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Star Command Galaxies News

NEW BETA /// KILL ALIENS /// GIVE FEEDBACK

Star Commanders,

The solar flares are flaring,
the Glorsnoofs are snarlinging,
and another BETA update has landed.

Star Command BETA v 9000.3 has arrived and it needs your beta testing!

Does it load?
Is it boring?
Who is your Daddy and what do they do?

Tell us! Help us! Love us?

HOW TO HELP:

Please go to your Library >> Star Command Galaxies >>> Right Click - 'Properties' >> BETAS >> betatesting - [down arrow] 'Beta Testing branch' AND THATS IT ... (no password needed)

Start the game... Play the game... Love or hate the game... Post your thoughts in this comment or in steam discussion board... Tell us about why it cheated on you with Volnar.

Psshh Volnar, what does it have that I don't... besides an armada and thousands of blood-oathed underlings at their every command.... damnit.

Here is a short list of the bugs we attempted to fix:

fixed big issue with enemy damage making objects unrepairable
fixed hull placement in buy menu
RMB = deselect character
fixed 'So Many Bugs' encounter
added verification to main menu popups
got rid of baddies prematurely triggering encounter steps (we hope)
Zombie Encounter should now work? I hope!
fixed tooltips so they work on way more objects
Had a big bad bug if you picked green nebulus ship
crew no longer auto leave posts
disabled quickjump whilst at station

The game is thoroughly tested until the Zombie Encounter.. then its kind of wild-west... still getting there.

Things are only impossible until they're not.

Star Commanders,

After a few long orbits in the outer asteroid belt, we are happy to report we have a brand new BETA build up on the Beta-testing branch on Steam.

It is live right now, you simply need to enable it inside the game 'properties' in your Steam Library.

So what is new? Well we fixed a lot of the AI, and a lot of mission polish, balance and tightening of all things all around. It is simply in a much better state and should feel very good.

You can also theoretically beat the entire game now. The latter missions purposefully use repeated encounters to placehold - but if this all works we'll update those before final launch with new challenging content.

What we would LOVE is overall feedback about your time in the game - any consistent bugs? What annoyed you? What did you love? What do you want us to work on the most to improve? What do you miss from mobile? Any feedback is welcome and appreciated!!!

So, we are now entering final descent to landing and we are happy to have you aboard! Let's hope we don't crash and burn!

-Warballoon

New SC:G Update at long last!

Hello Star Commanders!

We would love to get your feedback on the latest beta we just put up on the beta branch.
We are excited to hear your thoughts!

So this is a 90% done version and should take about 2-5 hours to play from start to end.
We have turned off the second half of the game for now, as we think that we can tweak and balance it based on feedback we get from this beta.

So PLEASE let us know how the latest game plays, and we will be improving it based upon feedback as we make the final push!

What’s in there now:
4 adventures: Salvage, Rebel chase, Asteroid SOS, Orbital Decay.

What is done but we have disabled for now - waiting for YOUR feedback for balance and pacing:
5 More adventures: Rebel Wave, Tourist Trap, Grolbellion, Rebel Base, Ending

Those 9 adventures will be our launch title: there will also be other game modes of various sorts.
Thanks for your help! and thank you ahead of time for giving us your honest feedback.

Thanks!
Warballoon

PS to play the beta’s ‘Beta’ - right click on Star Command Galaxies in your library, go to ‘Properties’ and then ‘Beta’ and you will see the Beta branch available in the dropdown menu.

Beta 4 on beta branch

Hey Star Commanders,

As we approach a more and more complete version of Star Command Galaxies we'd love to have your input if you are up for the task!

We are releasing the latest BETA build on the Beta Branch as of now.

The game is like 90% there but that last 10% will make the game sing - but until it does we need your help, in the comments/discussions with the following items:

- BUGS? If your game crashed our back-end will register these bugs - GREAT - most likely no discussion needed. Still though, we would like to hear the stories behind these incidents to make sure our findings match with your crashes.

- SOFT BUGS? Any weird oddities / game-enders / weird moments / stuck? / Not working?

- Concepts that took too long to understand? Is there something that seems awkward to understand or things about the game that made no sense for a while.

- Weapons or enemies feedback - overpowered/underpowered/too useless etc.

- Economy feedback - "too easy/hard to get gold, scrap or medicine"

- Your worst 2 things about the game

- Your top 2 favorite things about the game

What would you add if you had a week?

THANKS THANKS THANKS

Warballoon.

Dev Chat: Tendril Galaxies

Greetings Captains!

Some of you might have seen our Facebook comments where we talked about October 2nd being the release date. Today, we are here to announce...

...

that we are still alive and working on the game, but today is not the release date.

We've been largely upgrading the game behind the scenes, fixing a lot of the bugs we've seen, ironing out some of the balance issues, but we are definitely not ready yet for a full release at this point. We still have assets to add, encounters to build for a bit more variety, and bugs to fix. So release is still a little ways out.



In the meantime, we agree with several of our posters that we haven't given a proper update on what we're doing with the game for too long. Today, we'd like to introduce you to one of the changes we've been making to Nav, one that some of you might have noticed when watching twitch streams of SC:G.

Nav in the live version is currently a bit of a chaotic mess. A call is sent out to you from somewhere in the galaxy, you select the node where the call is coming from, then you travel along a pre-selected path to reach that goal. This can lead to the galaxy feeling less like a specific choice and more like a chore. It can also lead to extremely different feeling play experiences when it takes 5 nodes to get to a mission in one game and 2 nodes to get to the same mission in the next game.

One issue with that system is we can't necessarily control what order you do those encounters in and, on a larger scale, we can't necessarily tell where you are in the macro-game. So to solve this chaotic and disordered delivery of content, we decided to make more of a choose-your-own-route to the endpoint which we call Tendril Galaxies.



With Tendril Galaxies, you get some novelty every time you replay, but the main story missions are delivered in order of the narrative. These are a lot smaller than the current galaxy, but they will have far more obvious paths to take. When you first enter a Tendril Galaxy, you are explicitly choosing where to go and what to do. Do you want to deal with two hard nodes and a vendor, or would you rather deal with 2 medium nodes and a hard node with a nebula on each one? These nodes will also have encounters largely designed to fit within that Tendril Galaxy (with some randomization still around, of course).



At the end of each mission, you will receive a request from your crew to return to your station where you will find new things that await. New vendors, a new mission, new NPCs, possibly even new hireable crew. These changes to your station will help prepare you for the fight ahead...but be warned, the fight ahead will be preparing for you as well.



We should have a new version of Galaxies up on the beta branch within the next few days so you can try out this new setup. We still have a lot of content gaps to fill, but we hope that the idea of where we are taking this comes across better with this new version.

As always, let us know what you think and what bugs you find.

Cheers,
Warballoon