September 30, 2015

Jordan Coombs

Alpha 5.2 Patch Released

Greetings Star Commanders!

We have just released Alpha 5.2 on the Steam Store which you can view here. The changes are numerous. These should address some of the core issues but certainly not all.

After this we are working on save crashes and some of the other larger stability issues, but as a whole, the game should be improved. We are hoping to issue another patch as early as Friday. But this is a good first step.

Next week we will be focusing on redoing the way missions are delivered along with lots of other bug fixes.

Patch notes as follows:

  • Player starts with fully functional ship (temporary until merchants are cleaned up)
  • Crew are much better at seeking out needs in green alert
  • Chance of you running into hard enemies early reduced
  • Adjusted some load order issues with things being asked for before they have been created (player saves looking for data before it exists)
  • Removed tutorial mode
  • Moved tutorial into the core game
  • Gametips implemented but waiting for content
  • Addressed issues with enemy ships loading on top of each other
  • Some general balance tweaks with ammo
  • Fixed issue with weapons systems not functioning after targeting the first time
  • Turn off repair while engineers are using console
  • When permission granted character says "Permission granted! Feel free to teleport over at your leisure."
  • FIXED: Hails are triggered every time you go to nav menu when a space station/ship that you are near is capable of hails
  • FIXED: Crew Hire- Hide loyalty. Mouseovers for mood and personalities need to work.
  • FIXED: Remove self-destruct when you kill everyone on an enemy ship
  • FIXED: Quadrupled Battery HP
  • Cadets now crew until XP revised (waiting for mission revisions)
  • Changed textbox sizing for more accurate mouseover data
  • Recolored and repositioned top bar resources
  • Power button revised for Ship UI
  • More obvious Jump Indicator
  • Stations will warn players before attacking them
  • Stations should handle the pirate problem
  • WIP station weapons
  • Captain creator tweaks
  • Teleporter no longer pans over to target when ship system is used
  • Ship guns no longer pans over to target when ship system is used


September 28, 2015

Jordan Coombs

What We Learned at EGX

Greetings Star Commanders!

We are back from EGX where we were a member of the IndieMegaBooth, showcasing our game to the lovely people of the UK and Europe.

It was awesome. We had hundreds of people play the game over a 4 day period and learned a lot about our game. Because of the short amount of time players had at the booth (5-10 minutes), we presented a combat version of Galaxies that started you about mid-game - with a large ship and a crew of 5. Your goal was simple: survive wave after of wave of enemies.

There was a light tutorial, no space stations and combat was clearly the focus. And it went very well. People really enjoyed the game, zero crashes, some annoying but acceptable bugs and a ton of information gleaned from the play test.

We are hard at work on the first big patch for the game which should be out Wednesday. We are trying to merge the feedback we gleaned from EGX with the bugs, crashes and other issues that we have seen from our community having played the current Alpha.

Currently our goals include the following:
  • Release patch Wednesday addressing crashes, stability and other core issues
  • After that, remove tutorial and make it more of an integrated part of the game, including some game tips
  • Much easier starting conditions where the player gets a single ship and less hiring, upgrading and purchasing to do right off the bat.
  • Bugs, bugs, bugs, bugs and more bugs
  • Revise space stations to be MUCH less intimidating and easy for the player to navigate
  • Mission overhaul making missions much clearer, more varied and goal orientated.
  • Mouse overs and other detail items.
  • Balance
Now that we are back from EGX you can be assured that we will be issuing weekly updates and patches.

We read every single comment, review, guide, comment and question - so please keep talking with us! Can't wait to take all of this feedback and see what you all think.


September 17, 2015

Jordan Coombs

Star Command Galaxies Steam Early Access Released!

Star Command Galaxies is officially on Steam Early Access! You can visit our page here and purchase the game!

So what's in this version of the game? Glad you asked!

This Alpha features most of our core gameplay - albeit buggy, unbalanced and susceptible to crashes. You will see:
  • Brand new GUI 
  • Ability to travel around a procedurally generated galaxy
  • Alien ships on their own independent routes and goals
  • Purchasable hulls
  • Hirable crew members
  • Crew XP and leveling
  • Missions
  • Rewards
  • Purchasable equipment
  • Multiple ship battles

These and about a thousand other tweaks, fixes and additions to our previous release.

So what's next?

Next week we will be showcasing the game at EGX 2015 in Birmingham, UK. Sobriety will be had by all.

Following that we will be focused on weekly bug fixes and balance while working our first monthly update focused on our central loop based on feedback we get from the community. We will be adding new weapons, balancing the ones that exist and adding new personalities, equipment and ships.

Our November/December release will feature planets and colonies. New missions that focus on supply, demand and growth of each colony will be implemented along with multiple biomes for each of the planet types. Planets will also have day/night cycles and hostile alien life.

As we move into the new year we will be introducing a new race, the Midorians and focus on diplomacy and earning loyalty from other races. You can move up within their ranks and earn victory conditions within the game.

We will also be releasing SCIENCE (Star Command Isometric Enhanced New Creation Editor) over the coming months and begin integrating Steam Workshop for mod support. Galaxies was built from the ground up for modability and we can't wait to see your creations.

We are extremely excited about the future of Star Command Galaxies. But most of all we hope you enjoy your own adventures as Captain. And we want to hear about it! If you twitch/youtube/stream/preview/review or do anything else with our game send us a tweet @StarCommandGame - we would love to see it.


September 10, 2015

Jordan Coombs

We've Cleared Greenlight!

That was really fast! Thanks so much to all of our wonderful fans, kickstarters and supporters.

We will be releasing on Early Access THURSDAY, SEPTEMBER 17 2015!

- Warballoon

September 1, 2015

Jordan Coombs

Star Command Galaxies on Steam Greenlight!

We are officially on Greenlight!

Please vote for us right now by clicking here!

We have been working some very long hours over the last month or so and we are closing in on our Early Access release. Our current plan is to release the game on Thursday September 17, 2015.

Our first release will be focused on combat. We want to start getting feedback from the broader community and work in balance and improving the core mechanic in our game.

From there we plan to follow up the release with planets, new races (starting with the Midorians), new ships, new weapons, new kits, new missions and tons of other content, bug fixes and balance. We will also roll out SCIENCE, our mod tool, for FREE to everyone out there - not just people who have purchased the game.

This represents 2 years of long hours, nights and weekends. Making games requires a lot of sacrifice and commitment - and we hope that the game will grow and meet its full potential over the coming months.

Please, vote for us on Greenlight!


May 8, 2015

Jordan Coombs

Star Command Galaxies Alpha 4 Released!

If you aren't already in the Alpha, you can join up today at our website!

There are so many new features in this Alpha that we are going to list them for you just so you have an idea of what we have been working on.

1. The Nav Map
If your ship and crew is the heart and soul of our game then navigation is the brains. Without the ability to go someplace, a starship management game isn't much fun. And a lot of things happen during travel: crew states are saved, new maps are loaded, old maps are unloaded and the persistence of the galaxy is established.  Your strategy is drawn based on proximity, access, routes, threats, allies and landmarks that can present advantages and disadvantages. Which brings us to...

2. Saves
In the world of Galaxies, we have laid the groundwork for a system of rival ships and races with their own tactics, strategies and goals. Each ship will have it's own Captain and be persistent in the universe. Right now you can damage an enemy ship, leave, come back and the ship will still be in existence, with its damage and crew saved and ready. What does this do? Well it's not much more work for us to give them memory and personalities so that they can try and undermine you, become allies or become your nemesis.

3. Conversations and Radial Menus
We now have the foundation to be able to speak with other characters in the universe. Soon, you will be able to hire, bargain, surrender, exploit and hundreds of other things. Through this same menu you can interact with the hundreds of objects in the game and do dozens of actions like attacking, hacking, healing and many other things.

4. Tactical Enemies
Enemies will now repair their ship, heal their crew, beam to your ship with goals, flee if they are in danger and strategically attack you. We still have a long way to go but, again, the groundwork has been laid for expanding our enemy AI into other tactics, races and strategies.

5. Missions
Our first test missions are simple tasks like collecting items or killing specific characters in the universe but this will lead to many more complex gameplay features like giving aid to allies, resupplying your colonies, attacking a mutual enemy, capturing rival captains and many more fun adventures all generated by the game and not written by our team. This will lead to more challenges and rewards as the game continues to grow.

6. Tons of Balance
The game is FAR from balanced, but there is quite a bit more in the newest version. Weapons, ship systems, food, energy and just about everything else has gotten a little bit of love. Overall, the game should have a much more "solid" feel.

7. More bug fixes than we can list
From shaders to crew logic to turrets and about a hundred other things, we have been hard at work fixing, adjusting and adding tons of little things to make the game more intuitive and fun.

So where do we go from here? The next update should see the return of planet exploration, new races, new weapons, new conversations and the start of our final system: loyalty. This is basically the whole point of the game - earning relationships with your crew, rival Captain's and other races through your actions (or inactions). This will be where you decide whether to stab your Midorian Captain friend in the back or help him against the surging Antorian empire. Where you can attack and crush and Avarian colony making room for your own or help resupply them and make them grow. This will be where the game really comes together and becomes a fully realized universe.

We're very excited about this release and what is to come. Tell us what you think on our Facebook page or at our Twitter account. Love to hear your thoughts!


March 17, 2015

Jordan Coombs

What's Next: Alpha 4

Greetings Star Commanders!

We are currently hard at work on our next release for Star Command Galaxies. Our focus this month is on exploration, discovery, interacting with other Captains and missions.

Where do you want to go today?

The first big addition will be our dynamic nav map. Every game will feature a new, randomly generated set of nav points for you to explore. Each of these landmarks will have their own strategies and goals - planets can be explored; asteroid belts present tactical challenges; nebulas will disable ship systems; black holes can destroy your ship; starbases will give you a hub for trade and missions. The goal is it to continue to add and polish landmarks in future updates.

The nav also features dynamic, real ships. Each of these ships continue to exist in the galaxy. They have their own goals and crews. If you attack one ship and they escape, you can pursue them and they will still be damaged. As further builds come out the capabilities, goals and tactics of enemy ships will continue to expand.

Speaking of ship tactics, you will also see an improvement in enemy behavior. Now enemies will work at consoles and their ship systems will be functioning (or not) as a result. Enemies will also repair and defend their ship in smart groups as well as repair their vessel from damage. Finally, enemies will be 1:1 during invasions and have specific goals. No more never ending spawns of aliens.

Let's talk it out.

The next major addition are conversations. We have introduced a Sims style, radial menu to the crew. You can now tell jokes, talk about politics, engage in trade, hire crew members, take missions and interact with the world around you. Right now things like jokes won't do much besides improve (or offend) another character, but in future builds personalities will play a big role in conversations. During diplomatic missions one of your goals will be to match up similar personalities and impress Captains and their crew with your knowledge of their culture. Or you can just buy them off.

Welcome to Glooogon's House of Used Crap

Trade is our third major feature for this build, giving you the ability to begin acquire goods from vendors around the universe. You will now have to make choices about the type of ship you want - from generators, shields, weapons, nav consoles - the choice is yours.

Finally, we will be introducing missions. Missions will give players important, broad reaching goals to accomplish across the galaxy. Things like: delivering pizzas, collecting garbage and negotiating trade agreements between two vast empires. Accomplishing missions will improve relations with other Captains and, in turn, with their factions. Failing at missions will hurt your standing and broad reaching repercussions.

There are numerous other bug fixes, improvements and other surprises for you to discover.

You can expect Alpha 4 late next week!