Build anything. Fight anyone. In space. Highly tactical competitive sci-fi combat/building multiplayer free-to-play game. Bit of MOBA, bit of sandbox. Try it out to see for yourself!
User reviews:
Overall:
Mixed (1,244 reviews) - 68% of the 1,244 user reviews for this game are positive.
Release Date: Jul 26, 2017

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Recent updates View all (44)

July 26

Galactic Conquest - Full Release Changelog

After months of preparations the full release is finally here! Whether you’re a newcomer or a regular player, this changelog will guide you through the changes. For players, who returned after a longer time, we’ve also included a summary of major updates since the release in January.


New Game Mode - Galactic Conquest
The main feature of this patch is the Galactic Conquest game mode. Prepare for tactical combat that will test your pilot skills and team cooperation! This mode combines well known mechanics, such as capturing points, with unique ones like Team Powerups and Capture point upgrades. Read a detailed description of the mode in the latest Dev Diary.
  • Galactic Conquest is now the main game mode in the Team Battle mode which awards Xp and Junk.
  • Three maps are available in the matchmaking rotation.
  • All Galactic Conquest battles will be 5v5.
  • Team Deathmatch maps are still available in the Custom Game option.


Three New Maps
Three brand new maps are introduced into matchmaking. Each offers a different tactical challenge as well as visual experience.



Abandoned Colony is specific for its narrow corridors which support close-range combat. The only open space is the large plaza in the middle with a Team Power-up.




Junkyard Belt takes place in an open asteroid field which allows for sniping and dogfights. The map is unique in its verticality - the central Capture point is in the top middle while the Team Power-up is right below it at the bottom.




Junk Vault 1101 features a rugged landscape cut in two by a huge central cliff. Neutral teleports allow teams to attack their opponent from almost any side.


We’ve also finally improved the mini map visuals.


Tactical Interface (Chat Wheel)
All successful teams need cooperation. That’s why we’ve added a chat interface. The default activation key is R. The wheel allows different options based on what you’re aiming at. You’ll be able to issue specific commands when targeting enemy and allied ships, team powerups and capture points.


Class System Overhaul
Rookie Replaced by Cruiser

We’ve streamlined the game start so that new players experience the depth of the game and chose their playstyle right from the start.
  • We’ve removed the Rookie Ship class from the game and replaced it with the Cruiser, which will serve as the starter class
  • All other classes now unlock at Cruiser level 3, which the player reaches after the first match.
  • All Rookie ships have been converted to Cruisers and Rookie class progression has been transferred to the Cruiser so that it allows the same CPU and AP.


Progression Overhaul

For the full release we’ve lowered level up requirements.
Leveling up now rewards Space Credits.
The unlock level of various blocks has been rebalanced for a smoother early game experience.


Class Role Rebalance



To highlight the overhauled class system new class icons have been designed.


The whole idea behind the class rework is that each class should offer a unique gameplay experience and have a clear role in the new game mode.The Frigate’s role is to use it’s speed to quickly reach key objectives around the map, however it should be outmatched by other classes in head-on combat. The Battleship should excel in holding points and direct combat, but suffer from low mobility and be vulnerable to long-range. The Destroyer is a long-range damage dealer and suffers at close range.The Cruiser is the support as well as a middle-ground class. These attributes have been translated into the following balance changes.
  • The Frigate now does 64 % base damage with all weapons at a 80 % rate of fire. This amounts to 80 % base DPS.
  • The Battleship now has a maximum range of 2500 m for all weapons. This affects the Cruise Missile and Heavy Gauss.
  • The Destroyer now does 125 % base damage with the Cruise Missile, Heavy Gauss and Uber Gauss and 90 % damage with all other weapons.
  • The Cruiser stays the same.
  • Heavy Gauss and Uber Gauss projectile speed has been increased by 25 %.
  • Phaser max range damage has been increased to 6.5/s (by about ~9 %).



The new class selection screen gives much clearer information about the roles, strengths and weaknesses of each class.

Note: We’ve refrained from further class-focused balance changes for now, because we want to let the community adjust to the different conditions of the new game mode. In the following patches we plan to implement the Module system. One module per ship will allow it to specialise on a particular function in a similar way to loadouts in other games (i.e ability resistance for the Frigate or even stronger armor for the Battleship).


Balance Changes
Movement changes

These changes address the increased importance of mobility in the new game mode.
  • Rotation speed has been increased for all ships. All ships can expect a 10 - 30 % increase - the larger the ship the larger the increase.
  • Horizontal strafing, ascent and descent speeds speeds have been increased by 25 % to 50 % of forward movement speed.


Energy Rebalance

The purpose of this change is to make the energy system less punishing for new players. It should not significantly affect late game energy balance as these stats produce similar results to the old system with a large number of weapons.
  • Base energy regeneration has been increased to 100 GJ/s. Base energy capacity has been lowered to 800 GJ.
  • Energy generator production has been decreased to 15 GJ /s and Battery capacity has been reduced to 150 GJ.


Custom Game Option
  • The Custom Game option is now available for all players in the Play menu.
  • Multiple players can enter the same game, when they type in an identical game name.
  • The first player to enter a Custom Game lobby is the Founder and has rights to change maps and start the match.
  • 6 maps are available in the Custom Game interface - 3 Galactic Conquest maps and 3 Team Deathmatch maps. They follow their standard rules.
  • Bots may be added and their ships and skill is scaled based on the average strength of human ships.


Shop, Credits and DLCs
  • For the first two weeks after release (July 26 - August 9) Space Credits are 50 % off! Stock up on Credits now so you’re ready for all future premium stuff.
  • Flexible prices for bundles and ships in the Shop have been implemented. This means that your price for a block bundle adjusts if you already own some parts. That way you’ll never pay for the same thing twice!
  • If you already own all block skins in a ship bundle, the price is now significantly lower.
  • Three new Steam Launch DLCs with unique ships and more are out now! For the first week after release (July 26 - August 2) all DLCs are 40 % off!


What Didn’t Make It
Sadly, some features from the roadmap didn’t make it into this release. In the following patches you can look forward to:
  • New Research Tree
  • Repair Kits in maps
  • Competitive features such as MMR and leagues


What has changed in the previous patches?
If you haven’t played the game since the January release, here’s a list of features added in the meantime:
  • Player Profiles and Avatars
  • Hall of Fame
  • New Abilities
  • Ship Likes in the Lobby
  • US Servers, which radically reduce ping in the US and East Asia
  • Upgraded scoring system based on matchmaking ranking
  • New Cyber Set
  • Daily Quests
  • Ship Core Shield bound to ship HP
  • Builder improvements
  • Free Addons that cost no CPU
  • Editing ships while waiting for matches is now possible
  • A whole lot of balance changes!


Aaaand that's it for this changelog. There are many other smaller changes, that it's possible we didn't include every single one. Let us know, what you think about the new features and how we could improve and expand upon them on the forum HERE.

5 comments Read more

July 18

Dev Diary #29 - Introducing the New Game Mode

Hello Galactic Captains!

After weeks of preparations we’re ready to reveal the upcoming changes for the next major update. In this first part we’ll talk about our new game mode - Galactic Conquest!


Galactic Conquest Game Mode

The new game mode has three main objectives:
  • Capturing Points
  • Upgrading Capture Points
  • Collecting Team Power-ups

The first one - Capturing Points - is most important to victory. Owning Capture Points generates Team Score over time. The team that reaches the limit of 1200 Team Score first, wins the match. Each of our current maps has 3 Capture Points. We expect each match to last around 12 minutes depending on how evenly matched the teams are.

Once your team captures Points it may upgrade them by collecting Point Upgrades. These are collectible items spread around the map. Collecting a Point Upgrade grants a Capture Point one of three upgrades in this order:
  • Minefield which detonates shortly after an enemy ship enters the capture area. The enemy either takes damage or has to back off until the mines explode.
  • Junk Shield which provides cover to ships defending the point.
  • Warpgate which creates an instant transportation portal from your team’s spawn point to the Capture Point.

It’s possible to equip one Capture Point with all of these if a team collects the Point Upgrade three times.


Three states of a Capture Point: 1. Owned by Blue Team, 2. equipped with mines, 3. equipped with a Junk Shield.


The Team Power-up spawns every two minutes usually at the center of a map. The first team to collect it receives a significant team-wide boost. Currently there are three Power-ups which spawn randomly.
  • Weapon Overload - doubles damage output for all allied ships for the first 2000 damage they deal.
  • Neutron Shield - spawns a 2000 hp protective shield around each ship.
  • Engine Overload - grants the whole team a speed of 250 m/s for 30 seconds.

Our main goal with the new game mode was to increase the tactical depth of the game’s combat. This has been done in two ways: 1st by the introduction of several objectives (capturing, upgrading, collecting power-ups), which require teams to decide where to focus their attention; 2nd by requiring each class to contribute with their unique strengths to victory.

The Frigate has Speed so it can capture objectives faster, the Battleship can defend or push through key areas, the Destroyer is the long-range damage dealer and the Cruiser serves as support as well as a jack-of-all trades class. We’ll be making several balance changes to classes to help them fill their role even better. These will be introduced in the next dev diary. We’re also aware that the new game mode relies on ship mobility more than team deathmatch. This is why, we’ll be generally buffing mobility with the release.


New Maps
The new game mode will come with three brand new maps: Abandoned Colony, Junkyard Belt, Junk Vault 1101. Here’s a sneak peak at one of them:


This map Junkyard Belt is set in an asteroid field. Another one named Abandoned Colony and featured in the top screenshot is set in a canyon environment.

And here are their minimaps, with all the main objectives displayed:



The size of the new maps is slightly larger than the current ones, but since the objectives are spread out, we think the they will become a much more significant part of gameplay. We have also tried to balance the number of open areas, which favor snipers, with corridors, which favor close range combat. The last map Junk Vault 1101 will also include neutral Warpgates, which will allow players to get to the other side of the map instantly.


Score System Changes
As I mentioned earlier, the only victory condition will be to accumulate 1200 Victory Score, which is generated by capturing points. The reward for winning a match will be 1500 Junk and XP, while the losing players will get 500.

Along with that each player will be scored individually in the match and this will be added to their after-match reward. These are the activities that will be rewarded:
  • Player kills - 120 p (same as now)
  • Point capture - 120 p
  • Team power-up pickup - 120 p
  • Upgrade pickup - 60 p
  • Using supportive abilities (such as Support Shield, Mark Target etc.) - 20 p

One benefit of this new score system is that it will allow various types of builds and gameplay styles - such as support or mobility - to receive high scores.

Alright, that’s it for this diary. Next time we’ll look at the rest of upcoming changes such as the upgraded class system, balance changes, match communication interface and other stuff. If you have any questions or suggestions, let us know on the FORUM :-)

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Reviews

“The space dogfighting game let's you pit a makeshift Enterprise against a giant flying toilet.”
PC GAMER

“Yeah, I reckon I’m up for that.”
RockPaperShotgun

“Gummi ship builder from Kingdom Hearts meets the dogfights of Star Fox.”
Nerd Reactor

About This Game


Galactic Junk League is a tactic sci-fi free-to-play shooter arena - a combat game mixed with almost infinite ship building possibilities.
Build anything. Fight anyone. In space.


What used to be a prosperous universe is now a post-apocalyptic rusty dump full of galactic junk. Savage arenas became the only amusement we have. To fight and destroy, we use all necessary means from super advanced beam weapons to makeshift torpedoes made from a rusty fridge. The most valuable thing here? Your team.


Build your junk ships to literally any shapes and sizes and fight against the creations of other players in 7v7 PvP capture arenas across 3 new maps. The more you fight the better ships you can build. Pick one of the classes (Frigate, Cruiser, Battleship and Destroyer) and research all the blocks to build your ultimate junk ship. Every classs has its own role in the team.

  • 4 unlockable classes with unique fighting styles and build options
  • 3 unique multi-level weapon systems (Rockets, Lasers, Gauss)
  • class-specific abilities
  • 3 different maps, each with unique play style
  • infinite number of possible ship designs thanks to vast building options and mirror mode
  • high level of replayability
  • player profiles and top ladders
  • skill-based matchmaking with players from all around the world!

New with the full release (compared to Early Access):
  • brand new game mode: Galactic Conquest
  • reworked game mechanics and abilities
  • class system overhaul
  • Tactical Communication Interface
  • revamped game start
  • AI opponents
  • sales and new DLCs

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7 SP1
    • Processor: Intel Dual Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD 3000
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Recommended:
    • OS: Windows 7 SP1
    • Processor: Intel Core i5
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 650 and better
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Minimum:
    • OS: OSX 10.6
    • Processor: Intel Dual Core
    • Memory: 4 GB RAM
    • Graphics: 512 MB
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Recommended:
    • OS: OSX 10.6 or later
    • Processor: Intel Core i5
    • Memory: 8 GB RAM
    • Graphics: 1 GB or higher
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
Customer reviews Learn More
Overall:
Mixed (1,244 reviews)
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