Space Run Galaxy is the sequel to Space Run, the game from one-man studio Passtech, which seduced hundreds of thousands of players with its dynamic and original gameplay. By twisting the tower-defense game style, Space Run offered an addictive real-time spaceship construction strategy experience.
User reviews:
Recent:
Mixed (39 reviews) - 56% of the 39 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (308 reviews) - 72% of the 308 user reviews for this game are positive.
Release Date: 17 Jun, 2016

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19,99€
 

Recent updates View all (11)

26 July

Update 1.0.5



Hello Space Runners,

We're pleased to release a fifth update for Space Run Galaxy!

Your feedback have been really helpful so far. Please keep them coming on this new version!

Here is the patch log for the version 1.0.5:

Global Balance

In order to smooth the overall progression, we adjusted some rewards and restrictions in the game. This should lead to an overall less grindy and more pleasant experience, especially at the beginning of the game.

  • Story missions now always offer an additional Space Credits bonus to their rewards. Space Credits are very versatile and can help to buy some missing resources, or new ships.
  • Some mechanics now have more categories available, especially the basic one (Yellow). Because they require multiple types of resources, yellow modules are already difficult to craft and extra cells are often critical to get. This should help to craft these modules more frequently, especially when combined whith the first balance point.

Client
  • Fix of black screen bugs on Radeon and Intel HD graphic cards.
  • Added an option to switch between push & toggle for in-game zoom in & out.
  • Improved sound management to avoid too many being played at a time.
  • Fix of a bug that could make the ship disappear after landing on a station.
  • Fixed a bug on plasma cannon that could lead to a non constructible space on ship
  • Fix of a bug that could lead to weapons aiming at unreachable targets.

Servers
  • Various optimizations

8 comments Read more

8 July

Update 1.0.4



Hello Space Runners,

We're pleased to release a fourth update for Space Run Galaxy!

Here is the patch log for the version 1.0.4:

Servers
  • Various performance optimizations.

Client
  • Fixed rotation plasma cannon issue.
  • Fixed Plasma wave issue.
  • Various bug fixes.


See you in Space !

2 comments Read more

Reviews

“Space Run Galaxy is a great way to, as Deep Purple puts it, ‘go space truckin’ round the stars. The game has a real ‘just one more turn’ vibe.”
8/10 – Gamespot

“Much more intelligent and tactical than your average tower defence affair”
8/10 – GameWatcher

“Space Run Galaxy is so, SO much more than just a tower defence game”
8/10 – Game Spew

Twitch Dev Session


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About This Game

Space Run Galaxy is the sequel to Space Run, the game from one-man studio Passtech, which seduced hundreds of thousands of players with its dynamic and original gameplay. By twisting the tower-defense game style, Space Run offered an addictive real-time spaceship construction strategy experience. Space Run Galaxy expands and refines the original’s unique gameplay, introduces a persistent online universe and takes-off again with plenty of new features!

Set 20 years after the original game, Captain Buck Mann has now set up his very own intergalactic courier service. You’re a member of Mann’s team of space runners, racing to deliver precious goods from planet to planet! Reinforce your modular ships with armaments including laser turrets, missile launchers and energy shields, while leaving enough room for your cargo. Fly fast – the quicker you arrive at your destination, the better the rewards!

Venture into the depths of space spanning an entire galaxy, with 4 solar systems and over 50 zones to visit across 100+ runs. Space Run Galaxy offers limitless gameplay, while fresh new features expand the original experience:

  • User-created contracts – Take on contracts from other players for better rewards and unlimited replayability.
  • Intergalactic player market – Trade hard-earned goods with your fellow space runners to sell off extra supplies, or snap up a tidy bargain.
  • New corporations offer riskier jobs – Carry the extra fragile cargo of XenoPrime, or risk transporting The Force’s highly dangerous weapon prototypes (which may even endanger your own ship!)
  • Fresh dangers await – Face off against brand new boss-type enemies, such as deadly pirate ships and huge space monsters…
  • Deep customization – Customize the shape and size of any ships you acquire during your adventure. There’s no restriction for what ship you use in each mission, letting you get creative with every run!

System Requirements

    Minimum:
    • OS: Windows Vista, 7, 8.1, 10
    • Processor: AMD/Intel Dual core 2.4 GHz
    • Memory: 3 GB RAM
    • Graphics: 1 GB, OpenGL 3.3 Compatible NVIDIA Geforce 9800 GT/AMD Radeon HD 3870/Intel Iris 5100
    • Storage: 3 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Mixed (39 reviews)
Overall:
Mostly Positive (308 reviews)
Recently Posted
cottoneyej31
( 49.0 hrs on record )
Posted: 7 August
I loved the original space run. This sequal seems like repetitive missions and multiplayer elements was added to make it last longer but it makes it last a bit TOO long. The diffuculty seems to shoot straight up by the time you hit the 3rd of 4 solar systems. I am very disapointed.
Helpful? Yes No Funny
Palchan
( 41.9 hrs on record )
Posted: 6 August
This game is nowhere near as good as its prequel. It has somehow made the Space Run experience feel like a grind. I don't think Space Run needed the MMO elements they added to this game, in fact, I think they detracted from the experience entirely. If you loved Space Run, consider this game when it goes on sale for < $5.
Helpful? Yes No Funny
Sloppy Sally
( 30.9 hrs on record )
Posted: 4 August
Space Run Galaxy is FANTASTIC.

It's astonishingly good. It boggles my mind just how poor the community outreach for this game is. I'm writing this right now in an effort to help correct this deficit. Because it's crazy.

When I googled "Space Run" and "Space Run Galaxy" the entire first page of hits is steam storefront pages and metacritic scores. NOT the company's pages. Not a domain for the game itself. Nothing. The second page of results halfway down gives you a facebook page. There is no subreddit. There is no forum presence anywhere whatsoever about this game.

Which is crazy because this game is GREAT. It's phenomenal. Knocked right out the park, into another park two states over, then bouncing into a third park somewhere on the east coast killing millions.

I had intended this morning to post what I felt were tips and tricks that I had learned over the last eightish hours playing the game and spending the whole day thinking about it in the intervals when I was not. However no such places seem to exist on the internet. I feel like somewhere in your company there exists an open position for a community manager. Especially considering how many people playing the game don't really seem to understand it. Communication seems to be missing somewhere. People need to know about this game.

Because most of what people are whining about, doesn't exist in the game. Or rather, it exists at the end of a puzzle because this is a puzzle game. Every mission is a puzzle how you are going to take your limited resources to meet the challenges of the game.

And it's TOUGH, and it's satisfying, and it leaves you hungry for more. It leaves salivating at the possibilities of what you could do if you just had a few more hexes. It you just had a few more bolts. Oh the places you'll go, the people you'll see.

There is a Civ City-esque fever of maximizing space, of placing a upgrader and a connector in the most perfect elaborate arrangement. The way you get to control the profits of your run by dynamically risking space on your ship in exchange for more rewards is straight out of PayDay. When you make your first haul of not 6 or 7 cargo containers, but 50 or more, you will hear the alarm bells of that jackpot.

Which leads me bending the two topics I've talked about so far. The community misunderstandings with, what I had wanted to write about, tips and tricks.

Because that 50 cargo run is only really possible with an active online community that knows how to use the online tools inside the game.

I was having some trouble with the second world, the Titan Galaxy, and so returned to the first galaxy to see if there was any way to move those materials I had gathered into the new world. There is not.

And that is unfortunate for I had many materials that where now locked behind me. However, in misfortune there is opportunity it seems. While the raw materials themselves cannot be transported across far reaches of the galaxy, money can. There are no stop signs for money. I could not move the goods, but I could move the "value" of the goods. I needed to sell them.

Here is where you need a community to make this feature truly shine. If I take my goods to the merchant I'm going to get rock bottom pricing. If I take it to the community, I can sell my goods for cheaper than the merchant would have you buy them and still make a healthy profit. The player who buys the goods is buying them at a lower price than they otherwise would have working with the merchant. Everyone wins. If there are players in the market, using the online community tools present in the game.

The same goes for missions and here is where I had some of the most fun of the whole game - but again seems to have exhausted itself because of the lack of community engagement. It's annoying how upgrade materials are landlocked to the planets in which they are acquired. This can be solved by creating multiplayer contracts to have your materials moved FOR you by other players. This system can be abused by relatively low level players to make massive cargo runs.

Yesterday morning, I found player made contracts to move 50 cargo units from the starting planet to a nearby low level planet. This run was a breeze. I delivered, without much complication 50 units of cargo on a walk in the park. The reward for delivering these goods was about 10,000 in straight cash and almost thirty upgrade materials. Again, I could not take these materials to the next zone - but even if I just ground them into the merchants mouth I was about to walk away with about 40,000 credits for a five minute walk in the park.

I did this about ten more times yesterday morning and made WAY more money than I had in the previous eight hours.

Then I hit a wall. I believe that I single handedly exhausted this game's entire supply of multiplayer contracts. Because they dried up. I was able to move hundreds of cargo in less than an hour and then for the rest of the day almost none. Contracts to move 3 or 4 units from an easy planet to something days away.

I told you there would be tips right? Don't do this. No one wants to move your 2 blue blocks five planets. Make your contracts neat and simple. Also ♥♥♥♥ing pay me if you're asking for something hard. If you don't want to put a bounty to move 50 cargo from easy to easy fine, the game pays me anyway, but no ones moving your 6 cargo from extremely difficult to batshit insane for free.





So I guess in review: incredible game. Buy it. But ♥♥♥♥♥♥♥ guys we gotta work together out here. This game's not grindy if you work together. I'm not asking to get on your friends list, just make contracts and sales.
Helpful? Yes No Funny
Ryufl
( 221.6 hrs on record )
Posted: 3 August
Like the original, only much bigger! That's not to say it's without its ups and downs...

The good: More content, no power generators, Component crafting, Customization, Focus resource, More weaponry, Adjacency cables
The bad: Random run configurations, Almost everyone is passive aggressive
The meh: You work for Buck Mann, Multiplayer content

Details:
More content: Where as Space Run had 30 levels, Space Run Galaxy features 80 levels that aren't static, and 141 single player missions to get stuff from A to B.

No power generators: Every construction you can build functions out of the box! You don't need to build power generators to use the higher tier equipment! There are upgraders to make them work more efficiently, but those are optional.

Component Crafting: To build anything on your ship, you need to get the component crafted by a mechanic. You bring them the materials and pay them Space Credits, and they increase the number of the component in question that you can build during a run. Given how it all works, the part I don't understand is why the mechanic's fees and required materials keep increasing! This is the source of the game's big grind, after all. You want a lot of components because you are only allowed to build the number you have crafted. When I say build, I mean trigger the construction of. If you recycle a construction, you only get 75% of the hexnuts used to build it minus damage. You don't recieve another of that construction to build somewhere else.

Customization: You get to color your ships however you like, and reconfigure the hexcell layout within the restrictions of the ship your working with.

Focus resource: The Focus resource is what you use to trigger the special abilities of your ship constructions. The first game used hexnuts for this.

More weaponry: There are a lot more weapons to work with in this game! Red offensive components have lasers and launchers, blue defensive components have anti-missile, decoy probes, and lightning guns, and green utility components have plasma weapons! Sadly, the only weapons that can be reoriented after being placed are the Twin Lasers, Plasma Cannons, and Heavy Missile Systems. Everything else is static once placed.

Adjacency cables: There are a lot of constructions that benefit things built next to them. The cables expand that influence to whatever is built next to them! With careful planning, everything on your ship can count as being next to eachother so that shield generators share the load of incomming attacks and your repair stations can work on everything on the ship! This has a bad habit of limiting cargo capacity, but therein lies the game. It's very satisfying to build an immortal ship!

Random run configurations: Despite what everyone is saying, the runs are NOT completely random. Each run has multiple configurations of what and how challenges are thrown at you, and that is randomly selected when you start the run. However, some of these configurations are much harder to complete than others because you have a very limited inventory of components, most of which can not be reoriented once placed.

Almost everyone is passive aggressive: This is in reference to the in game people who chatter at you constantly. Clearly this is a problem that runs rampant in the 26th century. These people need therapy, and it's demonstrated that they're all rich enough to get it! The worst offender is your AI companion throughout the game, Evve. She seems to take delight in your failures and is constantly surprised by your successes.

Working for Buck Mann: Buck is the kind of boss who sets unrealistic expectations and expects them to be met. He also refers to you as "Rookie" until you finish the final story mission of the game, which causes your customers to call you that too. This has no effect on gameplay, but it sure rubbed me the wrong way more than once!

Multiplayer content: The extent of the multiplayer content is transporting crafting material from one place to another. Most people don't seem to offer up any payment for this, but the game awards you with random stuff for each item transported.
Helpful? Yes No Funny
Phantasm
( 88.7 hrs on record )
Posted: 3 August
With 70 or so hours in game, I have to say that im surprised that this title is garnering "mixed" reviews...

I understand what people are saying about this sequel being more grindy than the last but I have to disagree. I mean, yes, sometimes progress can be slow but I dont see the problem. I mean, I like indy titles because they can often offer some refreshingly novel mechanics. Space run is a prime example of this. The one thing that I dont like about some indy titles is that they will often only offer a few hours of gameplay before they show off all that they have to offer and I start looking at picking up new titles. So thats why I appreciate that getting somewhere in this game takes time. (its something I felt was lacking from the previous space run title, in fact)

For folks having issues with ship design and level advancement, efficiency with module placement as well as with use of connectors and upgraders is the trick. Additionally, some modules have hidden advantages, try them all. Improving ship layout can be just as effective as unlocking new items... Still having a tough time with some routes and wanting a ship design spoiler? Research some more efficient designs from the multiplayer content. Hint: Set a transport contract for a similar route and when it is fulfilled, look at your message logs for contracts fulfilled by other same-level players if you decide you want a bit of a spoiler.

Finally I just wanted to address a concern that I'd read which was that folks found the in-game economy to be less than rewarding. This is true if you dont take advantage of the multiplayer content. The non-player economy is unrewarding to encourage multiplayer interaction, which is much more rewarding... Not feeling effective enough at moving cargo? Other players with plenty of cargo space will appreciate being able to move large volumes of your cargo. Invest in useless stuff, have someone move it to where its useful, sell for acceptable markup.

Frankly, the amount of quality and detail as well as depth and replayability that this title offers shouldnt be overlooked. If you like Tower Defense or Casual-RPG space games, dont pass up this title. It is absolutely worth it.
Helpful? Yes No Funny
Bersiddhartha
( 62.2 hrs on record )
Posted: 2 August
Really awesom game, but gets grindy from time to time. Gameplay is fairly balanced but still challenging. If you like creative tower defenses and the space theme, get it!


Helpful? Yes No Funny
mal4242
( 12.9 hrs on record )
Posted: 31 July
Great game. Fun extension of the orginal. Too much grind for parts. Crashes in the middle/end of runs loosing all progress from a 'connection error to server' even in 'offline mode', essentially making it unplayable as you loose all your progress.
Helpful? Yes No Funny
Skedastic
( 139.7 hrs on record )
Posted: 28 July
Space Run Galaxy is a challenging, relatively reflex-dependent variant on the tower defence genre. The game makes many improvements on the original, including more intricate and involving complementarities between "towers," some multiplayer interaction, the ability to design one's own ships, and partial randomization of enemies. The graphics remain colorful and pleasing. SRG is suitable for a quick ten minute run over your lunch break, or to play for extended sessions while accomplishing metagoals.

Unlike many tower defence competitors but like the original, SRG controversially cannot be paused, and at times the game will throw enough at you simultaneously that you must place pieces or use special abilities without careful forethought. I would prefer a pause option, but the at times rapid pace never quite feels twitchy, and does make for some tense gameplay.

The sequel plays somewhat less like a puzzle game than the original. In the original enemies in a given run were always identical and attacked in identical patterns, so difficult levels had to be overcome by learning how to design your a ship in the correct order to counter attacks you learned in previous attempts were coming. The sequel partially randomizes attacks. For example, on a given run, the first wave may always be asteroids, but the asteroids could appear from one of several directions. The upshot is that your ship designs must be robust to unknown attacks. I find this style of gameplay more satisfying than the original.

There are questionable design decisions. There is some sort of irrelevant and dull overarching plot told via relentless dialogues between missions, yet I can't imagine anyone not just clicking through each of these dialogues. The multiplayer aspect consists of being able to trade resources with other players and take contracts to run resources from one planet to another for other players, but very little is added to the game by these interactions, and since each planet has its own market for resources each market is very thin, non-existent in the late game planets because there are so few players. Finally, the end game is disappointing, as when you finally buy access to sufficient numbers of towers on sufficiently large ships, you'll just wind up building the same successful design over and over.

Overall, SRG is an excellent addition to the tower defence genre, highly recommended.
Helpful? Yes No Funny
Locane
( 92.5 hrs on record )
Posted: 28 July
Hell yeah! So glad to have a bigger, badder version of Space Run!

The gameplay can be frustrating at times, and a couple times the servers crashed while I was playing, but overall the brilliance in the game design and mechanics really shows through. Whoever made this is a genius.
Helpful? Yes No Funny
junk.forward
( 10.7 hrs on record )
Posted: 27 July
After 10 hours of playing this, I went back and played the first one. The first one had rhythm. It's easier to have rhythm when gameplay is fairly linear, and here in the sequel with less linear gameplay, it's tougher to have a good rhythm. When you see people complaining about the grind in the sequel, it's because the rhythm hasn't quite been tweaked.

I like the idea of running cargo all over to get upgrades from different places. I like the idea of having to buy modules and weapons to be able to add them to my ship rather than just having unlimited stuff to add. I like the idea of being able to run different missions in a web all over the system, and I like the idea of getting different colors and levels of resources. I like the idea of buying different ships. But these aren't put together in a good way. It's too unfocused, and sometimes it's hard even to grind out more resources. I could run missions and get random resource colors that are totally useless, causing me to run more missions to get the resources in the right place to actually buy upgrades. You can sell off unneeded resources to buy the ones you need, but the exchange rate is absolutely terrible (and not even available at every station, which is another poor design choice). I'm at a point now where I'm sometimes too weak to do the missions that get me experience, but I need experience to reach a level to be able to buy the upgrades I need to do some of these missions.

Odd design choices too. For example: the most simple blaster, the base weapon in the game, can't be re-oriented unlike in the first game. But the enemies come from random directions, so you also can't plan on which way your weapons should really point. That's a tough design decision, because the nature of the gun requires careful planning, but the nature of the mission defies careful planning. I don't necessarily think it's a bad design decision to make enemies show up from random directions, but paired with the set blaster orientation it makes things a bit too random. Nobody wants to win or lose solely on the roll of the RNG.

It's also tough because your components you build your ship with are tough to repair, unlike in the original when it only cost hex nuts. This makes repair units and shield units mandatory, but between these, the needs for weapons sticking out in all six directions, and the constant need for more speed, I end up being extremely starved for resources.

All in all, this is kind of a frustrating experience. I loved the first game but it lacked replayability. But I feel like I've gotten nowhere here in the sequel and it's too frustrating and grindy to really continue. I feel like it's just not balanced quite right, and I'm not sure it's worth buying.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
18 of 23 people (78%) found this review helpful
Recommended
23.3 hrs on record
Posted: 11 July
Space Run 'Galaxy' is an excellent evolution of the original game. Space Run can best be described as a bit like a tower-defence game if you understand what that is. The fact that you are moving through space equates to the passage of time, and the encounters with enemies and asteroids equates to the waves of creeps. In fact, there's more to focus on and more options than in a traditional tower-defence type game.

In Space Run Galaxy there are new weapons and modules, but the main difference is the opening up of trading networks. The strategy part of the game is played on a galactic map with specific routes between planets. You get to choose contracts from the likes of Big Cargo and you can also accept contracts from other players or make them yourself. Unlike the first game, you get resources as well as credits as rewards for doing missions. Resources can be traded or used for crafting upgrade modules. You have to transport resources to locations where they can be used, or create a contract for another player to do it for you.

You are not playing as Buck Mann any more. He's now your employer. You play as an unnamed 'spacerunner' with a female android called Evve-36 as your assistant. All the original characters from the first game are back, including the pirate captains. You can now buy ships with different footprints and expand the footprints with extra hexes. Choosing which ship to use adds an extra level of strategy, as does the fact that waves of enemies and asteroids are no longer as predictable as they were before. Now they come at you from different sides in reaction to how you deploy your weapons and there is an element of randomness to it.

All in all, an excellent and quite unique game, highly recommended, especially if you enjoy tower-defence type games. It has good voice acting, nice graphics, well-balanced gameplay, and is deeper than other games of its type.
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6 of 7 people (86%) found this review helpful
Recommended
70.0 hrs on record
Posted: 24 July
If you played the original, you already know what this game is about.
If you haven't, then let me tell you that this is likely one of the finest Tower Defense games of all time.

As in the original, the whole game is about defending your ship against hostiles while ferrying cargo from point A to point B. Enemies can come from 6 different angles, and you have to respond with proper turrets as necessary. All constructions serve an important purpose, there are no "useless" things to build. Everything is useful in the proper circumstances, and a large part of the game is figuring out what works best where and against what enemies in order to get through each run in one piece.
The difficulty curve is well paced, gradually making it harder as you go along, and I only stumbed a few times on a few particular runs that frustrated me to no end, but in the end it turned out I was simply lacking either the correct tower or ship layout, and once remedied success came not long after.

In the previous game you unlocked towers pemanently, and once unlocked they were available to build as many copies of as you wished.
In SRG, however, you are instead tasked to craft each buildable copy of a building at the mission hubs. This does not only require money, but also crafting materials which are awarded after each run. These materials are physical, and must be moved while onboard your ship like any other cargo if you want to relocate them to another planet or station, and therein lies the main difference between this game and its predecessor.
During each run you can only build as many copies of a turret or building as you've crafted beforehand. The quota is restored after each run, so they're never permanently consumed however you will find that you have to increase the quota for many of the more essential towers quite a abit, and it can become a bit of a chore to haul all this stuff around the universe just to be able to craft more stuff.

This is where the multiplayer portion comes into play.
You can design multiplayer contracts that will appear as selectable missions for others players, allowing them to haul your stuff around for you. A player is always rewarded by the game for completing a multiplayer contract with additional crafting materials or bonus money, but in order to entice them to chose YOUR contract over others you can assign a premium to be paid out as well. This will be taken out of your own pocket, but if you don't want to you don't have to. Most contracts out there have no premium (the cheap ♥♥♥♥♥♥♥s...) but as you still get material rewards you might as well do them if they're convenient to you. Even if the materials are of no use to you, you can still sell them to the merchant vendor for actual money.


All in all, I loved the original and thoroughly enjoyed this one as well. They had some server issues the first week or two of the launch, but it was still very playable. Nowadays, it doesn't crash or freeze for me at all, so it seems to me that all that has been taken care of.
As mentioned, the mid-game can seem to be bit of a grind but that's mainly because you're trying to haul all your crap around yourself. Use the multiplayer contracts to both make it easier for you and create content for your fellow players in the process, and don't try to play through the whole game in one sitting. It is best enjoyed doing a few runs every now and then to avoid repetition.

If you like tower defense, I highly recommend you check out this game.
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8 of 11 people (73%) found this review helpful
Not Recommended
10.7 hrs on record
Posted: 27 July
After 10 hours of playing this, I went back and played the first one. The first one had rhythm. It's easier to have rhythm when gameplay is fairly linear, and here in the sequel with less linear gameplay, it's tougher to have a good rhythm. When you see people complaining about the grind in the sequel, it's because the rhythm hasn't quite been tweaked.

I like the idea of running cargo all over to get upgrades from different places. I like the idea of having to buy modules and weapons to be able to add them to my ship rather than just having unlimited stuff to add. I like the idea of being able to run different missions in a web all over the system, and I like the idea of getting different colors and levels of resources. I like the idea of buying different ships. But these aren't put together in a good way. It's too unfocused, and sometimes it's hard even to grind out more resources. I could run missions and get random resource colors that are totally useless, causing me to run more missions to get the resources in the right place to actually buy upgrades. You can sell off unneeded resources to buy the ones you need, but the exchange rate is absolutely terrible (and not even available at every station, which is another poor design choice). I'm at a point now where I'm sometimes too weak to do the missions that get me experience, but I need experience to reach a level to be able to buy the upgrades I need to do some of these missions.

Odd design choices too. For example: the most simple blaster, the base weapon in the game, can't be re-oriented unlike in the first game. But the enemies come from random directions, so you also can't plan on which way your weapons should really point. That's a tough design decision, because the nature of the gun requires careful planning, but the nature of the mission defies careful planning. I don't necessarily think it's a bad design decision to make enemies show up from random directions, but paired with the set blaster orientation it makes things a bit too random. Nobody wants to win or lose solely on the roll of the RNG.

It's also tough because your components you build your ship with are tough to repair, unlike in the original when it only cost hex nuts. This makes repair units and shield units mandatory, but between these, the needs for weapons sticking out in all six directions, and the constant need for more speed, I end up being extremely starved for resources.

All in all, this is kind of a frustrating experience. I loved the first game but it lacked replayability. But I feel like I've gotten nowhere here in the sequel and it's too frustrating and grindy to really continue. I feel like it's just not balanced quite right, and I'm not sure it's worth buying.
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3 of 3 people (100%) found this review helpful
Recommended
139.7 hrs on record
Posted: 28 July
Space Run Galaxy is a challenging, relatively reflex-dependent variant on the tower defence genre. The game makes many improvements on the original, including more intricate and involving complementarities between "towers," some multiplayer interaction, the ability to design one's own ships, and partial randomization of enemies. The graphics remain colorful and pleasing. SRG is suitable for a quick ten minute run over your lunch break, or to play for extended sessions while accomplishing metagoals.

Unlike many tower defence competitors but like the original, SRG controversially cannot be paused, and at times the game will throw enough at you simultaneously that you must place pieces or use special abilities without careful forethought. I would prefer a pause option, but the at times rapid pace never quite feels twitchy, and does make for some tense gameplay.

The sequel plays somewhat less like a puzzle game than the original. In the original enemies in a given run were always identical and attacked in identical patterns, so difficult levels had to be overcome by learning how to design your a ship in the correct order to counter attacks you learned in previous attempts were coming. The sequel partially randomizes attacks. For example, on a given run, the first wave may always be asteroids, but the asteroids could appear from one of several directions. The upshot is that your ship designs must be robust to unknown attacks. I find this style of gameplay more satisfying than the original.

There are questionable design decisions. There is some sort of irrelevant and dull overarching plot told via relentless dialogues between missions, yet I can't imagine anyone not just clicking through each of these dialogues. The multiplayer aspect consists of being able to trade resources with other players and take contracts to run resources from one planet to another for other players, but very little is added to the game by these interactions, and since each planet has its own market for resources each market is very thin, non-existent in the late game planets because there are so few players. Finally, the end game is disappointing, as when you finally buy access to sufficient numbers of towers on sufficiently large ships, you'll just wind up building the same successful design over and over.

Overall, SRG is an excellent addition to the tower defence genre, highly recommended.
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3 of 4 people (75%) found this review helpful
Recommended
95.9 hrs on record
Posted: 27 July
I was new to the series when I first saw this game on a popular YouTube channel, whose name was very similar to Mott Scanley. I liked what I saw, saw that it was on special, and decided to give it a shot.

100 hours of gameplay later, I feel like I’ve got more than my money’s worth. The music is excellent, the gameplay fluid, engaging and fast paced as soon as you start a run. At times I genuinely felt under pressure at times to beat the clock, but it’s not compulsory to beat the best time, simply rewarding when you do. The variety of freight you are required to haul is particularly clever; for example some items of freight can only be placed on the edge of your ship, others move about from cell to cell, others restrict what you can build next to them. This means you sometimes have to completely redesign your ship to accommodate a particular freight, or purchase a ship that is more suited to the task.

As I approached completion, I noticed a number of achievements were friend-based, but after delivering 500 freight for other players, a random invite popped up; one friendly chat and a bit of gift sending later, I was able to complete these achievements and then repay the favour in kind. I will move on from this game with nothing but happy memories, and by the time age-addled memory kicks in and I’ve forgotten everything, it will be a pleasure to play again.

If I had any criticism about this game at all, it would be that the content in the latter stages of the game is slightly lacking. I want to play it more but there’s nothing left to do, except speed run the hardest and final run (can you beat 9:12?). One suggestion would be to implement a harder mode of the game whereby enemy ships use the abilities of their weapons (which by default they never do), which would spike the difficulty considerably and add another layer of strategy.

I also felt like the game curved a little too steep at the beginning in terms of acquiring new modules, turrets and ship cells, though this has been remedied with a recent patch. Utility turrets are next to useless in the later game and are simply outclassed by other options.

Finally, there is also no function to pause in a run, though you can hit escape to take stock of the situation and prepare a plan, which I did do from time to time. This never particularly bothered me but it might put some people off, particularly if you’re the type of person that prefers to take their time over where to place a particular turret. Things can and do get out of hand quite quickly if you don’t plan ahead to some extent. This can however be accounted for by colouring the cells of your ship to have a rough layout of how you want to position your modules.

All in all this is an excellent game and for the base price of £14.99, it’s well worth your money.
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1 of 1 people (100%) found this review helpful
Recommended
92.5 hrs on record
Posted: 28 July
Hell yeah! So glad to have a bigger, badder version of Space Run!

The gameplay can be frustrating at times, and a couple times the servers crashed while I was playing, but overall the brilliance in the game design and mechanics really shows through. Whoever made this is a genius.
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1 of 1 people (100%) found this review helpful
Recommended
30.9 hrs on record
Posted: 4 August
Space Run Galaxy is FANTASTIC.

It's astonishingly good. It boggles my mind just how poor the community outreach for this game is. I'm writing this right now in an effort to help correct this deficit. Because it's crazy.

When I googled "Space Run" and "Space Run Galaxy" the entire first page of hits is steam storefront pages and metacritic scores. NOT the company's pages. Not a domain for the game itself. Nothing. The second page of results halfway down gives you a facebook page. There is no subreddit. There is no forum presence anywhere whatsoever about this game.

Which is crazy because this game is GREAT. It's phenomenal. Knocked right out the park, into another park two states over, then bouncing into a third park somewhere on the east coast killing millions.

I had intended this morning to post what I felt were tips and tricks that I had learned over the last eightish hours playing the game and spending the whole day thinking about it in the intervals when I was not. However no such places seem to exist on the internet. I feel like somewhere in your company there exists an open position for a community manager. Especially considering how many people playing the game don't really seem to understand it. Communication seems to be missing somewhere. People need to know about this game.

Because most of what people are whining about, doesn't exist in the game. Or rather, it exists at the end of a puzzle because this is a puzzle game. Every mission is a puzzle how you are going to take your limited resources to meet the challenges of the game.

And it's TOUGH, and it's satisfying, and it leaves you hungry for more. It leaves salivating at the possibilities of what you could do if you just had a few more hexes. It you just had a few more bolts. Oh the places you'll go, the people you'll see.

There is a Civ City-esque fever of maximizing space, of placing a upgrader and a connector in the most perfect elaborate arrangement. The way you get to control the profits of your run by dynamically risking space on your ship in exchange for more rewards is straight out of PayDay. When you make your first haul of not 6 or 7 cargo containers, but 50 or more, you will hear the alarm bells of that jackpot.

Which leads me bending the two topics I've talked about so far. The community misunderstandings with, what I had wanted to write about, tips and tricks.

Because that 50 cargo run is only really possible with an active online community that knows how to use the online tools inside the game.

I was having some trouble with the second world, the Titan Galaxy, and so returned to the first galaxy to see if there was any way to move those materials I had gathered into the new world. There is not.

And that is unfortunate for I had many materials that where now locked behind me. However, in misfortune there is opportunity it seems. While the raw materials themselves cannot be transported across far reaches of the galaxy, money can. There are no stop signs for money. I could not move the goods, but I could move the "value" of the goods. I needed to sell them.

Here is where you need a community to make this feature truly shine. If I take my goods to the merchant I'm going to get rock bottom pricing. If I take it to the community, I can sell my goods for cheaper than the merchant would have you buy them and still make a healthy profit. The player who buys the goods is buying them at a lower price than they otherwise would have working with the merchant. Everyone wins. If there are players in the market, using the online community tools present in the game.

The same goes for missions and here is where I had some of the most fun of the whole game - but again seems to have exhausted itself because of the lack of community engagement. It's annoying how upgrade materials are landlocked to the planets in which they are acquired. This can be solved by creating multiplayer contracts to have your materials moved FOR you by other players. This system can be abused by relatively low level players to make massive cargo runs.

Yesterday morning, I found player made contracts to move 50 cargo units from the starting planet to a nearby low level planet. This run was a breeze. I delivered, without much complication 50 units of cargo on a walk in the park. The reward for delivering these goods was about 10,000 in straight cash and almost thirty upgrade materials. Again, I could not take these materials to the next zone - but even if I just ground them into the merchants mouth I was about to walk away with about 40,000 credits for a five minute walk in the park.

I did this about ten more times yesterday morning and made WAY more money than I had in the previous eight hours.

Then I hit a wall. I believe that I single handedly exhausted this game's entire supply of multiplayer contracts. Because they dried up. I was able to move hundreds of cargo in less than an hour and then for the rest of the day almost none. Contracts to move 3 or 4 units from an easy planet to something days away.

I told you there would be tips right? Don't do this. No one wants to move your 2 blue blocks five planets. Make your contracts neat and simple. Also ♥♥♥♥ing pay me if you're asking for something hard. If you don't want to put a bounty to move 50 cargo from easy to easy fine, the game pays me anyway, but no ones moving your 6 cargo from extremely difficult to batshit insane for free.





So I guess in review: incredible game. Buy it. But ♥♥♥♥♥♥♥ guys we gotta work together out here. This game's not grindy if you work together. I'm not asking to get on your friends list, just make contracts and sales.
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2 of 3 people (67%) found this review helpful
Recommended
6.5 hrs on record
Posted: 14 July
5/10 but I would still recommend to people. Art and Sound are great. The biggest problem is system/level design.

1. Enemy wave structure is randomized. I prefer a real puzzle/strategy game over candy crush. In the first game the levels were crafted with heart that each time I play I could see improvement and eventually beating the final level just gave me so much satisfaction. I still go back and play the final level of the first game from time to time. But in this game I just don't care about any level. Nothing is memorable. I just wanna move on and do whatever that's marked uncompleted. This is so boring.

2. Level progression is confusing. I have no idea which levels I can beat and which levels I can't. This leads to players wasting their time on levels that are obviously too hard. In the first game, as long as you keep 5-star every level, all subsequent levels are beatable. You don't have to GRIND anything.

3. The multi-player cargo shipping mission is brilliant. But on top of this poor level/system design this just becomes useless. There isn't enough social element to back it up either. In the end, the fact you can't carry your items with you is just cumbersome.

4. Even the enemies are randomized. 2 gunship vs 2 missile ship lead to completely different difficulty.

I don't know if I will ever have the patient to finish this game but I like the devs and I like the first game a lot. So I thumb up anyways.
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2 of 3 people (67%) found this review helpful
Recommended
29.0 hrs on record
Posted: 27 July
★★★★☆

Space Run is back with a way bigger and awesomesauce game.
There is a lot of contents, ships, missions, for a ton of hours of fun.
A decent price for a super strategicness game.
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2 of 3 people (67%) found this review helpful
Recommended
24.8 hrs on record
Posted: 15 July
I played the living hell out of the original space run and loved it, and space run galaxy is a great game as well. What this game does well it does beautifully, mainly the runs themselves and the ability to personalize your spaceship.
However, there are some issues with the game that are slightly irritating. My main gripe is that you have to transport your own cargo accross a system in order to purchase upgrades and this can turn into a grind. Creating contracts is an option but is a gamble on whether anyone will take them.
Overall it is a solid game with only a few issues that can be worked around. If you played the first or just love games with a unique style of play you will love this game.
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