Alpha Launch!

Today is the day! We’ve begun to let players into our Alpha.

If you did not yet get an email from us, fear not! We will be adding more and more people to the game as the days/weeks progress. We are adding people based on how long they have been signed up on our list, so the longer you’ve been with us, the sooner you will get access.

Here is a new video to get you started!

If you have not yet signed up, please sign up on our homepage with your email address to get on our list!

And for those of you who want the future crowdfund upgrade perk, please make sure your email is registered before the 21st of December 2017.

Our online deck builder has also been updated with all the new card art and card names, feel free to jump there to review the current card pool, share and make decks.

Be sure to follow us on Twitch so you can watch us and other community members play. We plan on streaming a lot more games, more regularly, now that the Alpha has launched.

You can find many of us and other players on our Discord channel. Our FAQ has been updated with newness.

More from us again soon!

Fall release confirmation

The moment approaches, Gala Collider’s open alpha is set to begin on December 18th!

We are planning to invite the oldest subscribers first, and we will continue inviting players in batches until we have our desired load of at least forty games running concurrently. Once we hit that load, we will pause to evaluate that nothing is breaking; and then continue to add players until we reach our next goal of 250 concurrent games (and then our next goal of….).

So depending on how long you’ve been subscribed, you will get an invitation on the 18th of December or in the weeks that follow. In addition to testing the strain of simultaneous multiplayer sessions, we’re hoping to get feedback on the tutorials and scenarios.

Winter is coming…

(yes it is also cold out in space)

If you’ve been with us over the last two plus years, you will have hopefully read that we were offering our most faithful followers a tier upgrade on our future crowd fund campaign. We are keeping our word but we will soon no longer be offering this to new subscribers. Anyone who signs up on or after December 21st in 2017 will no longer qualify for future tier upgrades.

However, please be clear that signing up on or after the 21st doesn’t limit or reduce your ability to still get early access to our game and play it! From the 18th of December onwards, we will be in a public alpha state and open to new signups throughout the alpha period. Your email will just be batched and given access like any other, in order of signup.

Art / VFX updates

We continue to work on new artwork and add artists, we nearly have 40 artists on our team now. Below are some samples of fresh produced work:

Sylith – Perception: Enemy plans are laid bare and revealed. Art by Eko Puteh


In progress sketches by Marc Scott:

In terms of visual effects, we now have integrated visual effects for many different weapons all in the game. Here is a full list of all the weapon types coded and ready for you to employ against your foes in the upcoming Alpha:

  • Variable sized energy weapon fire, larger attacks generate larger beam weapons now
  • Torpedo attacks that apply heavy damage to cruisers and larger ships
  • Pulse fire attacks that specialize in damaging smaller ships
  • Nukes that are slow but do collateral damage to massive targets, like dreadnaughts
  • Bombardment weapons to knock out enemy developments on their sectors
  • Retaliation fire is a beam weapon that returns fire at each enemy ship that engaged you
  • Troops deployed at a planet float down in landing pods, where they hope to conquer or help defend against invasions

Either at release or in a subsequent patch we will also release custom effects for even more aspects of the game. Different operation cards will trigger different visual effects, and cards are getting variable size and color edge glows while you drag them over potential targets.

Sign up and tell your friends

These next weeks we will be very busy doing final quality tests on everything to make sure the game is as bug free as possible.

So please, don’t forget to share our game with your friends and get them to sign up! Sign up before December 21st 2017 and you will also be on our list for a free tier upgrade on any crowd fund campaigns we launch in 2018!

October 2017 Update

Time is still ticking towards our Alpha release. We are fairly confident we should still be able to hit our Fall 2017 release timeframe, and it will likely be around December 2017 – assuming no major hitches in our planning.

Code update for Alpha 6

Alpha 6 is the version number we will be on when the Alpha goes public. We plan on inviting players in batches, with oldest subscribers first. Once we make sure everything works well we will then batch in the next group. We will go deeper into the details of this process once we get closer in a month or so.

Right now, we are mainly working on the following code-related tasks:

  • Player profile enhancements
  • Game lobby and room UI
  • Basic matchmaking logic – to ensure new players tend to find other new players when creating/joining games
  • New card overlays for full-art formats
  • New weapon effects, explosions
  • Sound design
  • Final touches on single player scenarios, tutorials
  • Game patcher Mac/PC testing and design

Discard for Research – GONE

We tried out a mechanic for a good few months where you could discard any card from your hand for one research point. While it did a good job of addressing access to higher technology options on smaller maps, it led to two negative consequences that we decided were not worth the trade off. Namely it encouraged heavy hand-deck manipulation as a strategy, which is a very min-max type thought process, while detracting you from the core of the game: which is focusing your choices in your hand & the ships on the map.

You could easily spend the majority of your turn discarding and drawing large numbers of cards to find a particular solution, which is not necessarily something we want as core gameplay but also a very high-level thought process. Our game already has a very high skill ceiling and this ability as a core-feature for all decks just meant that the skill ceiling was even higher than it perhaps needs to be. Players who discard heavily just win against players who don’t. We were not promoting intuitive gameplay by doing this, players are not “used to” throwing away all their cards to draw new ones, especially when they are learning and don’t know why a different card would be any better.

The ability to discard for research may very well return, but if and when it does, it will be in the form of an ability you can deck build around and progress up to as you play, rather than an innate way of playing.

We should give a shout-out to Jean-Michel from Abrakam / Faeria – who also mentioned this concern on a podcast we had earlier this year.

Video Production

Our team is now also busy working on two videos, one of them will be the intro-lead for our game when it launches. It will convey the big-picture story behind the game of the game and where things begin. The other will eventually attach onto the first as continuation where we unveil the video elements of gameplay, but from the perspective of our characters story. We will be utilizing these videos as part of our upcoming crowd-fund campaign next year.

Art Licensing

Recently we have been focusing more on securing specific artworks from our ~35 artists rather than seeking out new artists to work with. We’ve got licensing agreements finalized with 4 or 5 new artists in just the last few weeks, totaling more than 35 secured artworks.

Meanwhile Eko Putek continues to produce commissioned artwork for our commanders and our upcoming lore video. You can see on our last blog post the two pieces he did for our commanders.

If you haven’t noticed it yet, our Twitter and Facebook pages also have new blue-green back art that was a lot of fun to make and incorporates 3d and 2d art from 5 different people all together in a larger space-scene.


The main positions we need to fill currently are:

  1. Community Manager(s) – Timeshares
  2. Social Media Manager / Specialist – PAID
  3. HR / Admin – Timeshares
  4. QA Testers (especially testers with Mac OSX) – Timeshares

Let us know if you or someone you know would like to join our international passionate team!

Expandable Cards in Gala Collider

Disclaimer: Some of the following information offers a sneak-peek into our monetary economy plans and is subject to change as Gala Collider 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 Gala Collider.

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 Gala Collider. 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 Gala Collider, 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, Gala Collider 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 Gala Collider 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.


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.


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.


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.


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!


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

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.



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.



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 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!


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:


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:


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:

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

Deck building status

Speaking of, 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!






You can find the full patch note list here.

Podcast the GalaCast

Hi Folks,


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 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


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.