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:
Very Positive (53 reviews) - 84% of the 53 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:

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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Buy The Spatials: Galactology

Buy The Weird Collection BUNDLE (?)

Includes 3 items: The Spatials: Galactology, The Spatials: Galactology - Soundtrack, The Spatials

Buy The Spatials Collection BUNDLE (?)

Includes 2 items: The Spatials: Galactology, The Spatials


Recent updates View all (34)

March 30

The Spatials anniversary sale!

Happy two year anniversary to The Spatials! To celebrate get our game 50% OFF this week!

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March 12

Development update 2017-03-12

First of all, I want to thank both our existing a new players who discovered us with version 3.5. It was our biggest version in the V3 series so far and we received very valuable feedback that helped us a lot. Thank you!

After getting 3.5 out and doing a week of hotfixes, we went back to version planning. The main gameplay theme for 3.6 was already decided months ago, and it's going to be station events. The current invader events are just a taste of what we want to do with this system. We want to expand the variety of these events, and not all of them will involve combat. This is a good moment for it too, with the base station systems in good working order and with a lot more content after 3.5

We also triage small features from our huge internal backlog, prioritize them and devote some weeks to them before we start with the big new gameplay implementation. Here's what we've been doing.

Individual colors for all specs

This was suggested by a player in the forums. Indeed, why have your most specialized officers share an uniform color with your graduates?

Actual gameplay for opening new star systems

The last "cheat button" is gone in 3.6. We've finally implemented the regular gameplay system to open up new systems. We wanted it to have something to do with planets, so now you'll find a new special building in one of the towns in the inhabited planets in any start system:

As the description implies, this building contains the knowledge on new star routes. But you will have to pay for it (in case the planet civilization is friendly to you) or get it by force by destroying the building. Doing so will tank your reputation with that civilization, fast. Which may not be a problem when the civilization is hostile to begin with. But watch out for neutral civilizations!

Small features

Proper naming: A lot of planet objects, and all visitors, had placeholder or boring names. There's now name generators for all civilizations and all planet objects have proper names.

Hiring cost credits: Getting officers for free was more of a development cheat. Now officers will cost credits to hire, and the more officers you have, the more expensive it will be.

Drunks: There's now a random debuff for entities that drink too much. They may have some problems walking in a straight line...

Civs start hidden: In 3.6 only Spatials and Humans will appear in the Civs screen. You will unlock new civs as you unlock their systems.

Early visitor exit: A missing but very important mechanic for station efficiency. In 3.5, when a visitor is done of their tasks and completely satisfied, will linger without doing anything until their timer runs out. This is now fixed in 3.6. They will just walk back to their shuttle after they are done. And if all the shuttle visitors come back early, the shuttle will leave and thus make the dock available again.

Wallet scaling: Visitor wallet initial balances are now proportional to your reputation with their civ. The more reputation, the wealthier their visitors.

Performance woes

We've know for awhile that game performance wasn't great with a middle sized station. Frame time starts getting too big, and GC pauses start going for too long. In 3.5 this has become more visible than ever since the more polished station gameplay has kept players playing for longer and noticing this problem.

This is rooted in the choice of scripting VM made very early in the development of the game. Initially meant to be a way to make mods, it now powers most of the gameplay, with many thousands of lines of code, running for millions of cycles on every frame. It's not a performance oriented VM and it struggles when things get complex enough (which is not much, because we want people to build huge stations).

There's some optimizations left to do, and some of them have already been done. But the game needs a tenfold solution, not a 10% incremental improvement. This means I need to migrate to a new VM.

Finding a new VM that can interpret the specific dialect of Scheme I am using is impossible. So I either need to rewrite the entire core of the game in another language, or modify an existing VM to be able to run my Scheme code.

The only VM that can realistically make the extremely dynamic nature of the Galactology Scheme source go fast is LuaJIT. And, fortunately, there's already some Lisp-like eval libraries available for Lua, along with amazing bindings builders for C++ to connect the VM with the kernel of the game.

This means a partial rewrite of the game is looming on the horizon. And I'm tempted to tackle it sooner than later, because every new feature I write, is just adding more technical debt. It is a very complex task and I will have to rewrite thousands of lines, but it's not a total rewrite. In any case, as a very optimistic estimation, this will take at least a month.

While this is going not many new gameplay features will be able to be written. The fact the new scripting system will still be able to interpret some Scheme-like source (in addition to Lua!) means I can still do some new feature work as a break from the porting tasks, and still keep that work for 3.6 in case the porting takes too long for 3.6.

I've not decided yet when to proceed. On one hand this porting needs to be done, for sure. On another hand, it's feature updates like 3.5 which sell our game for real, with little sales volume between versions or discounts. Delaying 3.6 for at least a month goes directly into our bottom line.

If the next development update takes longer than usual, you now know why :)

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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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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

What Curators Say

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Customer reviews Learn More
Very Positive (53 reviews)
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