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:
Positive (31 reviews) - 90% of the 31 user reviews for this game are positive.
Release Date: 7 Jul, 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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Buy The Spatials: Galactology

12,99€

Buy The Weird Collection BUNDLE (?)

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

 

Recent updates View all (10)

2 August

Build 3.1 is now available

A new major build of The Spatials: Galactology is now available!

This build features almost a hundred of individual commits, with both new features and bug fixes. It adds a major gameplay component, you now have to build your own spaceships. And it also contains many small features as previewed in previous development updates. These updates follow this introduction, in case you missed them. You can also find the raw, detailed technical changelog at the end of this post with a note for each of the 200+ individual changes in this new version.

V3.1 is not save game compatible with v3.0 save files. But your saves are still there! If you want to keep playing them you can opt out of v3.1 by right clicking Galactology in your Steam library listing, select Properties, select Betas, then select the v3_0 branch. This will force your game installation to be v3.0 forever. When you are done make sure to go back to the default branch to keep getting updates and new features.

Ship construction

The major feature for 3.1 is the ability to build space ships in your station!



All the ships in the game have been assigned stats for speed, cargo size and crew size, then sorted by tiers to give a nice research progression.



The construction system is based on first research the required factory objects, then new ship blueprints. Once you build a ship design planner and some ship workstations then you are ready to pick a blueprint. The planner will automatically distribute a series of engineering jobs across your workstations.

Empty stock warning



By user request, shops and pallets now always display their selected resource, and visibly warn when its stock is 0.

Toggle resource extraction



It's now possible to disable extraction of one or more resources on a planet, to make more efficient use of both the on-planet storage and ship storage.

Single resource view in galaxy



The resource view in the galaxy screen is so crowded it's useless. In addition to balance changes, the galaxy screen will now only display one selected resource, making it actually useful.

Firefighting fixes and job priorities

Firefighting has been improved by making the fear to fire only affect hurt officers, and by finally implementing job priorities. This means different jobs can have different priorities, even from the point of view of a single officer (this is different from the general priority system in the game, which governs things like working vs fleeing in panic, and is already working well). A future task will expose this new priority flexibility in the job matrix. But for now firefighting has been hardcoded to be the highest priority job.

Storage area animation



In an effort to make the storage area better, now officers dump the delivered resources in the central object, which warps them to an empty tile or stacks them over an existing stack. This means it will stay better organized. To make this clearer the storage area now animates the action of warping or stacking.

Additionally stack sizes and max pallet stock has been increased.

De-bunch-up officers
The game won't send your officers to the exact same spot anymore when teleporting or walking around. They now will stand in formation:



Patrol points
It's now possible to select a point in the map as the default position for your officers and robots. Once an officer or robot has a patrol point, and they see themselves completely free of work or needs, they will walk back towards the area around that point. While not very useful for officers until we have a combat mode that disables any other actions, this finally makes the security robot useful.



Production orders queue
Factory objects are now based on a order queue system. By default, newly constructed factories have no orders. You create a production by selecting a researched recipe and then picking an amount of times to repeat it:



After your click the Create button, a new order is added to the factory queue:



There's still work pending in this area, like some sort of central production control in case you don't want to micromanage factories. But this is already a big step ahead of the launch build and ahead of V2 parity.

Technical changelog

- #% is sometimes emiting eval-string to eval time, this is bad and useless
just do plain (read), works perfectly
- statemachine.scm is shameful
it will always be without heavy restructuring of a lot of things, too late
make it faster at least
focus on removing eval
instead use (lambda (env) (with-let env ...))
alternative for state nodes
create lambda for vars block: each var is a define plus body
create 2 lambdas for state transition
condition lambda
transition lambda
-> obsoleted by to: change
-> this eliminates all evals inside run-state-machine
remove assv in let for run-node
change data to hash table
remove for-each looking for transtions in run-node
to: is now a single shot lambda with (cond), with a clause for each possible transition
put the matched and curret setters inside the generated clause code
make let* into let
will be possible after transtion to hash table
faster args injection
- fix: tooltip mousemove receiving spurious events before it has a parent
also fix corner case for call after onExit
- fix: rare case with -1 idx passed to build category cell list renderer
- optimize SpatialIndexSystem
buckets: vector of std::unordered_set<Entity*>*
prealloc buckets
overlaps: vector of std::unordered_set<int>*
indexed by entity slot, realloc when insertion of one that doesnt fit
overlapsOwner: vector of int
to check correct slot owner, discard when it doesnt match
- always refresh research on game load
- stop the planet orbit animation while the game is paused
- use 3.major.minor.build for version strings
- tentative fix: always use C++ deref code, also check for isValidInstance
- immense amounts (50% of all objects) of useless repeating PoseAnimation[Layer] and friends
it would be very good if those could be reused between diff entities, half the mem and allocs!
cache hash id -> PA instance in Game
unique signature from model-name
building.scm and npc.scm manages transparently, will need model-name
no model name, old system
never erases so the ptr are always valid
make sure "not owned" flag is correctly set
done for building.scm but disabled
do for npc.scm too
- re-enable pang cache for officers
- maybe timer ticks are being delivered to deleted nodes? (gui-observer, gui-timer downpanel)
add unscheduleAllSelectors() to destructors. in theory not needed since they get paused in onExit buuuut
- fix: missing deref #f check on info action matcher, finally caught this!
- regression: some (all?) objs with wrong preferred postion
var with "angle" name was being shadowed by a built-in in strange circumstances
- Sound::play should check for simultaneus play of effects and throttle down
- after the new busy-less semantics of gathering for jobs, stampede effects occur for single stack items
example: single pill in the station just produced, many doctors go for it
for now just add item locking again when the stack is small
- refine storage area
only allow one storage area per room
all delivery jobs go to object
keep the proxies on it
the final state of the delivery always considers the entire area, for perfect stacking
stack is warped or stacked on top of whatever is required
- buff planet cargo obj capacity (and price)
also add a per planet limit to how many allowed to build, warn in build too
- make teleport and walk sticky modal, so they remain activated after one use (can use esc to cancel)
- more levels for volume settings
- squad buttons are a bit inconsistent with selection on single click
- actions must do a prio busy check, equivalent to flee prio
- allow actions to have a non-hold modal pointer
- action: set patrol point
plus low prio rally system
enable for some robots too
- fix: crash on setting new keybinding
- fix extractors goal
- walk action target placeholder (v2 parity)
shown when selecting entity
selected-component+physc+pathc display system
use for patrol point too
- walk destination position layout to not bunch up officers
use in teleport too
- consumerists respect unlocked status of products
- simplify starting unlocks and research groups
- rooms must unlock from research
add research refresh to room tool
- new gfx for patrol point and icon
- starting spawn on station and planet should use group layout
- production control: local queue
local queue: pick a recipe and an amount and add order
decrements amount in order when production done
system updates queue when no recipe is present
allow infinite amount
SM updates queue after production
fix: leaves factory in bad state because it nukes SM and clenaup doesnt run (pose etc)
gui in factory panel
better layout
add recipe icon to order list
add delete order
add an in-panel modal mode for creating an order
keep amount and recipe id out of panel state
- add support for infinite amount orders
- update production tutorial
- spawn landing shuttle on planet
- fix: make table view more robust by using index to track touched cell
- rework earliest log output
game version
one check for each Steam API singleton
Steam user ID
- on detecting a too old OpenGL version or driver, popup a message and quit instead of crashing
- fix firefighting once for all
do not mark fire as an enemy
remove aggressor empathy from fire
increase firefighting job radius
- to give firefighting proper prio, jobs must support prios, now!
introduce job-hint component for reverse job model lookup (finally!)
ecs-query now supports order-by
lambda (e) that returns a numeric
result is memoized for that query, no multiple calls
also optimize by-distance
add path to run both, or only one
- separate cleaner and recycler jobs
increase prio for recycler job, decrease for cleaner
- cleaner sm must be removed
it interferes with common job management, giving it 50% or more prio in practice
extend from job sm to use common worker query
lazy put job component and nothing else
lazy start and run sm only when busy
- report of cleaners stuck with corpses
add autodrop for held litter
- item placeholder to display missing stock in pallet and shops
- storage area new gfx
dropper with layered animation
add spawn and suicide comp
- fix: check subj in dismantle-cancel
- increase stack sizes for all
- increase max pallet stock
- remove decoration bench (missleading decor)
- enable patrol points for all robots
- increase times for eating and most other vitals
- storage area must mark existing floor stacks to avoid (too many) strange behaviors
- force first system to have fixed set of planet kinds and resources
- move onion layering code for objects inside the cached proc
- soap recipe is unlocked but its factory is not
- stop the random choice for de-diagonalized pathing
- new gfx for storage area (again)
- limit diff resources per planet kind and hardcode some planets in early systems to guarantee supply
- production on off control in planet popup
and display icon in red for system resource overlay
- decrease extraction rate
- galaxy resource view for only one resource
simple chooser under filter buttons
leave system view as-is
- introduce steel
new icon for alu
new node and icon for steel
rules model
- ship building
flesh out all ship designs with spec and progression over: ship speed, cargo hold size, crew size
ship speed model
ETA display
info alert when manual order is done
add ships to research, add research group
research and category icon
integrate objects and recipes
introduce factory editable param
single object provides for design table to select ship
workstations
they provide 1m jobs that consume lots of resources and advance ship construction
standard recipes (hull, structure, life support, engines)
amount of each kind of recipe comes from the stats of the selected kind of ship
a central system distributes jobs, there's no user controlled queue
associated to the planner, so if it's gone, it doesnt advance
model for keeping construction state
start, cancel, pause, status
model for spanwing ship
planner
just for selection and tracking of ship
keeps track of construction
can cancel construction but all work is gone (like research)
can pause
remove cheat
must check fleet size limit before construction
display selected ship on top of planner desk
scrap button when at home
goals and counters
- less vertical space for ship images in planner panel
- fix alignement and sizing issues in research screen for ships
- dont display vitals panels when only health is a vital
- build planner error when building workshops
- explain in planner desc the need for workshops
- stock tutorial is broken due to default resources
- change desc text for corridor
- clicking two times with object eraser deletes the entity
- separate tier for tier 2 ships
- pose planner in action while there's a ship under construction
- faster ships, req less materials
- remove civ icons in galaxy in resource view
- ceiling "turrret"
- ships must always take shortest path
- assigned bartenders not doing their job
the item clearing done after building was moving the proxy entity for the bartender job workplace
- job matrix enhancements
tooltip with job priority (just info, not editable)
sort by job (click on job)
click officer to select in map, if in station
- fix: still crashing on lookupHook: unknown hook (this time on the refresh timer from a GUIObserver)
not an abnornal code path! it is legitimate: a Persisting instance is destroyed and ::changed clears the hook
but tryUpdate does NOT check for the validity of the hook, fix this
also review similar patterns in other widgets and harden them
- having one button per job per officer in job matrix has a real impact for mouse move events
enable visible parent check, again
- busy-stuck item stacks
actions that perturb job state, like changing the resource in stock info panel, destroy the ref on the job-giver side
this makes the item be busy with the giver, but the giver forgot about it -> item is locked and unusable
add optional "any busy" check for the subj, to remove busy comp when the subj is not busy (no matter if reciprocal or not)
- ship build objects are missing their animations
- faster phase in storage area
- increase max cargo carry for officers and robots
- increase ship speed a bit
- reduce gas needs for ship recipes
- job matrix: add job name to tooltip, restore rotation
- fix inside-node bound testing to only use own affine xform of hit coords plus node size
- add extra bodies in lvl 1 with extra resources
- hospital beds get stuck with has-patient after interruptions
add system for cleanup
- increase initial credit allowance
- increase a bit miasma, disease and trash
- decrease a bit the negative feeling from bad aesthetics and miasma

3.1.1

  • Make modability easier for many kinds of data
  • Hire listing bug: recruit listing should display potential hires, always
  • Fix: last officer is cut in job matrix when it needs to scroll
  • Reset order creation when the selected recipe is not in the object
  • Broken robots at low energy should not suffer from low energy attrition

6 comments Read more

27 July

Development update 2016-07-27

Work avances steadily towards the next build, planed for next week. A lot of small enhancements have been added to the game, and then work on the next big feature, ship building, has been started.

Empty stock warning



By user request, shops and pallets now always display their selected resource, and visibly warn when its stock is 0.

Toggle resource extraction



It's now possible to disable extraction of one or more resources on a planet, to make more efficient use of both the on-planet storage and ship storage.

Single resource view in galaxy



The resource view in the galaxy screen is so crowded it's useless. In addition to balance changes, the galaxy screen will now only display one selected resource, making it actually useful.

Start of work on ship building



The ship building system has been started. First all the ships in the game have been assigned stats for speed, cargo size and crew size, then sorted by tiers to give a nice research progression.

The next task is implementing the station objects for ship buildings,which will be base on a series of resource intensive jobs that contribute to an overall completion %.

Firefighting fixes and job priorities

Firefighting has been improved by making the fear to fire only affect hurt officers, and by finally implementing job priorities. This means different jobs can have different priorities, even from the point of view of a single officer (this is different from the general priority system in the game, which governs things like working vs fleeing in panic, and is already working well). A future task will expose this new priority flexibility in the job matrix. But for now firefighting has been hardcoded to be the highest priority job.

Storage area animation



In an effort to make the storage area better, now officers dump the delivered resources in the central object, which warps them to an empty tile or stacks them over an existing stack. This means it will stay better organized. To make this clearer the storage area now animates the action of warping or stacking.

Additionally stack sizes and max pallet stock has been increased.

4 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
Customer Review system updated! Learn more
Overall:
Positive (31 reviews)
Recently Posted
jooud
( 1.7 hrs on record )
Early Access Review
Posted: 8 August
Product received for free
Спасибо разрабам за бесплатный ключ к игре!
Скажу в двух словах.В этой игре вам нужно будет строить свою базу и изучать другие планеты.ТОже самое что и в прошлой игре,но тут всё сложнее и интереснее!


10/10 Офицеров
Helpful? Yes No Funny
Laser dragon
( 1.3 hrs on record )
Early Access Review
Posted: 7 August
this could use a helping hand
Helpful? Yes No Funny
DJPaultjeD
( 1.2 hrs on record )
Early Access Review
Posted: 29 July
Product received for free
I got this game to do a review for it on Keengamer.com
https://www.youtube.com/watch?v=dOozfhpZVFs

Let's have a first look at the funny space strategy game in which you build up your own space station, called The Spatials: Galactology. Build your own massive base by stealing, sorry, extracting resources from planets around you. Build up your base, defend against raiders and try to get tourists to leave you all their money in this fun strategy game! Developed by Weird and Wry, this game is now available on Steam.

The Spatials: Galactology is a space strategy game in which you build a base on a meteor for you colony to live, eat, work and sleep in. You fly your ships to nearby planets inhabited by other races, and you gather resources to expand your base even further. The other races will be fine with that, as long as you don't take everything. We won't, I promise *cough*

With these resources all loaded up, you bring them back to your little meteor and process the raw materials in usable goods, either for your colonists to eat or work with, or to sell them to the tourist coming to visit your beautiful space station.

You always have to be careful for raiders though! These thieves will stop at nothing trying to destroy the beautiful base you worked so hard on! Build turrets and safety doors to keep them out, or simply let your colonists take care of them.

Pros:
Fun game with enough to do
Nice graphics that give you a nostalgic feeling
Good soundtrack
Cons:
Tutotial is very basic
Sound effects could use some more work

With these pros and cons in mind, I'm going to give this game a score of 8 out of 10, because the developers did almost everything right in my opinion. The downsides are things that could be placeholders in the early access phase of the game and might be replaced, at least, I hope.
Helpful? Yes No Funny
BKBarbee
( 8.4 hrs on record )
Early Access Review
Posted: 26 July
Product received for free
Galactology has quite a bit to offer, and just as many things to drive someone away. If you want a game you can play now and enjoy now, go get The Spatials, not this. This game is not done. Item storage is a nightmare, character management is hardly even a concept, the galaxy itself has to be unlocked via a "cheat" because there is no progression to the game other than the unfinished research. The game, simply put, is an average sized pile of poopy pancakes. The why do I recommend this game? Because of its potential. The game was made in the format of one giant mod, so that it could have mod compatibilty, and mods add almost infinite replayability to almost any game that supports them. Add to that, The Spatials: Galactology was made off of The Spatials, an already basically finished game, so there is still plenty of stuff to do. I got this game for free, without even realizing it untill recently, because I already owned The Spatials. For the price it is going at ($12.99 at this point in time), buy it if you like to see a game develop. Or, if you don't want to invest money into something, buy it if it ever goes on sell. Just don't expect a full game when you do.
Helpful? Yes No Funny
thrAsher
( 2.1 hrs on record )
Early Access Review
Posted: 25 July
While I always thought The Spatials was special, it unfortunately proved to be a tedious game to play. Some design decisions just left me wanting, and I never did get too far into it. But it definitely stuck with me. I wanted it to be more.

Enter Galactology. While still deep in development, there is a ton to do in the game, and many if not all the systems have been reworked. The question is, have they been reworked to benefit the gameplay? With only a couple hours of play, I can say that, yes, the game is already shaping up to be a superior simulation to it's predecessor. If the team handles things well, I think Galactology could become an amazing simulation/base-builder.

That said, there is still a lot of work to do. I would say buy now if you like watching games develop. The game oozes charm, has some interesting resource gathering systems, lets you build humongous, sprawling bases, and the developers seem to communicate with their players on the regular. They even went so far as to offer this 'version' of the game free to all who had purchased The Spatials previously, which I cannot thank them for enough. There is a whole lot to like about The Spatials, and I do recommend the game as I see it growing into something altogether different, and better.
Helpful? Yes No Funny
chipswithchops
( 7.0 hrs on record )
Early Access Review
Posted: 18 July
Product received for free
A great game. I suggest it to all the fans of The Spatials: Galactology. It already has a load of content, and it's still in Early Access!

Pros:
-Lots of content
-Is in early access
-You get it for free if you bought The Spatials before certain date
-Devs are willing to help out, and normally reply to comments and such within a day

Cons:
-Most of the final game features will take months, heck, maybe YEARS to come out (or they're placeholders, in other words, free items)


Yep. That's it. I suggest it.

I'm out.
Helpful? Yes No Funny
ImLikeWut
( 0.6 hrs on record )
Early Access Review
Posted: 15 July
Product received for free
Quck and easy tutorial that skims over everything and nice features that improve over the last one.

All in all a good game.
Helpful? Yes No Funny
casmith
( 2.9 hrs on record )
Early Access Review
Posted: 14 July
I am giving the game a hesitant thumbs-up. I can understand why the manual is delayed given the developers plan to update frequently. I was disappointed though that the Spatials manual has been deleted from its website. I wanted some idea of how the old game worked. There are a very high number of rooms in the new game with no explanation of their purpose and impact on the station. Is it only cosmetic? If the developer is going to publish a new game without documentation, why not make a draft manual availble that mirrors the game and is updated as the game evolves? If you want to support the developers and want to be a part of and contribute to their work, then buy the game. Just realize that it is way, way underdeveloped at this point. Without any documentation, there are some significant gaps in game play. The tutorials are insufficient. I do think there is terrific potential in this game. For the time being, I think it's worth the price to play around in the sandbox.
Helpful? Yes No Funny
Jess
( 11.8 hrs on record )
Early Access Review
Posted: 11 July
Product received for free
Overall a good game but missing some key features from the first Spatials game.

This game is great and comes with loads of great features like being able to colour customise rooms fully and an actual galaxy map as opposed to the old grid of solar systems. I also like having to put on ships with crew to move resources across the galaxy.

However, a lot of work needs to be done. First off, its missing some key features from The Spatials which I found this game annoying to play without. These are; the ablity to level up your spatials, plantary missions to move onto the next solar system and global stock control. I understand that the game is in early access and is still being worked on but I thought these would be a somewhat priority to make the game more enjoyable and playable rather than just a sandbox.

It does have a lot of flaws at the moment but I'm excited for the development of The Spatials: Galactology.
Helpful? Yes No Funny
demerick1
( 22.7 hrs on record )
Early Access Review
Posted: 11 July
Product received for free
To be honest, I didn't realize this was coming out so it was a very welcome surprise to find it in my library. I love where it is going. I enjoy supporting and following early access games and I'm sure that this one is destined for great things. That said, it is early access and buggy. The game is incomplete, but the creators have provided cheat options to help players experience aspects of the game that certain undeveloped areas could limit access to. I have experienced crashes and random disappearances and reappearances of officers, but these things are to be expected at this point in development.

To put it simply, if you want to see this grow, get it. It's already fun despite its lack of completion and I have faith that it will only become more entertaining in time. However, as with every other early access title, if you lack patience for bugs and continual updates, throw this on your wishlist and grab it when it's finished.
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Most Helpful Reviews  In the past 30 days
7 of 7 people (100%) found this review helpful
Recommended
22.7 hrs on record
Early Access Review
Posted: 11 July
Product received for free
To be honest, I didn't realize this was coming out so it was a very welcome surprise to find it in my library. I love where it is going. I enjoy supporting and following early access games and I'm sure that this one is destined for great things. That said, it is early access and buggy. The game is incomplete, but the creators have provided cheat options to help players experience aspects of the game that certain undeveloped areas could limit access to. I have experienced crashes and random disappearances and reappearances of officers, but these things are to be expected at this point in development.

To put it simply, if you want to see this grow, get it. It's already fun despite its lack of completion and I have faith that it will only become more entertaining in time. However, as with every other early access title, if you lack patience for bugs and continual updates, throw this on your wishlist and grab it when it's finished.
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3 of 3 people (100%) found this review helpful
Recommended
4.7 hrs on record
Early Access Review
Posted: 11 July
This game could be one of the best base-building game like Prison Architect and Rimworld. There are still many aspects that need to be improved though it already has a nice amount of contents, but the developers are very dedicated to this game and very responsive to players.

Pros
- good amounts of contents in the game already
- can change rooms colors. if you don't like the candy atmosphere in the game screenshot, you are free to create your own station in dull color.
- base-building and base defense. Unlike Space Colony, enemies will attack you indoor in this game.
- very dedicated developers. They released the prequel but dissatisfied with it, so they spent their resource to rework the whole game again.

Cons
- station invaders are more like meteor falls than a type of enemy, they spawn and destroy every objects around them, then get killed immediately.
They should have more characteristics like wandering in player station and do some villain things like hurting people and robbing food, medicine. This way it will create some interesting story for player.

- mono-colored UI, it's hard to distinguish between [build] and [destroy] icons when they have the same color and looks very similar.
- planet traveling mechanic seem quite confusing, I hope there will be more easier way to assign people to a planet

- this game feel too quiet, there are only few sound effects presented in the game. It's like my people live in a silent world.


REQUESTS
- more hairstyles for female human that won't make them look like an old lady (Yep, I want more attractive chic in the game!)
- more soundtrack in different styles with the current ones in the game(some music from piano or guitar would be nice)
- Xenomorph-like creatures infest player's station, please watch Aliens franchise and you will get the idea. I want to see my station get infested with some cool monsters.

My personal base-building game ranks
1. Prison Architect, Rimworld, This War of Mine
2. Clockwork Empires, The Spatials: Galactology, Factorio, Craft the world
3. Stonehearth(great game nice soundtrack, but villagers are not quite complicated) , Dungeons 2, Sheltered
4. Retro-Pixel Castles, Space Colony, Startopia
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2 of 2 people (100%) found this review helpful
Recommended
11.8 hrs on record
Early Access Review
Posted: 11 July
Product received for free
Overall a good game but missing some key features from the first Spatials game.

This game is great and comes with loads of great features like being able to colour customise rooms fully and an actual galaxy map as opposed to the old grid of solar systems. I also like having to put on ships with crew to move resources across the galaxy.

However, a lot of work needs to be done. First off, its missing some key features from The Spatials which I found this game annoying to play without. These are; the ablity to level up your spatials, plantary missions to move onto the next solar system and global stock control. I understand that the game is in early access and is still being worked on but I thought these would be a somewhat priority to make the game more enjoyable and playable rather than just a sandbox.

It does have a lot of flaws at the moment but I'm excited for the development of The Spatials: Galactology.
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4 of 6 people (67%) found this review helpful
Recommended
1.6 hrs on record
Early Access Review
Posted: 9 July
Wow I am honestly surprised at how fun this is so far. There are still alot of placeholders but that doesnt mean you cant have fun with the game right now. Seems like a great game to support.
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1 of 1 people (100%) found this review helpful
Recommended
6.3 hrs on record
Early Access Review
Posted: 11 July
Product received for free
This game is SO fun. it just needs a few updates. Here I will list a few

1. rotation of stuff

2.character customization

3.worker a.i (like making pizza before putting out a fire)

4.fps (it can be slow)

5. storage (its really anoying setting everything up. mabye make it easier)

I could list more but these are the things that i think need to be fixed first!

This is a great game and you should buy it. I bought the spatials (normal) when it first came out and it is great seeing the series continue
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1 of 1 people (100%) found this review helpful
Recommended
7.0 hrs on record
Early Access Review
Posted: 18 July
Product received for free
A great game. I suggest it to all the fans of The Spatials: Galactology. It already has a load of content, and it's still in Early Access!

Pros:
-Lots of content
-Is in early access
-You get it for free if you bought The Spatials before certain date
-Devs are willing to help out, and normally reply to comments and such within a day

Cons:
-Most of the final game features will take months, heck, maybe YEARS to come out (or they're placeholders, in other words, free items)


Yep. That's it. I suggest it.

I'm out.
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2 of 4 people (50%) found this review helpful
Recommended
4.0 hrs on record
Early Access Review
Posted: 10 July
Cons:
-Early acces. That means bugs and/or incomlpete functions. Especially the tooltips and UI.

Pros:
-Space button to pause.
-Build a base.
-Defend from marauders.
-Visit other planets. Scout for resources. Gather the resources you want/need and bring them home Anno-games style.
-Research new base building components.
-Costumize what every one does. Maybe have one Spatial that only runs around and cleans?
-Hint of diplomacy function.
And so on.


If you don't mind Early Access and want a Base Building RTS like game then give this one a try.
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Most Helpful Reviews  Overall
14 of 20 people (70%) found this review helpful
Recommended
4.5 hrs on record
Early Access Review
Posted: 7 July
To the uninitiated, do buy the game and support if you like automation, resource management and a tourist establishment management sim. To returning fans, you will find that the game has significantly more breadth (in terms of content) and depth (in terms of customisation).

However, many of the core features are yet to be implemented (such as character progression and ship building) and there are definetely a few flaws. If you're a picky person and would like a polished game instead, wait till testings are over!
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9 of 16 people (56%) found this review helpful
Recommended
4.7 hrs on record
Early Access Review
Posted: 7 July
Product received for free
If you like simulation games like Theme Hospital, Roller Coaster Tycoon, or even Prison Architect I think you will enjoy The Spatials: Galactology.

Despite just being released on Early Access, the game is already quite polished. The base building portion of the game is easy to use and more importantly fun. It is very easy to build the station that you want. The game already includes quite a few objects so you can spend quite a bit of time building your station.

The exploration mechanic is also pretty good. Traveling to different planets to set up extractors to get different resources works well even though the game could make it a little more complex.

The other mechanics are partially implemented at this stage. The game currently uses workarounds to get around the elements that aren't currently in the game. This makes the game play fine even though it kind of feels a little easy and cheating relying on some of these shortcuts. These mechanics look really interesting though and should make the game even better when they are added to the game.

Basically if you enjoy simulation games I think you will really enjoy the The Spatials: Galactology. Even at this early stage the game is quite fun and it can only get better as more of the features are added. If you like simulation games I would recommend picking up The Spatials: Galactology or at the very least keeping an eye on the game's progress.

Check out my full review at Geeky Hobbies .
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6 of 11 people (55%) found this review helpful
Recommended
1.5 hrs on record
Early Access Review
Posted: 7 July
Relly cool game. Build space colony explore other planets, trade with other planets and i guess fight them? For early access game seems to be very polished. You can checkout my gameplay progress in my youtube video. Cheers!

https://youtu.be/3T6-7NuwTEc
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