The Spatials are back with Galactology! Design, build and protect your space station from the many enemies you will make while exploring the galaxy and exploding their homeworlds.
User reviews:
Overall:
Very Positive (55 reviews) - 83% of the 55 user reviews for this game are positive.
Release Date: Jul 7, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We've been developing Galactology nonstop since the summer of 2015, as a remake of The Spatials. We now want to publish our work in progress to gather feedback from our players, and to build a community around our new game. We plan on publishing monthly builds, to strike a good balance between stability and breaking changes.”

Approximately how long will this game be in Early Access?

“We still have a lot of roadmap to go, and we hope to add more features as we receive player feedback. We estimate at least six months of development counting from the Early Access release day.”

How is the full version planned to differ from the Early Access version?

“Here's our current roadmap: https://trello.com/b/SpgWc60W/the-spatials-v3-public-roadmap

The final release will have much bigger focus on stabilization, play testing, balancing and documentation. We will also pledge to not break saved games after the game goes out of Early Access.”

What is the current state of the Early Access version?

“We've made sure the game is fully playable and added basic tutorials. Some areas are lacking compared to a final release, specially documentation and more player guidance.

In terms of gameplay and game systems the current builds are lacking in the areas of officer progression, planetary missions, and special station events.”

Will the game be priced differently during and after Early Access?

“Yes, the price will increase when the game leaves early access.”

How are you planning on involving the Community in your development process?

“We are active in the Steam Community forums for Galactolgy, giving support and gathering feedback A weekly devblog is being published with the internal development notes, including all the details on the work done the previous week. Bi-weekly to monthly testing builds of the game will be made possible. A modding system is already in place using the Steam Workshop. And finally if there's enough demand we will establish a tracking system for users to propose and vote on new features.”
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Recent updates View all (37)

June 20

Development update 2017-06-20

After the pretest release of 3.6 a lot of issues were found, so most of late May and early June were devoted to finding and fixing them. One particular very obscure crasher delayed the start of 3.7, but it has finally been squashed and I was able to move on and start the new version (3.6.7 contains the fix and it is the current published default build, but saved games started with earlier 3.6.x versions may still be corrupted, keep it in mind!)

The main new content theme for 3.7 is events. Galactology has contained some test events for months now, the familiar invasions, sneakers and impostors. Events are meant to keep station gameplay more varied than a pure min-maxed machine. They will cover a variety of systems so it's not all pew-pew and explosions, but, since the current events are the basis for the new work, I started implementing new invasion-like events for the past three weeks. There's still more than twenty event ideas to explore and implement!

New art for civs screen

Max has prepared new header art for the civs screen, and a small redesign was also done to better fit and prepare the screen for future UI work:









All civs have now unique background art and their full detail, full sized logos and advisors are prominently displayed. The new layout will also enable us to fit the future diplomacy UI in the lower area with a much nicer look and feel.

Top bar redesign and new alert features

The alert system will become more important since it will be the UI mechanism to report and track ongoing events, so more space was required to display alert icons:



The right side of the top bar is now more compact. The guide access will be moved to the tutorial system (when the guide is ready), and the report screen will be moved somewhere else (in 3.x that screen was half-working and mostly useless).

Many events have an "ongoing" mechanic that defines a start and an ending condition. The alert system is now prepared to show this information, and to express some alerts as persisting.

A persisting alert is displayed with an "ongoing" progress, meaning its duration or progress is not fully known (yet). Persisting alerts are always displayed to the left of all alerts:


A persisting alert displays the progress of an event (in this case the % of pirate invaders dead, it was captured just after the last one died). Both the alert icon in the bar and the alert popup display the completion %:


When an event is done its alert is turned into a plain alert and can be deleted normally:


Persisting alerts have an additional visual cue to make them stand out:


Event: Space worm

A huge worm from space is annoyed enough with your advanced technology to come pay a visit. Why? Nobody knows, but it's here and it's pissed off:



The worm has a devastating, fast melee attack with extra long range, but it's rooted in place. It will burrow and surface again every 30s.

Event: Space octopus





Space megabeasts keep attacking you, sigh. It's just the reality of space-ing I guess. The space octopus has a similar melee attack to his pal the worm, but it can move (slowly). It can also pull closer any station defender into its melee range.

Event: The pest



Dozens of fluffy animals are spawning around your station. They look cute but are crowding everything. They only attack when attacked, but in any case they have to go. Kill enough of them to force their queen out of hiding and end the pest for good.

Event: Xenomorphs



Short of Augustus showing up to make some omelette, you better hurry up and deal with those ominous looking eggs before it's too late...



This event also introduces a combined system of progress and countdown timer.

9 comments Read more

June 2

Version 3.6 is now available!

Finally! After two grueling months of technical work version 3.6 is ready to play. This is an unusual version. It contains very little gameplay additions. You can read about them in this March post:

http://steamcommunity.com/games/450700/announcements/detail/483414098550226384

So what happened in the two months since that post was made? A massive rewrite of all the gameplay code in order to port it to LuaJIT, from a completely different programming language.

After version 3.5 was released it was clear the game performance was bad once your station grew a bit. This was specially relevant in 3.5 since it added enough content and fixed enough balancing for players to build a bigger station.

At that point I decided to stop adding new features and concentrate on fixing the performance. Otherwise the game future viability and quality would suffer a lot. It was a gamble since there's a lot of abandoned half finished games in Steam and doing this would make Galactology look like just another one, even while I was working my hardest on improving it. But I decided to take quality over appearances.

Version 3.6 is the result of that work, and I believe it's successful. Moreover it also means mods can now be written in Lua, making it much easier for moders to work on our game if they desire so.

Technical details

40K lines of code have been rewritten (some manually, some with the help of a custom transpiler tool developed just for the task) from Scheme to l2l, a Lua-based language similar to Lisp. This allows the very sizable scripting side of Galactology to be based on LuaJIT, for the maximum possible performance for this kind of programming languages. sol2 provides the C++ binding layer for Lua.

The performance improvement is roughly 4x to 6x. In addition GC pauses are dramatically shorter thanks to Lua(JIT) incremental collector.

Next version

Version 3.7 will be a return to our feature roadmap, and you can bet I missed it!

Update 3.6.7

- fix crash when rich text code parses some user input with "@"
- force memory pool clearing before delayed lua delete during new/load game (tentative fix for crash)
- fix decor counter for goals
- fix factory inspector not updating its state when an interaction happens
- fix display of item recipe info
- corpse text descriptions on planets should not mention recyclers
- make load/save deserialization errors fatal
- update example mods in workshop
- fix error when deleting the blueprint of a just created floor build job before its state is initialized
- fix corruption bug: Tool objects had their destruction delayed too much and were invalidating sessionID in newly loaded games

Update 3.6.6

- fix mac build: change luajit.dylib to use @loader_path
- fix ocasional crash when selecting categories in the object build tool after some research has been completed
stop resetPanel on activate_delegate, just use a change listener like goals does
- add brief planetarium tutorial to the planet tutorial
- linux port using beta runtime GCC 5

28 comments Read more
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Steam Workshop

Browse and subscribe to mods created by the community for The Spatials: Galactology.

About This Game

The Spatials are back on a new adventure!


The Spatials: Galactology is The Spatials reimagined as a deeper, more rewarding simulation game. With mod support and active pause, Galactology adds new items and structures to build, trade routes to exploit, planets with many new variables, sophisticated AI, civilizations that actually attack your station -- and unique gameplay systems behind every object and room.

Key Features

  • Design a space station and watch your crew as they build it in real time
  • More freedom for your designs: use any room with any objects, color the floor tiles as you wish
  • Reinforce your space station with new buildings, management decisions, and staff
  • Assemble robots to assist with station chores
  • Explore a detailed simulation with many systems to play with -- including manufacturing, research, healthcare, disease, emotional breakdowns, combat, hunger, thirst, cleaning, decay, security, FIRE!, and more
  • Handle complex logistics, requiring restocking and inventory control
  • Earn in-game cash by growing your space station’s hospitality business
  • Designate staff for your bar or your research lab
  • Visitors and officers have a mind of their own. Make sure their needs are met!
  • Build hospitals to care for the wounded and diseased
  • Secure your station with cameras, scanners and turrets
  • A randomly-generated galaxy with 100+ planets
  • Build spaceships and explore the galaxy
  • Explore the surface of planets and asteroids
  • Engage in real-time combat to forge alliances and make new enemies
  • Find natural resources, civilizations and ancient ruins
  • Establish trade routes with your allies
  • Develop and download gameplay mods from the Steam Workshop
  • And more, much more is coming!

About Weird and Wry

Weird and Wry is a Barcelona game development studio founded in 2014 by two brothers: Carlos and Max Carrasco. Carlos (a programmer) and Max (an artist) share a love for simulation games and classic play -- which heavily influenced The Spatials, their first project. Inspired by the great classic sim games of the '90s, The Spatials combined classic base-building gameplay (based on isometric tile room building) with a real-time combat system and an exploration campaign. The Spatials was released on Steam in March 2015 and took off! Thanks to its success and growing fan base, The Spatials spawned a sequel -- The Spatials: Galactology, which updates the original concept with deeper gameplay and a whole new take on the space station management business.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Processor: Core 2 Duo 2.0 Ghz+
    • Memory: 2048 MB RAM
    • Graphics: Intel HD 3000+ / AMD Radeon HD 4000+ / NVIDIA GeForce GT 200+
    • Storage: 300 MB available space
    • Additional Notes: Requires stable OpenGL 3.2 drivers with GLSL support
    Minimum:
    • OS: Mac OS X 10.11
    • Processor: Intel Core i5 1.3 Ghz (64 bit only!)
    • Memory: 4096 MB RAM
    • Graphics: Intel HD 3000+ / AMD Radeon HD 4000+ / NVIDIA GeForce GT 200+
    • Storage: 300 MB available space
    • Additional Notes: Requires stable OpenGL 3.2 drivers with GLSL support
    Minimum:
    • OS: Ubuntu 14.04 64 bit
    • Processor: 1.3 Ghz or higher (64 bit only!)
    • Memory: 4096 MB RAM
    • Graphics: Intel HD 3000+ / AMD Radeon HD 4000+ / NVIDIA GeForce GT 200+
    • Storage: 300 MB available space
    • Additional Notes: Requires stable OpenGL 3.2 drivers with GLSL support
Customer reviews Learn More
Overall:
Very Positive (55 reviews)
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