Welcome to GRL, where it's your contractual obligation to clean up planets overrun by Rot and Rust. Each run is a galaxy-wide broadcast with conditions usually mean to make things more challenging for you. Draft mechs, build their kits, and find the synergies that keep your squad in the fight.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Early Access lets me validate the core combat and economy with a real audience, prioritize content (new mechs, factions, lore) based on what players actually respond to, and build the Discord community into an active part of development.”

Approximately how long will this game be in Early Access?

“I'm targeting a 9-12 month Early Access period. I will be posting regular updates on progress toward full release milestones so the community can follow along.”

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

“The Early Access version will ship with the core 5v5 auto-battler loop including asynchronous PvP, a starting roster of mechs/pilots, and initial rank progression. The full release is planned to add: an expanded enemy unit and faction roster, additional maps/environments, deeper engine-building synergies and unlockables, refined balance based on community data, and expanded lore/campaign content around the Galactic Reclamation League setting. I also plan to better integrate the game with the steam ecosystem - steam achievements, trading cards, and workshop support.”

What is the current state of the Early Access version?

“In Early Access, players will receive the single-player game mode, a roster of 20 mechs and 36 pilots, auto-resolved 5v5 combat with the current engine-building system, and progression through 10 ranks. Players will also have access to a meta progression track and in-game achievement system.”

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

“I plan to price GRL lower during Early Access and increase the price at full release, as a way of rewarding players who join early and help shape the game's direction.”

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

“Development will be driven through the Galactic Reclamation League Discord server, which is already set up for community feedback, bug reports, and balance discussion. I'll post regular devlogs covering patch notes, balance changes, and upcoming content. I will actively read and respond to feedback in Discord to prioritize what gets built next. Major updates will get dedicated announcement posts so the community can see how their feedback translated into changes.”
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About This Game

WELCOME TO THE GALACTIC RECLAMATION LEAGUE

Draft a squad of five units - a mech and pilot pair. Each chassis fills a different role: front-line soaker, fast skirmisher, long range sustain damage, support. Buy weapons, armor, and utility from the shop to kit out your mechs. The key is finding some core combos and synergies to build around.

Set your formation on the grid, select your mission, then drop in. While fight mostly runs itself, the squad leader can call quick plays mid-fight to focus a target or brace the line. Certain missions will provide your team with some curve-balls to deal with and put your squad management skills to the test.

Between missions you'll return to your hangar with a chance to continue to enhance and customize your units through hangar upgrades, promotions, and power-ups. The challenge is deciding when and how to spend your limited resources. The threat meter builds as you clear missions. At threat milestones you will be given a choice - take on a random boss encounter and continue your run with even more challenging fights OR take on an apex megaboss and end your current run with a big payout.

CLIMBING THE RANKS

The league awards manager 1 of 10 ranks based on their earned Reclamation Points. As you progress the ranks, the per-run conditions become harsher. In order to succeed, you'll be required to take advantage of every bit of knowledge you gain through your career.

Sponsors love to see their items used during your runs. Every decal you bring into a mission earns reputation with that brand, and rep unlocks nodes on the Glory Track - a permanent perk tree that persists between runs. Better shop odds, better drops, equipment lines you can only buy if a sponsor likes you.

Different broadcast formats tilt the rules of a run - loot pools, encounter mixes, combat modifiers. Win enough and you unlock more of them. The career ladder and the perk tree pull in opposite directions on purpose: rank should be a mark of skill, glory is an expression of time invested.

THE SETTING

The Reclamation Authority represents most of charted human space. It also owns the broadcast rights to cleaning it up.

Rot is biomechanical — spore-fed, wet, growing. It swallows the rim worlds. Rust is the opposite: corroded automatons that won't power down, grinding through the inner colonies. Between them, most of the map has been eaten.

The Authority seeds both. Spore canisters in the upper atmosphere, dormant Rust frames buried in the crust - a closed loop that keeps the contracts paying and the planets just hostile enough to film. They call it managed reclamation.

You run a squad of contractors who go out and clear it. Most squads lose. The ones that don't are, technically, celebrities.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

This game relies on AI to generate much of the placeholder music, art, and some text assets used throughout the game.

Mature Content Description

The developers describe the content like this:

Galactic Reclamation League features stylized combat between mechanized units and biological creature enemies, rendered in a voxel art style. Violence is depicted through sci-fi weapons fire, explosions, and destruction of both mechs and creatures - there is no blood or gore, and destroyed units/creatures break apart into chunky voxel pieces rather than depicting realistic injury.
Bio-engineered pilots use combat stimulants to enhance their performance in battle. This is depicted as a fictional, sci-fi mechanic rather than realistic drug use, and the game does not depict drug or alcohol abuse.
The game does not contain sexual content, nudity, or depictions of sexual assault or self-harm.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz (Intel Core i3 / AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with OpenGL 3.3 support (Intel HD 4000 or equivalent)
    • Storage: 512 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Quad-core 2.5 GHz (Intel Core i5 / AMD Ryzen 5 or better)
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM (GTX 1050 / equivalent)
    • Storage: 512 MB available space
    Minimum:
    • OS: Ubuntu 20.04 or equivalent (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with OpenGL 3.3 support (Mesa drivers)
    • Storage: 512 MB available space
    Recommended:
    • OS: Ubuntu 22.04 or equivalent (64-bit)
    • Processor: Quad-core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM, open-source or proprietary drivers
    • Storage: 512 MB available space
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