and ideas before anyone else gets a chance to experience them.

Back porting

As new features from version 4 get done, we also plan on back porting them to version 3 whenever possible. I know for a fact that the loading of custom decks in version 4 is nearly finished and this will open up a whole new level of game play since players can then go to our online deck builder:

http://db.galacollider.com

Pick the cards they want to use, and then load them into the game.

Deck building status

Speaking of db.galacollider.com, our deck building site is also mid-way to its next update where you will be able to craft decks online and save + share them on your profile. This will be very notable when combined with in-game deck building!

New video

On the media front, Cedric has done a great job refactoring and recording all new material for a new “What is GalaCollider?” video. We are using this video for promoting our game at events, conventions, publishers and potential investors.

New faces

We’ve also got many new people joining, and our website is barely managing to keep up! We still have more people to add on our team page but we just posted yesterday our latest “Meet the Team” with 3 new faces: Connor, Thomas, and Cedric. All three of these gentlemen have been doing great work running our outreach, QA, and video production teams. Warm welcome to them!

Next steps

ColonizedIn the next week QA will begin on deck building of 4.x and an array of new cards. We will also start coding our very first single player puzzle level. When the time comes we’ll do a full blog post on the puzzle levels since they are quite an interesting topic.

Until next time!

Sebastian.

 

 

 

 

You can find the full patch note list here.

Podcast the GalaCast

Hi Folks,

GalaCast

The big news this week is that we started a podcast that will go behind the scenes of GalaCollider. We start off with Trevor and Sebastian the game developer and game designer behind GalaCollider, but you can expect in future episodes more from other members of our team, like lore and programming:

Once we have a few more episodes we will get things up on itunes as a real “podcast”.

Balance changes for November 1st

Our cards have also just undergone another bigger balance change round and we’re moving some of the current cards in the demo/starter deck out from the demo deck and to the core set while putting some cards planned for the core set into the starter deck. Some cards are even switching sides! (a topic for another time)

Deck building and game length

We’ve also been having fun with deck building lately, just with plain text files that we load up into the game. This did uncover some issues with game length where stalemates can happen between high level players on maps with abnormally low star counts. To address this we are experimenting with stars being generated rather than claimed and also a smarter map system where the star values of each map are now calculated based on the map generated rather than a fixed number based on the number of sectors.

We want most games to last around 30 to 60 minutes, unless you opt for a really large map (and therefore know what you are getting yourself into!) – these changes should be a step in the right direction to ensure that game length does indeed remain within these constraints.

You can watch a recent game where I ran a custom deck with lots of frigates and the map had too few stars on it to trigger a star victory. The result was a really fun game, but it lasted too long for what we want the game to do.

Granted this is with zero turn timer in place, which will really help to speed up the game, but even so a game like this needs to reach conclusion in fewer turns:

Other news

Over the last week we worked out the last of the critical bugs on 3.x and now we are just knocking off all the final major and minor bugs before we begin work in earnest on 4.x.

Work on the deck building part of db.galacollider.com has begun.

Sebastian has been busy getting the graphics ready for the giant design overhaul in 4.x.

Finally we also submitted our game to IndieCade, Magfest and IGF recently. Wish us luck!

Looking for

We are currently looking for:

  • More Alpha Playtesters
  • QA Testers
  • Marketing analysts / social media / strategists
  • Unity3D VFX animators

Thanks for tuning in!

Updates and self reviews

Hi everyone,

Screen Shot 2015-10-17 at 2.21.47 PMWe are now done with new features on demo3 and doing only bug fixing on it until it is stable. The key features in Demo3 will be:

  • new replay engine shows you the moves and cards played by your opponent
  • tool tips tell you about the game when you play for the first time
  • new graphics for sectors you haven’t revealed yet give you more information about what to expect
  • custom maps including random and reflected layouts. Each sector can now have its own mini deck!
  • lots of balance changes, in particular tech2 and 3 curved down and colony ship costs adjusted

Outreach

Sebastian wrote a Gamasutra article that reviewed what went well and not so well on our recent Kickstarter.

Screen Shot 2015-10-23 at 11.52.02 AMJayce Stock and Cedric de Leeuw have been added to our team. Jayce is our new voice on twitter and Cedric you will know as someone who made an amazingly cool fan videos for us. Cedric is helping us to make a nice video for competitions and to send to investors.

Investors is our biggest focus right now, and getting the core game completed sufficiently enough that we can present it and submit it to various conventions for prize considerations.

Otherwise we have a podcast recording done! So by next week this should start appearing.

 

Phoenix project

Hi everyone, so our Kickstarter has closed, but we are still here! Working as hard as ever on getting the game done.

Yes, it is sad that we didn’t raise the funds. Does this make our life harder? It sure does… but we aren’t giving up hope. We’ve been working on securing some smaller sources of funding to help ensure things can continue. Some changes in the team and our tools have taken place in our natural progression of the game’s evolution.

We’ve been a bit silent the last couple of weeks but this will soon change again as we resume blogging at least once a week with updates again.

Your voice

We got a lot of great results on our survey, but we could do with some more answers. Our sample set is still a bit light. If you have 5 minutes to fill out this survey about our previous Kickstarter it would be really appreciated! We want to know you and what you think.

What has GalaCollider been up to?

Today we are happy to report that the Demo3 build is making huge progress. We have the following features coded and being tested:

  • New lobby system shows you running games and online players
  • Brand new user registration system
  • Tool tips show up if it is your first time playing that guide you how to play
  • You now see a replay of your opponents moves and cards played
  • Several new ship modules required for new cards we will be adding

In addition we are happy to announce that we have:

  • The first version of our online deck builder website done
  • A new map editor that will allow us to make advanced unique maps
  • A new design for the game UI underway

db.gc

Deck Builder

The first release of our deckbuilder is up! For now you can look at all the cards in our demo decks. Later on we will be adding more cards from the core set here, and eventually also the ability to save and load decks. As well as comment on them and so forth.

Big thanks to our DB.GC team for helping to get this up!

New map editor

We stream games and developer sessions on our twitch channel. Which we then publish on our Youtube channel.

New UI work

Now that we know we don’t have the funds to make a 3-level zoom UI we still need to improve the current UI of the game to look good! We plan on improving it in steps, and the first step is getting rid of the developer graphics (no offense Chris) and instead putting in place something that might look a little better. This is by no means finished, but here is the first rough draft of the new design for the planets and their connections – what do you think?

(The gray rectangles near the center lava planet are where the 3d models of ships will go)

Space UI

Patreon

Are you sad our game wasn’t funded? Do you believe in us and want to help us get our game out? It’s not easy working on an indie game, especially one where we have a lot of artwork we need to secure.

Well I launched a Patreon page a few days ago. It is asking if you want to support me as a designer, working on this game (and some other board games). I don’t have a lot of expectations, but I am offering pretty good rewards. Free digital content if you are my patreon, even physical copies of games I work on if you help me at $25/month – but even $1 a month is super appreciated and helpful. Would you be my patreon?

Developer Podcast?

Would you be interested in a podcast I run once or twice a month that goes into game design? It would be a show where either I, or others from the team would jump in and we would talk about important choices and creative moments we had since the last update.

Things like: why were colony ship costs changed in Demo3? What is the Game Arc of GalaCollider and why are certain values set the way they are because of it? What design challenges have we had since the move to simultaneous turns? Why was workshop changed to buff attack instead of hull on Sylith ships? What are our plans for designing arcs and blocks of sets in GC?

Does this sound interesting to you? It does take time to make one… so let us know!

Team

Since the KS we’ve had 3 new people join our Playtest team, we created a new HR team, promoted two team members to coordinate their areas, a new team member to help create an active voice of ours as a whole on Twitter and added a new junior programmer to the Unity3D C# team. It hasn’t been all growth though, in some teams some people have left us or we’ve moved them around to other areas. We are basically refining and remolding ourselves.

Here is our current list of open positions:

Creative positions: Sebastian has been doing all of these things for some time, it would be good to expand the team so Seb can focus on game design and direction!

  • Art Director
  • Designer
  • Animator

In our outreach team we are looking for:

  • Market Analyst
  • Social Media Marketing (Facebook, reddit)
  • Copywriter

The development team is looking for:

  • QA Testers
  • Alpha Playtesters
  • Programmers (Unity3D C# OOP)

Our production team is seeking a new:

  • Art Producer

And finally our website could do with someone dedicated to do:

  • Webmaster (supervise and take care of our website)

Do you fit one of these titles? Let us know!

Update August 19th, 2015

Less than a week to Kickstarter!

This is the big headline, we’ve got it all ready to go. Press releases, articles, videos, some promotions and advertising. We’re ready to roll into the big one!

This is your last chances to sign up for the newsletter, signing up will get you $5 in credit plus you’ll get an email on day-1 of our Kickstarter. If you sign up after the KS begins, you won’t get $5 anymore in bonus… so don’t miss out.

Thunderclap

Our Thunderclap is up to 113 supporters, but we can do even better! If you haven’t yet, please click this link to thunderclap and then click the Facebook or Twitter button. You don’t need to log in, you don’t have to pay anything, all thunderclap does is post, with your permission, a message about our Kickstarter to your Facebook or Twitter page on the day that we launch. The more of us that post on day-1 the better cause then we have a better shot at trending on twitter and Kickstarter itself!

PAX Prime

GalaCollider - Roll up banner
This is our roll up banner we made for PAX, it stands tall at around 6 feet.

PAX is coming up really fast, we will be at the Foam Brain booth this year doing demos and interview. Come check us out! We’ve got new fliers and a roll-up banner on the way for the event. Amy and Jonathan will be there with Sebastian and a couple of laptops and an iPad to show you the game first-hand and let you play.

Game progress

We’re making excellent progress with development, but we are certainly feeling the pressure for PAX coming up! Every week we add in more features, more enhancements, better graphics and improved gameplay balance… but at a certain point, all the smaller bugs will be resolved and we will begin a new round of playtesting and pre-release exposure to youtubers, twitch streamers and the press.

The game is really coming into its own: the feedback we are getting is very positive and I know that I’m already addicted to it – which is a good sign. I can’t actually play it as much as I would like to! (like all the time)

We’ve got many more game recordings planned, both for the Kickstarter as well as strategy commentaries, and invitationals.

Art progress

Each week we’ve got another one to two ships completed as Rafael is still on a roll. Here is a new bomber-frigate for the Sylith he has modeled and test rendered:

Sylith test render Bomber-Frigate

And a light flexible Strike craft:

Sit back, relax

And enjoy the star jump over to Kickstarter! Next time we meet on the following Wednesday the Kickstarter will have just begun and many of us will be traveling to PAX! Thank you once again for your continued interest and for being with us on this journey. The real fun is about to begin.

Update August 11th, 2015

Two weeks!

Yeah, you read that right, it’s less than two weeks now until our KickStarter campaign launches! While there is always the potential for a delay, we are looking good for launching our campaign on August 25th 2015. That’s nearly two years of working on this game, from nothing more than an idea to full time with an awesomely big team, all leading up to this moment. Pretty crazy.

Thunderclap

thunderclap-logoIf enough of you join our Thunderclap campaign it will mean a big wave of social media posts on the first day of our Kickstarter and could make a big difference getting us up over our initial funding goal so we can start to dig into the really exciting parts: the stretch goals.

Haven’t heard of Thunderclap? It’s a service that lets us prepare tweets and Facebook posts about something (the GalaCollider Kickstarter campaign), recruit people to sign up (like you, our biggest fan), and then everyone who signed up will post on social media simultaneously like a Thunderclap!

We’ve pre-written a message that will go out on Day 1 of our campaign, but we need your help to spread the word. It’s quick, easy, free, and will be a tremendous help in kick starting our Kickstarter campaign.  To sign up, click the big “facebook,” “twitter,” and “tumblr” buttons on our Thunderclap page, and click “yes I’d love to support these awesome people” and you’re done! Visit our Thunderclap page for more information.

 

Kickstarter video 95% done

KS Video preview stillOur Kickstarter video is now 95% done, and only needs some very minor tweaks and the audio mixing.

3D Modeling progress

Sylith Frigate

A gazillion new 3d models are showing up right now daily as Rafael goes berserk with his computer. Rafael is focusing on pumping out a ton of tiny specialized smaller frigate ships for the Sylith faction. In fact, you can watch him hyper-create some of these models in one of our new time-lapse 3D modeling videos, from our YouTube channel:

New artists

Please welcome two more artists this week that we’ve added to to the team. Bringing the number of exceptionally talented artists up to 27! And yes, we are still recruiting.

Neil Maccormack

neil maccormack platform galacollider

https://www.artstation.com/artist/bearfoot

Dmitry Vishnevsky

Vishnevsky GalaCollider

https://www.artstation.com/artist/dimon

Core set card designs

We recently just finished designing the first 120 cards of the game, how many of these cards we will be able to get into the core set will depend on how well our Kickstarter is funded, but it is pretty exciting to see all the cool different kinds of decks people will be able to make already.

Our test and play balance team is up to over 30 people! We can’t wait to get some of these new cards in their hands…

We also coded a new tool that will allow us to output all the cards used in the game, from Unity into high-res PNG image files. The final glitches are being sorted out as we speak.

This will let us craft up card ideas, attach images and then just batch-generate images like nobody’s business. This will be a godsend for setting up any kind of online deck builder, sharing spoilers and previewing cards with you here, or on our Kickstarter.

Bonus content

tablet_promotionalAnother reminder that you have about two weeks left to sign up for our newsletter if you haven’t yet. Signing up will ensure that you don’t miss our Kickstarter and early bird rewards. Signing up will also guarantee you bonus in-game credit and a bonus card. So surf on over to our home page and kindly bless us with your email address, we’re doing our best to make sure you will have lots of fun and that you’ll be happy you did so.