1. The Pegasus Expedition
  2. News

The Pegasus Expedition News

EA hotfix 1

Fixed issue with game freezing on certain language windows installations.

The Pegasus Expedition launches into Early Access NOW!

We greet you, directors!

The time is finally here, The Pegasus Expedition jumps into the Early Access and is available for you all to play!

You can experience the game’s full campaign featuring around 20 hours of gameplay, and also can expect additional content drops, new features and quality of life changes as part of the Early Access Roadmap - including four new scenarios.

Watch the official trailer now!

[previewyoutube][/previewyoutube]

To summarize the game for you, here are the most important features of The Pegasus Expedition:

  • Immense handcrafted world – a replayable campaign set in a rich, vast world.
  • Conflict and tragedy – experience a deep storyline, where no-one is perfect and ends will often have to justify the means.
  • Choose to be the leader you wish to be – face difficult moral choices in difficult times, and suffer their consequences.
  • Rewarding gameplay experience – Versatile 4X gameplay with many different approaches to various challenges the campaign presents.
  • Meaningful diplomacy – a diverse and versatile system with over 30 independent factions in the galaxy.
  • Planning-based combat – manage your warfronts' bigger picture, and weigh which losses you’re willing to take for success.


That's it, the game is yours to play! Thank you very much for your support, we are open to any kind of feedback. Come join the Discord server of both the developers, Kalla Gameworks, and the publishers, Fulqrum Publishing, and let's chat about the game!

Fulqrum Publishing has also just started its Publisher Sale, ending October 27. ALL of their games are discounted, so head on the sale's website and check them out!

The Vision behind the Pegasus Expedition - DevDiary 7

Greetings Directors!

The Pegasus Expedition launches into Early Access tomorrow and the final episode of our dev diary series is here as well. After music, graphic inspirations, story and more, the developers decided to reveal their vision behind the game. Have fun and don't forget to check all the previous parts to fully understand The Pegasus Expedition.

Previous installments:



The themes of The Pegasus Expedition revolve around the grim reality of ends justifying the means, and how much is simple survival as an end going to justify. With the features forming the story-driven side of the game, such as the game’s dialogue and cutscenes, we had a chance to create a different kind of world conquest experience: one that is not very clean or pretty. Numbers and statistics don’t do all the talking, but there are actual people you have to answer to. We wanted to show how conquering the world could really happen and feel like.



To support this, there are, for example, multiple ways of waging war in the game. The nice way is the hard way. You avoid any collateral damage, and everyone in the galaxy takes note of how you’re trying to do things the right way. But it can be difficult to survive and win while handicapping your force’s real potential.



Then there is the easy way. Doing absolutely everything you can to bring the enemy down. It’s certainly easier to do when you’re not holding anything back. But the galaxy will be watching, and if you keep doing it over and over, they will eventually draw their own conclusions about you. You may reach a point of no return, and turn the whole world against you.



Therefore, the optimal way is a balancing act. The world of The Pegasus Expedition is chaotic and complicated, and there isn’t a good and an evil side to anything. You have a mission and you will have to see it through, but that doesn’t answer all the questions that will arise. How, and at whose expense? And is it really worth it all?



We didn’t want to paint war and conquest as anything they are not. They are a tragedy, but you can’t dwell on that too much either. Because a war is an even greater tragedy if you don’t win it.

The Pegasus Expedition Livestream with JaredRBair and Dev Q&A!

Hey Directors! Tune in for a special Jared R. Bair stream airing today at 9PM UTC (11PM CEST)! Together with Jaakko from the Kalla Gameworks, he will play The Pegasus Expedition!



You are very welcome to drop by and say hello, discuss the game and ask any questions you might have about it. In case you can't make it there, drop your question in the comments below. We'll make sure Jared and Jaakko will answer it during the stream and you can watch it later!

Music of The Pegasus Expedition - DevDiary 6

Greetings Directors!

Music is undoubtedly a really important part of every game, even more so in a story-based sci-fi 4X strategy such as The Pegasus Expedition. Today's dev diary focuses exactly on that!

Previous installments:


A sense of wonder and discovery, in addition to a sense of epic desperation - the building blocks of the music and atmosphere of The Pegasus Expedition. From the beginning of development, we knew what we wanted the players to feel through our music, and went through many iterations to find the results we were looking for.



As a baseline, I was aiming for something ethereal, to further the sense of desperately drifting through space to find a solution for humanity’s woes. The soundtrack couldn’t be all cold and dark tracks, but at least we could keep both the emptiness and wonder of space without putting too much pressure on the game’s atmosphere.



The best technique for both doing this and achieving a unique feel for the Pegasus galaxy was combining classical minimalist techniques, such as a lone, echoing minimalist piano with deep synths and the occasional post-rock guitar. As an epic thematic glue, we contracted a vocalist, Vantorea, to lend her voice.



The game’s main theme is echoed throughout most of the game’s tracks, with each faction and subtheme having their own instrumentations and versions of the melody. The Tamanin melody, for example, is a cut-up version, featuring a clear, high synth to represent the empire of these birdlike people.



The highs and lows of a strategy game are always a unique challenge, since the pace of gameplay and combat are up to the player. Thus as our mechanics moulded into their final shape and testing progressed, we experimented with different levels of intensity, to try and find the right balance between a certain sense of epicness without making the player feel rushed with their decisions. For instance, we had originally planned our dynamic combat music system to have different levels of intensity with their own tracks and dynamic elements, but found that artificially trying to raise the epicness of combats ended up with many instances where the game’s music system thought a moment was epic, but players didn’t feel so. The option we found to create the best results was raising the bar of the combat music’s intensity a bit, and having the game not try to interpret combat’s intensity at all.