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Galaxy Pass Station News

Update 1.3.4: What's changed?

[h2]Fixes and Improvements[/h2]
  • In story mode, you now need to make contact with 7 alien races, not 5 as before.
  • In story mode, the pilot of the first flight can now be a member of any alien race.
  • The morning event where nothing happens will now trigger much less often.
  • Fixed drones that would sometimes stop in a corridor and do nothing for a while.
  • In story mode, the curator now always calls and talks about what the civilization ratings are.

We're at the Capitalism Fest! How does the economy work in the game? -25% OFF!

Hi everyone, this is not just an announcement about discounts and so on, we have written an interesting article for our players about the mechanics of economics in the game and how it all works in our game.

We're just starting to get away from all the big festivities, but we're happy to say that we've been accepted to the Capitalism and Economy Game Festival.



[h2]πŸ’Έ What is the Capitalism Festival?[/h2]
Steam is running a themed festival featuring a variety of economic simulators, from complex to simple. Most of the games are discounted, including ours. I myself am a huge fan of economic strategies since my childhood. I started with games where I had to build my own amusement parks, and Theme Hospital was one of my favorite childhood games! I still love this genre of games. And I'm really glad that Steam has somehow highlighted games like this.

[h2]πŸ’° Interesting Galaxy Pass Station Economy Chips[/h2]
In my opinion, the game's fictional item store is both a familiar and unfamiliar mechanic. I like this chip the most, although I've seen that some players may find it annoying. But, why is it so important?

[h2]πŸ›’The Taozone store, why?[/h2]
As a game designer, I want the gameplay to continue in your head. This is what makes a game interesting in my opinion. The process of order formation, tracking discounts and paid shipping makes you think when and at what point it's best to order items for the station. It's not just a simulation of real life, it's an interesting mechanic that invites the player to plan their actions in their head. But! In the sandbox, you can turn this store off and build everything like in classic tycoon games.

[h2]πŸ’Ή Inflation, Sales and Economic Crises[/h2]
In many simple economic strategies, players often encounter situations where money becomes so plentiful that there is nowhere to put it. This is indeed a huge problem with many such games, which can cause interest to drop after 2-3 hours of play. We have partially solved this problem through a series of economic events.

Inflation - yes, on any given day all items in the store can go up by 5-30% or even more. In games like this, players often find ways to make more and more money, and inflation smooths out this effect. Money turns into wrappers, so you have to think here and now how to spend money properly, not hoard it. By the way, in life inflation also provokes consumption and spending, without it people start saving money.

Sales, Economic Growth and Crises
Another mechanic that has a lesser impact on the game's economy, but it's more fun. A sale is always nice, even if it's a game! The main task of the Big Sale in the game is to provoke the player to unnecessary spending, to tempt players with unnecessary goods =). In general, our game is very often trying to trick the players, tempt them and deceive them, so you should always think about what you are offered.

[h2]πŸ›‚ How did we turn Papers, Please into a Tycoon game?[/h2]
It's a rather strange story. When the game was planned, we weren't even going to make a tycoon game, and we ended up making just such a game. In Papers, Please everything is divided into days, where after each day you have to spend on different things and sometimes you can buy upgrades. We also wanted to do something similar, but on a slightly larger scale. As a result, the mechanics of ID check upgrades grew into a game mode in its own right - a tycoon game.

At a certain point, when there was no way we could cross these 2 game modes, I gave up and decided that the tycoon mechanics would be the main part of the game, and document checks would be a side mode. It was enough to give the player complete freedom in how they wanted to play, who to check and what to do on the station. In the end, the station building mode was more interesting and addictive.

[h2]πŸ“‰ Is it possible to go negative in the game?[/h2]
Theoretically it is possible, but very few of our players lose for this reason. Yes, it is possible to go bankrupt in the game. If you get minus for several days in a row, you will be fired. That's not a bad achievement, it's very rare. But money is not the main thing, the main thing is how you spend it in the game. We didn't want to make the game hardcore, that's the main reason why it's so hard to go negative. Yes, you can often go zero on money, but it's not fatal.

[h2]πŸ’‘β• Your ideas for the game?[/h2]
Write in the comments below this news, what interesting capitalism-related things would you like to add to the game?

Maybe the ability to take loans? Maybe bandits who blackmail you and demand daily tribute? Maybe a more hardcore mode where it's easier to go negative? Maybe something else?

Update 1.3 - Creative game mode and Christmas atmosphere

We are excited to introduce you to the free update 1.3, which includes a creative mode of gameplay, as well as new items for Christmas and New Year. Moreover, we have changed the working principle of the elevators in the game to reduce queues.



[h2]Holiday Atmosphere[/h2]
We have added items that will allow you to decorate your space station for Christmas and New Year. These items will only be available in the game during the winter period, so hurry to try them!
  • Christmas and New Year trees to choose from.
  • A beautiful snowman with a scarf.
  • Real snow that does not melt.
  • Decorations in the form of lights and tinsel for the wall and ceiling.


[h2]Customizable Sandbox Mode[/h2]
Do you want an infinite amount of money or instant construction? How about playing without parasitic creatures and criminals to relax and celebrate the holidays? All this is now possible!

When creating a sandbox, you will have the opportunity to customize your new game as you like:

  • Infinite money - everything is clear here.
  • Instant construction - you can do without construction drones, they will only repair items.
  • No delivery of goods and no store - if you want to play a more classic version of building games. Items will be purchased directly from the building mode, but say goodbye to discounts!
  • And much more...


[h2]Elevator Operation Algorithm[/h2]
We have completely redesigned the elevator system to get rid of bugs and improve balance. Now, visitors always enter the elevator, even if it's going in the opposite direction. Thanks to this approach, elevators stop less at floors and transport passengers faster. Many elevator bugs, including visual ones, have been fixed thanks to the overhaul of the entire system.

[h2]Other Improvements and Fixes[/h2]
We have fixed the issue where the player loaded a game save and some visitors became unverified and required re-checking of documents. We also corrected some other minor bugs that are not worth mentioning.

We wish everyone a Merry Christmas and a Happy New Year 2024. All the best to you!

Update 1.2.4: Improvements and Fixes

[h2]Improvements[/h2]
  • Added the ability to load game saves from different game days.
  • Added a new category "Sale" in the in-game store, which shows all items at a discount.
  • Added a new category "Shopping Cart" in the store, where all items added to the cart are displayed.
  • Added hints about the weight of items in the cart and order.


[h2]Fixes[/h2]
  • Fixed some situations with incorrect loading of saves.
  • Fixed tooltips for shopping cart, the information was not always correct.

Small update 1.2.3: What's fixed?

[h2]Bug Fixes[/h2]
  • The "Check all passengers" task in the first contact will now automatically end after the first working day.
  • Fixed a rare bug that when a visitor was denied a station visit, the scene would not change and it would be impossible to continue playing.
  • Fixed a bug in loading saves that caused drones to lose the ability to load goods, parts, and batteries.
  • Fixed some other bugs related to loading game saves.