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Galaxy Control: 3D Strategy News

Optional upgrade

1. The new legendary "Shadow" skin for the hero Kratos is the first skin for Kratos that allows him to pass through walls without hindrance.

2. Now the squads will have unique names.

3. The number of Galaxy Pass awards has been increased this season and next. Added more dark matter and a container with fragments of legendary skins.
Starting next season, the number of stars required to unlock Galaxy Pass levels will be reduced.

Autumn Update!

- New modules for buildings
- New module: Fire Hail
- Updated Embassy

The Spring Update is coming, Commanders!

[h2]1. What’s New?[/h2]

[h3]1.1. Modules[/h3]
Introducing the first iteration of a huge new mechanic: Modules! Change the parameters of your buildings, perks, heroes, and other combat units — all with the power of Modules.
Players can now apply Modules to an object to change the way it operates, or to their defensive buildings and armies to make them better suit their playstyle.
This update includes 4 Modules for defensive buildings and 4 modules for walls. More modules with new functions are coming later.

[h3]1.2. New Command Ship skins[/h3]
- The Avalon skin increases damage and area of effect for the Artillery Barrage skill. This skin is available at Command Center level 5.
- The Axiom skin improves damage of the Air Spot perk. This skin is available at Command Center level 7.
- The Elysium skin increases the scan area of the Scanning Probe perk and makes it deal bonus damage. This skin is available at Command Center level 8.
- The Hermes skin increases duration of the Freeze Bomb perk. This skin is available at Command Center level 9.

[h3]1.3. New Storage Levels[/h3]
The Mineral Storage and Uranium Collector can now be upgraded to level 15. These upgrades are available at Command Center level 13.

[h3]1.4. New levels of hero and ship skins[/h3]
All hero and ship skins can now get to level 10.

[h3]1.5. Change ship skins before battle[/h3]
Now you can change the skin of your ship before battle. To enable this feature, go to the Settings menu and select Parameters.

[h2]2. What’s changed?[/h2]

[h3]2.1. Galaxy Pass[/h3]
- We are rolling back the 1 time per day reward collection rule. Unlocked rewards can now be collected at any time.
- Galaxy Pass rewards have been improved and updated for the new season. Additionally, they will be customized for each Command Center level.

[h3]2.2. Squad Loyalty[/h3]
We have disabled the Squad loyalty mechanic: it is no longer relevant.

[h3]2.3. New War Map[/h3]
We have updated the War Map: now it dynamically adjusts to every new war.

[h3]2.4. Fragment accumulation limit and in-squad fragment requests[/h3]
Hero and ship skins will now have rarity grades and accumulation limits. Fragments received from containers that go over the accumulation limit will be converted into Dark Matter. To learn more the limits on each skin, check the game wiki (https://galaxy-control-3d.fandom.com/wiki/Raritys).

[h3]2.5. Repair Ship[/h3]
Repair ship logic has been reworked:
- Unit repair and Hero repair are now two separate parameters.
- Repair rate is reduced by 50% if there are 4–6 ships assigned to repair a group of units; it is further reduced (by 80%) if there are 6+ ships assigned to repair.
- Impulse relics no longer affect the repair ship.

[h3]2.6. Relics and the buffs they provide[/h3]
Current effects from relics throw combat out of balance, which affects gameplay at large and reduces the quality of the overall game experience. We will gradually adjust these mechanics over the course of this release and the one that follows it.
In this update, we are introducing the following changes:
Max relic effects have been increased:
Max buff from Entity Relics: 15%
Max buff from Impulse Relics: 15%
Max buff from Shadow Relics: 13%
Max buff from Spirit Relics: 15%
For example: You have a Spirit Obelisk “Defense damage 30%” installed. Your real buff in the fight will be 15%.
- Squad War is an event that features authentic game experiences and mastering of defense and attack. Starting with this update, Squad War won’t support any relics, either in attack or defense.

[h2]3. What else will change in the future?[/h2]

This summer, we will introduce another update. It will contain the following global adjustments:
Relics are a powerful tool for army and defense building enhancement. However, the way this tool is currently set up is detrimental to the balance of units and defense buildings. We have received numerous complaints about it from players with various Command Center levels. To address these complaints, we are rebalancing the relic system:
Relics with % bonus already received will stay at your base. Relic boosts will work differently:
By default, relics will be inactive. Players will be able to activate a relic with a relic boost:
- 1 Relic boost will activate an Entity Relic for 2 days
- 1 Relic boost will activate a Boost Relic for 3 hours
- 1 Relic boost will activate a Shadow Relic for 3 hours
- 1 Relic boost will activate a Spirit Relic for 8 hours
These changes are required to make our content stand the test of time and maintain balanced and fun gameplay for everyone. We thank you for your understanding!

The update will be available in the app stores in the coming days. As soon as all stores open the update, we will turn on the temporary ceasefire and after it ends, all new features will be in the game.

The Winter Update!

What’s changed?
  • The Settings button has been moved to the upper left of your screen. The Message Center has been split into two buttons: Inbox and Global Chat.
  • In Settings, you now have options for how to display your Army and your Perks in battle. You can assign a Royan group to one button, or have no groups. You can toggle emotions on or off for viewing the battle in real time.
  • A simplified, more user friendly interface for Galaxy Pass.
  • Both tracks of Galaxy Pass rewards have been reworked for the upcoming seasons.


What’s New?

Squad War now has an Event status. That means that a Squad War will now start and end on a fixed schedule and run for a predetermined duration. Squad War lets the Squads duke it out on the battlefield. Squad War begins and ends automatically on predetermined days.
Squad War begins automatically for all eligible squads (squads must have 5+ members).

Squad War Schedule:
Monday — Matchmaking and Preparation
Tuesday — War Day
Wednesday — Counting the results, Matchmaking, Preparation
Thursday — War Day
Friday — Counting the results, Matchmaking, Preparation
Saturday — War Day
Sunday — Counting the results, Armistice.

Matchmaking (Beta) uses a “mirror” algorithm: it will attempt to match squads based on the Command Center levels, Attack Rankings, and Defense Rankings of individual players within each squad.

Squads must have at least 5 players to participate in the Squad War. All members of the Squad that have been online 7 days before the start of the Squad War (or more recently) can participate in the event.
Players receive the following rewards for each successful attack:
- captured resources
- spoils of war
- War Medals
The more War Medals the Squad earns, the faster it gains experience. Experience enables the squad to level up and unlock new Squad perks. Each combat star earned qualifies the players for 2 War Medals. Winning the War earns the winning Squad 150 additional War Medals.
Amount of resources received as a part of the reward for each fight depends on enemy’s Command Center level. The higher your opponent’s Command Center level, the bigger the reward for beating them.
The Squad that deals the most damage to the enemy wins.
Spoils of War is the total sum of resources collected from your attacks on the enemy. The higher your Squad’s level, the greater your Spoils of War bonus. If your Squad wins the War, it will reap all Spoils of War. If your Squad is defeated, you will lose 80% of your Spoils of War. In case of a draw, the Spoils of War are split 50-50. Spoils of War may only be collected when the War is over.
Players may receive a Squad Container when they win a battle during the war.

Participating in attacks on military bases will not affect your Fame Ranking, Tournament Medals, and Shield. Each player may participate in 2 attacks, but no more than 1 attack per enemy base. Attacking stronger enemies will bring greater rewards if you succeed and contribute more % of total damage towards Squad progress.
Relic Boosts are disabled during the War. If you use a Relic boost, it will only affect attacks that are not a part of the War. Relics that do not provide a boost will remain active during the war.

Hero Skins: Prometheus
Ancient, powerful and technologically advanced, Zeons are one of the oldest races, and they hide their nature from the younger cultures of the universe. For thousands of years the Zeon have been observing and manipulating them. Very little is known about their appearance — Zeons wear complex and imposing exosuits that completely cover their bodies when interacting with other races.
Prometheus Hero Skins have up to 10 levels.

Skin: Repairer
When activated, heals all units within area of effect. Effect does not apply to Royans.

Skin: Exterminator
When activated, releases a cloud of Novichok nerve agent that damages all targets within a huge radius.

Skin: Muffler
When activated, emits an EMP pulse that deactivates all traps and temporarily disables all firing systems on enemy defense buildings.

Command Ship Skins
Royan ships are used as large migration vessels: the ships themselves are enormous living organisms.
These ships survive and move due to their unique ability to emit a cavern—a gas cover consisting from Tritium and Helium—that induces supercavitation of both gasses and enables the ships to play back negative depth of space, thus traversing great distances in short time. This gas cloud also allows these vessels to travel through any atmosphere. Helium, Tritium and other heavy elements are usually harvested from a star that went supernova: these elements are then used to reinforce the carapace and outer skin. Collected gasses are stored in special body cavities: the ship mutates heavily after absorbing radiation in the vicinity of supernovas where it harvests them.
Migration ship skins have up to 7 levels.

Skin: Haanum
Migration support ship. Boosts specimen HP.

Skin: Raatauri
Stimulating migration ship. Boosts specimen damage.

Skin: Neruud
Blitz migration ship. Boosts specimen move speed.

New Army Levels
New: Raven Level 7
New: Level 8 for Cyborg and Berserk
New: Dragonfly Level 9 (BETA)* and SS8 Level 9
New: Raptor Level 10
New Anubis Skin levels: up to 10 levels.
* - BETA - stage as a prototype, technical preview. This means that global changes to the logic settings of this unit or its parameters are possible without notification.

New Building Levels
New: Mineral Extractor Level 15, Uranium Reactor Level 15, and Ore Extractor Level 9

Base Ranking
Base ranking (weight) is the key indicator of the development of your asteroid. A good balance of attack and defense will secure a comfortable existence for your asteroid while providing an advantage for your squad during wars and tournaments.
Notice the attack/defense balance indicators for your base in your player profile: keep them in balance to make sure your offensive capabilities match your defensive measures. When the indicator is fully red, it means that your base skews heavily in one direction at your current Command Center level. This imbalance negatively affects your base’s effectiveness in raids, tournaments, wars, and protection of resources and amassed rewards—even further development of your asteroid is negatively affected.

Balance changes and other fixes
  • New 7 Day Shield added; prices of all shields have been cut
  • Arc travel speed has been decreased from 160 meters per second to 150 m/s.
  • Zeus’ damage has been reduced by 4.5% at all levels.
  • Cyborg, Arc, Rhino and Boiler units are now produced slightly faster.
  • Boiler travel speed has been increased from 160 meters per second to 200 m/s.
  • All tracks of the Galaxy Pass have been rebalanced
  • Hero Skin card drop rates for containers have been rebalanced:
  • 1 - All Fame rank limiters are disabled. All Skins will now have a chance to drop, regardless of Fame level.
  • 2 - Hero skins will only drop when a Hero is available at a certain Command Center level:
  • Atlas skins become available when Command Center reaches level 7.
  • Kratos skins become available when Command Center reaches level 9.
  • Crius skins become available when Command Center reaches level 11.
  • Prometheus skins become available when Command Center reaches level 13.
  • Ship Skin card drop rates for containers have been rebalanced:
  • 1 - All Fame rank limiters are disabled. All Skins will now have a chance to drop, regardless of Fame level.
  • 2 - Ship skins that affect perks will only drop when the player reaches the Command Center level that unlocks the affected perk. Royan skins will be dropped at Command Center level 10 and higher. Ship skins that are not linked to perks, heroes, buildings, or specimens will drop from containers at Command Center level 5 or higher.
  • Only players with level 6 command center will be able to write messages in the global chat.
  • Zeus has been rebalanced. Its damage output has been reduced.
  • Cyborg, Arc, Rhino and Boiler have been rebalanced — they are now produced faster.
  • Arc movement speed increased by 10 m/s.
  • Compensation is active for cards randomly dropped from containers that are unavailable at the player’s current Command Center level. These cards will be converted into Dark Matter.
  • Matchmaking algorithm has been adjusted for more even matches
  • Tournament rules have been adjusted: Squad loyalty no longer affects acquisition and loss of Medals
  • Tournament rewards have been adjusted

Summer Update

Galactic Fleet Commanders!
Summer is here and you know what that means! It’s the June Galaxy Control update, of course!

[h2]Command Center — Level 13![/h2]
Once Command Center reaches level 13, a new and improved Armament becomes available — Hadron Collider.
This weapon accelerates charged proton and heavy ion particles in opposing beams to velocities approaching light speed, incinerating everything in its area of effect. It deals more damage to individual targets than it would to multiple targets. When destroyed, the Collider becomes uncontrollable, considerably decreasing movement and attack speed and dealing damage to defense systems. Eventually the Collider detonates, causing a massive explosion.
The greater the Armament level, the more damage it deals — uncontrollable mode duration is also extended and the number of enemies that can be simultaneously targeted is increased.
Of course, the update also includes new levels for defense buildings, heroes, units, the ship, and the Area Healing perk.

[h2]New hero: Prometheus![/h2]
Meet the spirit of war incarnate!
The operators of this new hero are members of the proud Zeon race. Ancient, powerful and technologically advanced, Zeons are one of the last races, and they hide their nature from the younger races of the universe. For thousands of years the Zeon have been observing and manipulating them. Very little is known about their appearance — Zeons wear imposing exosuits that completely cover their bodies when interacting with other races.
Prometheus is a legendary hero and an experienced fighter — his body is synthesized from organic and inorganic compounds, which enables him to control his exoskeleton with great efficiency. Upon activating an ability, this exoskeleton increases his movement speed, restores armor, and increases attack speed. The exoskeleton also supports a missile system that can deal damage at any range.
This hero favors defensive buildings and can get over walls using his jet engines.
This hero becomes available when Command Center reaches level 13.

[h2]Magnetron[/h2]
Is this a microwave or an oven? Neither, it’s a whole lot better!
Magnetron is a whole new way to defend the Level 13 Command Center. It will be a huge thorn in the side of any force of medium-armored enemies.
A microwave emitter built into the tower inflicts major damage at long distance. It can target both ground troops and flying enemies (bot not both simultaneously). As enemies get closer to the emitter, its waves lose focus — at close range, damage and area of effect are reduced.
The building itself has a limited enemy detection scope.

[h2]New unit: Rhino[/h2]
Unparalleled reliability for demolishing buildings. Separates into 2 combat units when destroyed. Each of those in turn separates into two operators. A living Russian doll in action!
This combat unit can’t be beat when it comes to its combat endurance. Preferred target: any.
This combat unit becomes available when Command Center reaches level 13.

[h2]New unit: Boiler[/h2]
Fitting a prismatic to a ship? What a trippy engineering idea...
Amazing airborne power — as the mobile prismatic heats up, the damage increases to incredible levels. Priority targets: armies protecting the defending base.
This combat unit is only available in a level 13 Command Center. This is the only unit that you cannot donate to squad members that do not have a level 13 Command Center.

[h2]Squad HQ Rocket Silos[/h2]
Starting at Command Center level 12, the Squad HQ will receive a new weapon: rocket silos.
Squad HQ will launch rockets at targets within the activation radius, only if there are no units at Squad HQ when the battle starts. If nobody donated any units to you, the Squad HQ will automatically switch to self-defense mode.
With each new level of the building, hit points, damage and capacity will be increased.

[h2]New unit: Cyborg[/h2]
A new generation of the all-purpose battle robot with exceptionally durable and lightweight armor made from an iridium-titanium alloy. Outlawed in many galaxies due to the sheer amount of destructive firepower onboard. Priority assault targets: enemy defense buildings.
This combat unit becomes available when Command Center reaches level 6.

[h2]Rebalance changes[/h2]
Now introducing the first round of rebalance changes!
For Command Centers level 1 through 12, all upgrade times (for buildings, mines, units, perks, the ship, factories, spaceports and data centers) have been considerably reduced.
Secret base upgrade time, unit production time and storage time have all been reduced by 80%. New Incubator levels have been added.
Zeus — Next target Damage multiplier 45% → 50%
Devastator — this defense building now has to deploy more units to activate:
Lv. 1 — 75 (previously 65) units must be deployed to activate
Lv. 2 — 90 (previously 65) units must be deployed to activate
Lv. 3 and 4 — 100 (previously 65) units must be deployed to activate
Vimmana Specimen — unit count for devastator activation has been increased from 15 to 25 for each specimen.
(Feedback suggestion) Baast Specimen — damage reduced by 50%
(Feedback suggestion) changes to Gatling Gun operation mechanics — targeting system is now more precise.
(Feedback suggestion) Minerals can now be exchanged for Uranium and Dark Matter at the shop.
Prismatic Ray:
— weapon now holds 1000 charges instead of 750
— Total trigger time before overheating 1: 2s→1.4s
— Total trigger time before overheating 2: 5s→5.2s
(Feedback suggestion)Messages about opponents receiving automatic shields have been removed from combat feed — this notification typically distracts the attacker from the fight and does not contain useful information.

Tournament Hall of Fame

Hall of Fame is a special section of the Tournament where we honor the record holders from the second version of the Tournament. Players in the record holding Squad will receive a Tournament Cup for their HQ. The Cup may be lost in one of two cases: leaving the record-holding squad, or another squad breaking the tournament record. Although the Cup will not be permanently lost: it will remain at the HQ as a memento of past records.
So fight on for new records!

[h2]Tournament medals rebalancing[/h2]
Tournament beta testing is over. This event has yielded a lot of experience for our players and for us as well — upon consideration, we have decided to introduce a few small but meaningful changes to the way Tournament medals are awarded for wins and losses.
The amount of Tournament medals received or lost will now depend on the following factors:
Fame bracket of each player in the squad that participated in the Tournament.
Squad loyalty — the less loyal the player, the fewer Tournament medals they will receive (relative to the maximum amount).
(Feedback suggestion)Weighted Average of Base Weight — a mean average of base’s attack and defense. This way, players with low level Command Centers won’t have an advantage over those with higher level Command Centers due to quicker army build times, lower army costs, and greater attack frequency over a given time period. This measure should level the playing field and make the

[h2]Tournament fairer.[/h2]
The actual amount of tournament medals gained and lost by your account is always visible in the Tournament Information form.
Hall of Fame mechanics will continue to improve in future updates.
Clicker detection AI
We have improved our AI that detects players using third-party software. Any player that is found out to use a clicker will not receive automatic shields. On repeat offense their account will be banned without possibility of appeal.

[h2]Quality of life improvements[/h2]
‘New Level Unlocked’ window removed when a player unlocks a new Galaxy Pass. The window has been replaced by an elegant and informative animation.
Each defense building, unit and hero now has an ‘i’ icon next to their Damage per Second stat: tap it to see damage per shot.
Obstacles from the main base are no longer transferred over to the military base when Squads start preparing for war.
Rarities can now be traded for Redmin.
Royan Campaign start-to-finish time has been reduced from 4 days to 1 day.
Container carousel now has an information button: tap it to see container contents and amount of cards in the container.
Settings form has been adjusted for your convenience and to accommodate upcoming mechanics. The FX ID button can now be found in settings.
Other minor adjustments and bug fixes.