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Consultants

Greetings Director,

As you progress through Galacticare’s riveting campaign you’ll raise a crew of unique, hero-like doctors - these are your consultants. Once a consultant has joined you they’re in for the long haul, and you’re able to bring them into any of your hospitals - even previously completed campaign levels.

Meet part of your lineup


[h3]What’s a consultant?[/h3]
Consultants are one of the most meaningful evolutions we’re bringing to the hospital management genre, and they touch upon all of our key goals for Galacticare: interesting gameplay choices and moment-to-moment decision making, abundant characterfulness, and a rich layer of connective tissue between the individual levels.

Each consultant has their own special mechanic or minigame which all of their abilities revolve around, themed around the personality and background of that character. For example, Twiggy Pop has a large buffing aura which improves the effectiveness of all nearby doctors; you can choose to place her in an already-built area to boost its general effectiveness in a time of need, or you could specifically design an area of your hospital around maximising the benefit from her aura.

Noisy neighbours aren’t always detrimental to your health


Ultra, our Tenki consultant, has a range of abilities which all focus around one thing: speed. Along with performing treatments incredibly quickly herself, she distributes little drones known as Warp Buddies to her patients, which instantly teleports them to their next treatment room and significantly increases the speed of their treatment in that room. And, as you may expect, Ultra can also teleport herself around the hospital.

This encourages you to place Ultra early on in a treatment pipeline in order to maximise the benefit of her chrono gadgets. By making use of the condition priority system (which allows you to assign individual rooms to only deal with specific conditions) you can then ensure that Ultra is specifically treating and speeding up all patients suffering from a particularly problematic ailment.

Ultra’s need for speed can cut through long queues quickly


Consultants are able to rank up all the way to level 10 (unlike normal staff which max out at level 5), retain their rank between levels, and each have a skill tree full of perks and enhancements revolving around their special mechanic.

Twiggy Pop's skill tree


In order to aid with this lengthy levelling process, you’re able to help your consultants gain bounties of experience points by completing their personal goals. For example, Ultra could be assigned the goal to treat 20 patients in Projectile Medicine - so you choose to assign her to that room in order to eventually hit that goal and speed up her levelling process. Every time you fulfil a personal goal, a new one will appear.

The game will feature 6 consultants in total - one for each non-human species. In most levels you’ll have access to three consultant slots, and you’ll be able to mix, match and swap out any of your unlocked consultants at any point - for a nominal fee, of course!

A wild consultant appears!


Consultants present you with tons of options, and you can choose to engage with them on many different levels. Our ethos for this system - as with many systems in the game - is to provide multiple levels of opt-in depth and optimization which you can choose to engage in if you’re after a more hardcore management experience.

Players keen on optimising (or even speedrunning) may find themselves juggling consultants several times throughout a particularly tricky level in order to make the most of their different abilities… or you can just take Ultra with you everywhere because you think a terminator monkey is too cool to pass up.

[h3]Where did they come from?[/h3]
Throughout Galacticare’s lengthy development we’ve been through numerous iterations of how we wanted to handle staff progression. We knew from the outset that this was one area we wanted to push the boundaries of the genre, but it took a few rounds of development to get it quite right.

Initially we wanted to make every doctor a procedurally generated, unique individual. While this was a fine goal, there was one key problem.



There was simply too much going on with each doctor, to an overwhelming degree, and the end result was none of them feeling special or unique. We liked all of the individual components we’d built, we just needed to narrow the focus to a smaller group of doctors - and thus, consultants were born.

In the original iteration of the consultant system, they were simply an evolution of normal doctors. You were able to simply choose any doctor and promote them into a consultant. They’d then gain increased caps on all of their stats as well as equipment slots which you could use to give them unique abilities.

This version came with a host of new problems. First of all, because consultants evolved from regular doctors, they were constrained by everything that a doctor could do. We had a constant tug-of-war between making doctors more complicated (to support them potentially becoming complex consultants), and making consultants simpler (in order to not over-complexify regular doctors). There was no happy medium to be found.



The other issue was a lack of incentive for you to maintain and swap between a whole roster of consultants, because their special abilities were mostly driven by player choice (and not locked to an individual consultant) through their equipment. You’d just swap equipment in and out of your best consultants as the situation demanded it, and never bother growing your roster.

And, lastly, they had very little room to play with when it came to narrative, voice work, and art - things we enjoy greatly at Brightrock.

We then arrived at the next (and final) iteration of consultants…

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[h3]Real Characters[/h3]
Instead of buffed up versions of our regular randomly generated doctors, consultants evolved into hand-crafted characters.

This solved all of our previous problems. We suddenly had room to give each consultant their own mechanic which their abilities could revolve around, so they all had their own different place in the game. We were able to dial up their characterization to 11 with bespoke art, abilities, narrative and voicework; we were finally able to clean up and distil the progression systems for normal doctors as they were no longer tied up in the consultant system.

All of this freedom allowed us to combine the art, gameplay and narrative for these characters together into one cohesive package. Looking again at Twiggy Pop (who you meet at the Burning Moon festival in level 2 of the campaign), every aspect of her character is tied together in a way that simply wouldn’t have been possible with randomly generated consultants - something we are personally very pleased with.




Last but not least… this also meant we were able to create a variety of unlockable skins for each consultant. We’re not ready to show off most of these yet, but a quick example is the ability to swap Twiggy Pop back into her original outfit that she’s wearing before joining up with Galacticare.



You’ll be able to unlock these skins through level completion, the influence system, and from in-game merchants. We couldn’t resist extending the skins system to Medibots too…



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In wider news, Brightrock and CULT have revitalised the volunteer QA team. We have begun regular workshops wherein the developers and volunteers playtest Galacticare together, along with plans to upsize the volunteer QA team too. If you’re interested in joining, keep your eyes peeled on the Brightrock Discord for information to come in the near future.

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That’s all from us for today. We hope you enjoyed our deep dive on the consultants and their unique abilities, and also how their introduction to the gameplay both solved balancing staff progression and sparked more creative expression through narrative, voice work, and art. We will be publishing a new blog post once a month, as well as more content weekly across our TikTok, Twitter, and Discord. Hope to see you in the next one!

Until next time Director,

- Brightrock Games


Don’t forget to join us on Discord!

Zero Gravity Beats

Greetings Director,

Games are an absolute feast for the senses, olfaction and gustation aside. The sights and vistas; the tactility of a twisty knob or D-pad; the barks and effects of characters and items alike - and oh - the soundtrack of course.

For us, Epic Mountain felt like the obvious choice when looking for a partner in scoring Galacticare (you may have heard their stellar work on Kurzgesagt.) Suffice to say we were beyond words when they were equally keen.

Before we head into today's interview we have an announcement: together with Epic Mountain we are releasing four tracks from our OST - right now!


Not now, Medi! Don't you have more pressing matters to attend?


Check them out on Spotify, YouTube, Soundcloud, Bandcamp and Apple Music, and make sure to follow Epic Mountain on Facebook, Twitter or Instagram!

Now, let's dig into the topic of today's developer diary: music and what's so unique about composing for video games.

Editor's note: the content below is an interview reorganised into first person for readability, with permission of course.


[previewyoutube][/previewyoutube]

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[h3]It all started with a simple email back in September 2018.
[/h3]

The folks at Brightrock had already collected ideas about possible music styles, and there was a lot of material to kickstart our inspiration.

We decided quite quickly to jump on a plane and visit the team in Brighton. In hindsight we are even more happy about that decision: we not only got an in depth first briefing, but also got to meet everyone in person. Who would have known back then how precious that would be when Covid hit!

It was great start for all of us, and it really makes a difference to have met in person at least once.


[previewyoutube][/previewyoutube]

For us it is always important to feature a recognisable element throughout the soundtrack,
either a melody or a specific instrument. In this case we started off with the melody for the first trailer, and we just went from there. We do refer to that melody a couple of times throughout the OST.

The process behind every track is quite simple:

We get a briefing and the magic starts happening – at least that is what most people think – for us, magic means sitting in front of the piano or a synth for hours until we have an idea that we really like and that could be unique for Galacticare.

We were looking for catchy tunes, space ambience - but not too dark - with a little weirdness that fits the absurd, nice but yet creepy aliens. We share previews of ideas very early on to get feedback on it as soon as possible, even if that sometimes means killing a song or melody right away.

In most cases it takes about maximum two rounds of feedback for us to be able to finalise the track.





We are greatly influenced by games we played in our adolescence, like Age of Empires, Warcraft III, SimCity, Sims, Mario Bros, Mario Kart - the list goes on. (editor's note: good luck getting that AoE2 soundtrack out of your head!)

Looking back at the tools, software and limited storage they had, it's insane. In the beginning of gaming they didn’t even have the capacity to build an orchestral soundtrack, and could only work in short loops.

Yet they managed to create classics and, in some cases, even live up to today’s game music standards just by being so damn catchy. Just reading the word Tetris, will have you whistling the music all day long.


[previewyoutube][/previewyoutube]
This documentary about "trackers" gives great insight into technical limitations and magic of the early ages of digital music.


History definitely influenced our approach; we wish to create simple and catchy melodies, but also translate them into powerful full soundtracks using all available technology and sounds we have today.

So what makes a video game soundtrack impactful? In our opinion:

  • when the melody is simple
  • gets stuck in your brain
  • and creates a unique gaming experience.


[previewyoutube][/previewyoutube]

With games on CDs and consoles the storage problem more or less disappeared in the mid 90s. And with that a lot of composers, who were already successful in creating film music, came onto the gaming scene.

Viewers generally consume film in a passive manner, meaning you may compose a soundtrack well fitted to every single frame. But gamers are active and subjectively far more immersed in their experience, something your music needs to support; often by going for a more general approach, as each player will play differently.

You also want to keep in mind that sometimes people play for ten minutes, and other times for several hours. The music should transport people into the game experience effectively, but not get on their nerves after a while. It's always good to have multiple tracks on shuffle!


The slowed-down version of Edith Piaf's "Non, je ne regrette rien" is used as a plot device in Inception, representing the effect of time dilation in the dream world.


What is beautiful about the gaming scene is, even though you have giants like Hans Zimmer’s massive orchestral infernos, there is still room for simple retro game music. Where there are sometimes huge budgets, the industry still appreciates themes that sound like they are from the 80s and 90s, resulting in a great variety of music.

It's always super exciting to see genres that might have not been heard in gaming make their first appearance. For example, we are big fans of Mick Gordon’s work on Doom and Wolfenstein. He has a completely different and brutal approach but fits the genre so well.

Stories like Mick's really get us excited and, to us, prove that there are really no limits when it comes to game soundtracks.





So how did we balance creating an immersive soundtrack while avoiding cognitive overload for the players?

Our approach was creating effortless melodies by avoiding complex chord progressions, but do so using unusual instruments and at times, really weird synthesizer sounds.

Galacticare has both human and alien elements, and we want to represent this, but in a sneaky way to get in your head and not in your face.

Starting with the space perspective: some synthesizers fit space related characters very well. Fun fact: this is due to the “historical” use of some instruments. For example, the theremin. Introduced in 1920 and used in thrillers and sci-fi movies time and time again. As early as 1945 Alfred Hitchcock made use of the mystical sounds of the theremin in “Spellbound”.


Spellbound in all its glory, for those curious.


Fast-forward to now and the theremin has reached cult status among fans of intergalactic worlds. Many of its sounds have become standard space related sounds, and we made use of that from time to time.

For the human side of Galacticare
we had discussions early on with Brightrock whether we should go with a more orchestral approach, or stay in the synth lane. In the end we all agreed to go for the synthesizer. But it was clear we didn’t want to go too cartoony and stay somewhat mystical, and still infuse orchestral elements into the human side of the game.


[previewyoutube][/previewyoutube]

We can feel the effect of the industry growing and getting more recognition. We don’t need to have discussions anymore about why music in games is important; there is a common understanding that the soundtrack has a huge part in the quality of the gamers experience and is not just some side product. That's a nice change!

What will be very cool, and we are already working on some projects, is the whole VR Game scene. There is some CRAZY stuff in the making.


Forget about GOTY - Best Soundtrack is where it's at!


We definitely want to work even more with games. This experience with Brightrock specifically has shown us just how much fun it is to compose soundtracks for video games. We like projects where our creativity is appreciated, but also where we get the right amount of feedback without too much bureaucracy.

If you want to collaborate with Epic Mountain or remix one of our tracks, we are definitely open to it! The best way is to contact us directly via E-Mail.


Small snippets of content your thing? TikTok's got you covered.


We can’t wait to see the reaction to the game and OST. We tried to never get too goofy and, whilst working within the infinite potential of space, stay respectful to the management elements of the game. In the end you are building a hospital with sick people and aliens who are seeking your help, and the music should reflect that.

If people whistle our tunes and melodies after playing Galacticare: consider us happy!


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Editors note: all right, interview over, thanks Epic Mountain!

That’s all from us for today. We hope you enjoyed peeking behind the development curtain, and learning about some of the problems and goals we’ve been tackling along the way. Next time, we’ll dive into the consultants of Galacticare - hope to see you then!

Until next time Director,

- Brightrock Games


Don’t forget to join us on Discord!


🔴 Hospitals in Space! 🪐 Developer Live Stream

Watch us trying to build a functional hospital next to the Burning Moon music festival, tell us all about how carbon based lifeforms are inferior to silicon, or how HEAL’s attitude problems make you feel.

Watch on Steam / Twitch / YouTube - see you there!

🔴 Hospitals in Space! 🪐 Developer Live Stream

Watch us trying to build a functional hospital next to the Burning Moon music festival, tell us all about how carbon based lifeforms are inferior to silicon, or how HEAL’s attitude problems make you feel.

Watch on Steam / Twitch / YouTube - see you there!

Demo now available | dev stream today, join us!



Greetings Director,
You can play Galacticare – now! We’re starting Steam NEXT Fest a little early and literally just pushed the big green launch demo button, go give it a try!

Come join us today as we stream the game and take your questions, suggestions and feedback - or catch us later in the week; we’ll be hosting a total of three streams to cover Earth time zones.
  • Today! @ 16:00 UTC (17:00 BST / 18:00 CEST / 12:00 EDT)
  • Wednesday, June 21st @ 17:30 UTC (18:30 BST / 19:30 CEST / 13:30 EDT)
  • Saturday, June 24th @ 22:30 UTC (23:30 BST / 00:30 Sunday CEST / 19:30 EDT)

Watch on Steam / Twitch / YouTube - see you there!