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.
All Reviews:
Very Positive (75) - 82% of the 75 user reviews for this game are positive.
Release Date:
Jul 7, 2016
Developer:
Publisher:

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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 roadmap to go, and we hope to add more features as we receive player feedback. We estimate to go out of Early Access in the first half of 2018.”

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.”

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 (51)

January 10

Version 3.10 is now available!

What a better way to start the new year than with a new Galactology release!

The big new feature for 3.10 is planetary invasions. Planets are can now be invaded by hostile civs to interrupt your business, or by the player to secure extraction on hostile planets. Watch out for their vengeance!

Here's the development notes, in case you missed them:

*EXPERIMENTAL* support for OS rendered glyphs

We want to make our game localizable to the greatest number of languages, but at the same time we are limited by a years old, very simple custom text renderer. In particular we must bundle all fonts with the game. This makes it impossible to support asian languages, since the required fonts are hundreds of MB.

(For the more technically inclined and/or with gamedev localization experience: we could do font minimization to fit a given translation, but we are also allowing players to input arbitrary text in the names of officers. It would suck to remove this feature for the languages where it's not feasible to bundle a full font.)

After some experimenting it's now possible to fallback to the OS font renderer when the game encounters a missing glyph in the font, in any context:



Since the OS has access to its installed fonts, and it's very likely an user wanting to use a translation will also have those OS fonts installed, it means we can support virtually any language, at least at the glyph level. Languages that require specific shaping and layouts will still look bad, but the situation is much improved in any case. This feature is currently inefficient with VRAM so more testing is required to see if it fits in most users setups.

Direct deposit of factory products on nearby pallets

Factories are already capable of directly sourcing ingredients from pallets adjacent to them, and now they are capable of directly depositing their products too:



This means officers won't have to deliver the product themselves, further speeding up manufacturing. This action doesn't lock the pallet so several factories can dump on the same pallet. And the factory will also consider the neighboring tiles for the worker, so the setup in the screenshot will work just fine.

Noise

A new room-wide mechanic has been introduced: noise levels.



Most objects will be silent, but some will produce some noise, indicated in their description. The noise level of a room will be the simple sum of those noise values.

Some vital tasks will be affected by noise. They are, in order from most affected to least: sleeping, reading, eating and drinking (which is not inebriation, your bar can be noisy just fine). Sleep will be disturbed by any level of noise above 0, while eating will tolerate the noise of one kitchen so your initial hall can be simple.

Interrupted tasks show up like this:



And they also add a negative feeling:



Stock charts

What's a management sim without charts?



Translucent docks on mouse hover

"Finally" :)



Show ships with autopilot stop
To better tie up the autopilot editing, the planet window will now show a listing of all ships with an autopilot stop at said planet:



Manual forced delivery
An often requested feature, it's now possible to select a valid hauler then right click on a resource stack to try to force its delivery into storage:



Reputation gains when selling products
Selling products in bulk from the Civs interface now also increases the reputation with the buyer civ. This even works with hostile civs (the 3.9 tribute system is now only displayed for civs with the "at war" reputation level).



Reputation gains are inversely proportional to the price of the goods, so if you are looking to be liked it may be worth to take a revenue hit in your sales.

Planetary invasions
Inhabited planets can now be invaded by a different civ. An invaded planet looks like this on the surface:



The native civ camps are in a semi destroyed state, with the invader camps doting the landscape. Native citizens will be hidden in their (remaining) houses.
The galaxy screen and planet window will also clearly display which planets are invaded, plus an alert:



Civs that are at war with you will invade planets from civs that are friendly to you, with special predilection for planets where you have extraction going on. The invasion will blockade the planet: no extraction and no product sales will be possible, and tourist from its system won't visit your station. You will need to liberate the planet so things go back to normal:



But it's not only hostile civs doing the invading. You will also have to invade hostile planets if you want to reliably extract resources from them, since attrition damage to your extractors will be much higher on hostile ground now, and your invasion stops it. Landing on any hostile planet now starts the invasion process, and it's your choice if you want to finish it:



Of course, don't expect these civs to just sit idly while you invade their worlds for filthy lucre:



New antagonist civ variant

Some civs are now a "pure antagonist". Unlike the other civs, antagonists cannot own planets and they will always be hostile to you. Pirates, Robots and Lactians are now antagonists. Their discovery is not galaxy map based. Instead they are triggered by some conditions. For example pirates appear when your bank account reaches certain amount:



And robots appear when you first unlock the robot factory:



Lactians

The Lactians, as the members of the Church of Lactus are called, are a new civ in Galactology. They venerate a mysterious milk god entity, and are more interested on conversion than on slaughter. Here's how their planet invasions look like:



They won't hesitate to fight you if you decide to liberate the planets they convert tho. Lactians will have more content and specific events in 3.11.

Ship skills

Since planet combat is more important than ever, in 3.10 all ships will feature 6 officer slots, so you are not limited by ship crew capacity when assembling a strong force for planet liberation or invasion. But this made ship differentiation even less visible than it already was. To enhance ships and their role in planet exploration ship skills have been introduced:



Ship skills are actions that appear when you select an officer on a planet, which can be used by any officer. They have a global cooldown like the current teleport (indeed, the teleport is now a ship skill and it is standard for all ships). Each ship model has different sets of skills, with the largest and more expensive ships having a large selection of them. The currently implemented skills are:

- Surface teleport: the one already in game
- Orbital bombing: click an area on the map to bomb it from orbit (remember the removed asteroid shower event? It's back as this ship skill, and you can control it!)
- Healing wave: all officers get healed
- Ship dome: a large damage shield is spawned
- Mass hysteria: all enemy units on the map go crazy for a limited time
- Robodrop: a squad of combat robots is spawned

These skills increase in potency with bigger, faster ships. Additional skills will be investigated for future versions, and they may include non-combat abilities too.

QoL fire changes

Fire is the feature many love to hate. Combined with combat it's surely easier to hate than to love, specially in its current state. So for 3.10 some quality of life changes are being introduced with the hope to make fire less dumb overall.

Panic runs for fire are now replaced by "avoiding danger" runs. They are much shorter, and are intended just for that, to step away from the fire area. They are also non-chaining, so you won't get officers or enemies running away for an entire minute because of a fire in some corner.

Fire spawns will also proactively try to assign a nearby officer or robot with the firefighting job from the very moment they spawn. This is an inversion of how the game job system works, but it's certainly appropriate in this case.

Finally fire won't interrupt firefighters. If an officer needs to cross a fire because he's on the way to get some water to extinguish it, the fire won't interrupt the job (fire has a low DPS damage, just walking by inside won't kill a healthy officer).

Update 3.10.1

- Greatly decrease planet invasion event frequency
- Add per-planet invasion cooldown
- Antagonist civ reveal events must follow the same rules of invasion events
- Adjust internal event cooldown
- Remove "too close to enemy objects" rule, which is nonsensical now
- Fix some text fitting/scaling issues
5 comments Read more

January 9

Development update 2018-01-09

Version 3.10 is almost ready, with some bugs and testing left to do. A few more features have been implemented to round up the release in the past week.

New antagonist civ variant

Some civs are now a "pure antagonist". Unlike the other civs, antagonists cannot own planets and they will always be hostile to you. Pirates, Robots and Lactians are now antagonists. Their discovery is not galaxy map based. Instead they are triggered by some conditions. For example pirates appear when your bank account reaches certain amount:



And robots appear when you first unlock the robot factory:



Lactians

The Lactians, as the members of the Church of Lactus are called, are a new civ in Galactology. They venerate a mysterious milk god entity, and are more interested on conversion than on slaughter. Here's how their planet invasions look like:



They won't hesitate to fight you if you decide to liberate the planets they convert tho. Lactians will have more content and specific events in 3.11.

Ship skills

Since planet combat is more important than ever, in 3.10 all ships will feature 6 officer slots, so you are not limited by ship crew capacity when assembling a strong force for planet liberation or invasion. But this made ship differentiation even less visible than it already was. To enhance ships and their role in planet exploration ship skills have been introduced:



Ship skills are actions that appear when you select an officer on a planet, which can be used by any officer. They have a global cooldown like the current teleport (indeed, the teleport is now a ship skill and it is standard for all ships). Each ship model has different sets of skills, with the largest and more expensive ships having a large selection of them. The currently implemented skills are:

- Surface teleport: the one already in game
- Orbital bombing: click an area on the map to bomb it from orbit (remember the removed asteroid shower event? It's back as this ship skill, and you can control it!)
- Healing wave: all officers get healed
- Ship dome: a large damage shield is spawned
- Mass hysteria: all enemy units on the map go crazy for a limited time
- Robodrop: a squad of combat robots is spawned

These skills increase in potency with bigger, faster ships. Additional skills will be investigated for future versions, and they may include non-combat abilities too.

QoL fire changes

Fire is the feature many love to hate. Combined with combat it's surely easier to hate than to love, specially in its current state. So for 3.10 some quality of life changes are being introduced with the hope to make fire less dumb overall.

Panic runs for fire are now replaced by "avoiding danger" runs. They are much shorter, and are intended just for that, to step away from the fire area. They are also non-chaining, so you won't get officers or enemies running away for an entire minute because of a fire in some corner.

Fire spawns will also proactively try to assign a nearby officer or robot with the firefighting job from the very moment they spawn. This is an inversion of how the game job system works, but it's certainly appropriate in this case.

Finally fire won't interrupt firefighters. If an officer needs to cross a fire because he's on the way to get some water to extinguish it, the fire won't interrupt the job (fire has a low DPS damage, just walking by inside won't kill a healthy officer).
2 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
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