What is Galaxy Crash?
Galaxy Crash is a space-based RPG-esque game, inspired by David Braben and Ian Bell's seminal space game 'Elite', Chris Roberts' 'Wing Commander' as well as Subset Games' 'FTL'. Galaxy Crash follows the adventures of you, the player, as the longest war known to man wages on between Federation and their arch enemy. The game begins as you are deploying out of a Capital Class Ship into one of the quieter combat areas in the galaxy. All systems are nominal and everything is going to plan. However, just as your flight is concluding a massive electrical blast batters the Captial Ship, completely wiping out the ship in one fell swoop. There is only one faction that could have done this. It is your job to make sure they can never do it again.
Galaxy Crash Gameplay
Galaxy Crash is a heavily quest-driven game. Quests range from large-scale space battles down to scavenging for intel and information. Unlike other top-down space games, Galaxy Crash features both space-flight and on-foot gameplay. This allows for more varied and dynamic scenarios rather than locking the game into one play-style. These will include:
- Combat - large-scale battles
- Combat - single target skirmishes
- Cargo/materials salvage
- Intel gathering
- On-foot combat
- Intel gathering
The gameplay will be story-driven, with a compelling narrative that evolves with the choices and actions a player makes. Missions will usually be multi-step and will include elements like locating NPCs for collection and delivery of mission objectives and sourcing salvage materials to upgrade ship's systems. Once missions are accepted, players will have almost complete freedom to execute them in whatever way they see fit.
Example of the kind of multi-step mission you might find:
It has been revealed that a shipment of explosives destined for one the Federation's stations is passing through a nearby sector. It is your objective to stop them:
- DISABLE ENEMY SHIP: players might choose to use espionage to gather intel allowing them to disable essential systems, or use brute force to destroy security systems.
- INFILTRATE SPACE STATION: Sneak around on-foot to find and secure important data, or fight your way through to seize the objective.
- ESCAPE: Make a high-speed space-flight escape from local security forces, or decide to fight your way out, guns a-blazing.
- DESTROY: Destroy the ship containing the explosives making sure that they can't reach the Federation's Station
Current development progress
Galaxy Crash has already been in development for 7-8 months. Within this time most of the core systems have been built and are ready for content narrative to be 'plugged in'. This includes the dialogue system, mission system, and stations/ships with their respective user-interfaces.
When is Galaxy Crash going to be released?
Galaxy Crash is currently planned for release in late September/ Early October 2017.
We'd love to hear from you! If you have any questions, thoughts or suggestions please come and chat to us in the comments section of this campaign. Throughout the campaign we aim to respond to any queries within a couple of hours (unless we're in bed dreaming up new ways to make Galaxy Crash even more awesome).
We promise not to shoot at you! (Unless you shoot first!)
The main reason for this Kickstarter is to fund the creation of the art. I am not an artist (as you can probably see from the demo video!). This means that the game needs a complete art package to do it justice. For this, we have chosen Silviu Ploisteanu and you can see their PORTFOLIO HERE as well as their most recent space project HERE.
See the Stretch Goals listed below, if the project completes and the project is between two stretch goals the additional funds will be directed towards improving the quality of the previous stretch goal.
If we reach the soundtrack stretch goals we will be adding fully original music, composed and created just for this game. The soundtrack will be created by Juhani Junkala (Subspace Audio) who's portfolio you can see here. If we do not meet the soundtrack stretch goals, the game will use an extensive library of royalty-free background music (so it will still be awesome - but you might occasionally hear something you recognise from another game).
As mentioned above, much of the budget (around 70%) will be used to create original artwork for the game. 20% of the funds will go towards Steam Submission fees (see risks and challenges for more information) with the last 10% covering Kickstarter/credit card fees.
If you're not in a position to back the project right now please feel free to subscribe to our mailing list here
Risks and challenges
All games have the possibility of running a bit late if major bugs are discovered during testing. If this happens we'll endeavour to fix the bugs as quickly as possible and promise to keep backers fully informed through regular project updates.
The greatest risk with this project is Steam Direct. This will replace the current Greenlight system later this year as the way for developers to get their games made available on Steam.
We aim to get through the Greenlight process while it still exists, but we cannot guarantee this as there is currently no firm date from Valve about when the new system takes over.
While submission of a game will be far easier through Steam Direct the price will likely be an increase from the current Greenlight system and has not yet been confirmed. Rumour places it anywhere from $100 to $5000.
Most commentators (and we) believe that the upper range is very unlikely, so we have budgeted within this campaign for an amount we believe will safely cover the submission costs.
If the submission fee ends up being lower than our estimates then more funds will be put into development. If it is a greater amount we will have to siphon funds from another area of the game to cover it.
In the unlikely event this happens there is a possibility it could impact some stretch goals, but we will try our utmost to limit the impact.
PC Gamer reported in February (http://bit.ly/PCGamerSteamDirect) that it is likely Valve will refund much of the submission fee for successful games, so even if we have to move funds off certain elements of the development to get the game on Steam, as soon as we get the money back we will immediately plough it straight back into meeting our commitments to backers of this campaign.Learn about accountability on Kickstarter
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