Galaxial is a 2D space strategy game (4X) that features a sandbox mode allowing the player to explore, colonize and conquer planets in a vast randomly generated galaxy.

  • Epic battles with hundreds of ships on screen at once and seamlessly zoom in and out to view the entire galaxy containing hundreds of colonizable planets.
  • Drawing inspiration from games such as Sins of a Solar Empire, X3 andĀ EVE Online the game allows you to take manual control of any individual ship so the player can take part and have an even greater influence on the outcome of battles.
  • Explore the galaxy to discover the most valuable sectors and mine resources from asteroids to build new colonies and ships to defend them.
  • Hundreds of different modules such as weapons, electronic warfare and shield/armor repair can be fitted to ships that enhance their abilities and give them specialized roles.
  • Research and build hundreds of different ship and module fittings to deal with the threat of ever evolving enemy factions and raiding pirates.
  • Full modding support for user-made ships, weapons, items, factions, planets and colonies.
  • A unique soundtrack of over 5 hours of electronic ambient music.

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Galaxy Generator Testing Ship Fitting Projectile Weapons
Blog RSS Feed Report abuse Latest News: Galaxial: Sound Effects and Projectiles Video

12 comments by StuartMorgan on Feb 24th, 2014

Stress Test Video

For the video I created a galaxy with 75 planets and placed 60 ships in each of them (4500 ships in total)

Each of the smaller ships have the most CPU intensive weapons (rapid fire auto-cannons) to fire at the indestructible capital ship all at once. This was to test that the game will handle the large number of objects and sound effects.

There are no simplified calculations in the game for battles that you are not currently viewing (apart from rendering optimizations). All AI, ships, collision detection, projectiles and missiles are always fully simulated.

I expect the ship count could be significantly higher for normal game-play as there wont be battles happening all at exactly the same time like in this video. In a typical game you will most likely have the majority of ships transporting cargo, mining or patrolling. Those kind of tasks don't require much processing power at all.

The frame-rate displayed in the video would normally have been much higher but the recording software was limiting it quite badly. Running the same test scenario without recording I averaged around 50 FPS.

System specs used:

AMD Phenom X4 9950 (2600 MHz, 4 core)
Nvidia Geforce GTX 260

4 GB RAM

Audio Library

I recently switched the audio library that Galaxial uses over to irrKlang as I was having problems with OpenAL drivers and sound crackling. Overall I'm really pleased with irrKlang's performance and ease of use.

In the video there are often over 300 sound effects playing at once! Each individual projectile from the auto-cannon weapons have their own firing and impact sound effect. Ships also have engine rumbling sounds which sound great when there's not much going on.

A lot of the sound effects I'm using at the moment are just placeholders, but I am planning to get professional effects made by a sound designer when the game is almost feature complete.

Cargo Transfer

The drag and drop user interface for manually transferring cargo between docked ships and colonies has been finished. Holding shift while dragging items will let you set the amount to transfer.


The Load/Unload buttons at the bottom will attempt move all items from one cargo hold to the other, so long as there is available space in the ship. Colonies will have unlimited storage space.

Bonus Screenshot


(New Jumpgate graphics)


Development Blog: www.galaxial.com
Facebook: www.facebook.com/Galaxial
Twitter: twitter.com/stuart_morgan

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Post comment Comments  (110 - 120 of 133)
Igncom1
Igncom1 Mar 13 2012, 12:03pm says:

What type of technology tree or reserch system are you planning on having?

:)

+1 vote     reply to comment
Rodmaster3000
Rodmaster3000 Mar 13 2012, 11:23am says:

This game will have a LAN multiplayer??
If this have LAN multiplayer i will buy at least 2 copies
And this game looks fantastic

+1 vote     reply to comment
StuartMorgan
StuartMorgan Mar 13 2012, 11:45am replied: Online

Multiplayer is not planned at this stage but is definitely something I would like to add in the future.

+1 vote     reply to comment
Razihel
Razihel Mar 5 2012, 8:55am says:

SHUT UP AND TAKE MY MONEY!! $$$ (or make it free, that would be fine to)

+2 votes     reply to comment
Ocid
Ocid Feb 19 2012, 7:26pm says:

This looks amazing Stuart. Great job.

Very similar in art and design to a game I had in mind for the future.

Good luck with this and can't wait for the pre-order/alpha access.

+1 vote     reply to comment
.JAS
.JAS Feb 19 2012, 12:02am says:

This is going to be hell on my single core CPU.

+1 vote     reply to comment
StuartMorgan
StuartMorgan Feb 20 2012, 1:31pm replied: Online

Assuming its not a really ancient single core CPU it should be ok for the small scale games. (50 planets, couple of thousand ships)

Also it will be fairly demanding on the graphics card, 256MB will be the minimum required and its not likely to run well on most integrated cards.

+1 vote     reply to comment
IndieIndeed
IndieIndeed Feb 20 2012, 12:01pm replied:

Those really shouldn't be used on the wide-space generated sims, lol. They're pretty much made for the multi-core users xD.

+1 vote     reply to comment
StuartMorgan
StuartMorgan Feb 18 2012, 12:46pm replied: Online

Theres no space creatures in the game (if thats what you meant). I may add some other weird phenomena much later on though.

+1 vote     reply to comment
Igncom1
Igncom1 Feb 18 2012, 3:34pm replied:

Well can be creatures, can be artifical, like Von Neumann Probes.

+1 vote     reply to comment
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Galaxial
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Windows
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StuartMorgan
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