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 and 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: Mining

6 comments by StuartMorgan on Nov 25th, 2014


Lots of changes to mining and asteroids.

There is now just one "metal" resource that is mined from asteroids rather than the previous Common, Reactive, Radioactive and Rare metals that have been in the game until now. This is to reduce the orders micromanagement for mining ships. Now there is no need to constantly keep track of what they are mining and balance the amounts of each resource you need.

To keep some complexity there are now a lot more asteroid minerals, each having a different maximum yield and mining multiplier (accessibility). Yield is the maximum amount you can mine from the asteroid and the mining multiplier affects mining laser module speed.

Rare asteroid minerals will be faster to mine and take longer until they become depleted, but every mineral type still provides the same "metal" resource used for building stuff.

During galaxy generation there will be an option to re-spawn asteroids some time after they have been mined completely. When an asteroid re-spawns it will return as the next smaller size (Large becomes a Medium etc.)

Larger asteroids have much higher yield and mining multipliers. This is to discourage mining in the same asteroid belt forever if you are going to use the re-spawn option. It will still be better to look for larger asteroids.

Asteroid stats example:

Large: Yield = 2400, Multiplier = 140%
Medium: Yield = 1200, Multiplier = 120%
Small: Yield = 600, Multiplier = 100%
Depleted: Yield = 300, Multiplier = 80%

Asteroid Minerals

Listed below are the asteroid minerals currently in the game. I decided to use real mineral names found on Earth rather than made up ones. Not sure if this would be realistic as I expect there are some minerals below that wouldn't be found on asteroids. (let me know of any)

The element composition of each mineral shown on the tool-tips have no effect on gameplay, just something interesting I wanted to add.


Common Minerals: Sphalerite, Chalcopyrite, Pyromorphite, Cuprite, Stibnite, Kamacite, Acuminite and Pyrolusite.


Uncommon Minerals: Chromite, Boehmite, Wolframite, Cobaltite, Faustite, Rutile and Barite


Semi-Rare Minerals: Ruthenium, Molybdenite, Polarite, Thorite, Rhodium, Iridium and Gold


Rare Minerals: Rhenium, Bromellite, Palladium, Osmium, Gadolinite, Monazite, Churchite and Sylvanite.

Planet Tooltips

Asteroid details will be shown on discovered planet tooltips.


Bonus Screenshot


(One of the new mining ships)


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

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Post comment Comments  (60 - 70 of 143)
Ben.Maxwell
Ben.Maxwell Nov 9 2012, 1:58pm says:

Please forgive my lack of insight to this game, I just wanted to ask how are new Planets colonised? Do you have toresearch technologies to be able to colonise different types of Planets and when you colonise a planet, are we able to see the isual effects on the planet, are structures built etc?

Exaple: I colonise a planet and a small square structure appears to signify the base, maybe its has auto defences which fire at incoming targets. Then another of my ships comes to the Planet dismantles itself and turns into a large rectangle which signifies the colony and the population count begins to grow. Peraps an enemy ship omes along and blows up the rectangle (colony) so my base has no people to repair the damage sustained to the square (base), until another ship arrives to reform the colony? etc

Would the above ever be an idea?

+2 votes     reply to comment
StuartMorgan Creator
StuartMorgan Nov 9 2012, 5:44pm replied:

Coloniser ships are used to colonise an empty planet which creates the initial structure. Then up to 6 specialised facilities can be built at each colony, depending on what you want to use the planet for. They can be destroyed from orbit by enemy ships and a new colony built in its place.

All the colony upgrades and facilities have unique graphics so you can see exactly what is built there.

I havnt started the research system yet, but its likely there will be lots of useful technologies related to colonies that I'll add.

+4 votes   reply to comment
Ben.Maxwell
Ben.Maxwell Nov 9 2012, 6:55pm replied:

Well thank you very much for the expedient reply ! :) I look forward to more video's etc and eagerly await the release.

+3 votes     reply to comment
InvaderGames
InvaderGames Nov 8 2012, 12:01pm says:

This game looks incredible, you have managed to achieve several aspects of space games like SoaSE wich I really love like being able to control individual ships, weapons upgrades and the feracious battles, all in one, perfect!

Another strong point is the smoothness, wich is very appreciable in the videos, you have managed to have over hundreds of ships at once on the screen with absolutely no lag! thats a super high five! This made me drop my jaw at some points where you zoom in and out constantly, open popups and do all of this extremely quicly while everything on the screen is blowing up!

One bad point I guess is the AI, I noticed it isnt quite smart yet, you are the dev of course, but you where able to fool its target-lock very easily, this is something you should remove on the release, if players notice this (and they will!) they can have a severe advantage while playing.

So, great work Stuart, I am watching you! ;)

+4 votes     reply to comment
Crawling_Chaos
Crawling_Chaos Nov 7 2012, 8:48pm says:

I just caught the most recent update off the front page, and I instantly fell in love with the concept, as I huge fan of old style strategy games I can't wait for this to come out. Anyways, I just wanted to say that I wish you luck and I can't wait.

*Shameless testing plug* You probably have gotten a lot of these, but if you do need a tester, I have a lot of time to devote to games and I have almost five years experience testing games, so I know what I'm doing. *end shameless plug*

+3 votes     reply to comment
.JAS
.JAS Nov 1 2012, 4:22am says:

I'm looking forward more to this game than any other and I'm following quite a few, would love to see another update some time soon simply because I'm excited and impatient xD Hope all is going well! :)

+3 votes     reply to comment
borg1349367438
borg1349367438 Oct 28 2012, 6:13am says:

Game looks awesome. I read that game will be moded via XML files.
Please do NOT use XML... I would strongly go for LUA instead.
LUA tables offers excelent flexibility as data strcutures.
Additionaly, you have scripting posibilities that you can add later.
Hope you will be able to reach beta stage and preorder..
It would be pity to lose such a great game...

+1 vote     reply to comment
.JAS
.JAS Nov 1 2012, 4:20am replied:

You can use XML alongside LUA. Makes it easier for modders too, since XML takes literally no coding knowledge to work with (as a modder)

+3 votes     reply to comment
borg1349367438
borg1349367438 Nov 6 2012, 2:39pm replied:

Honestly, LUA doesnt need any coding knowledge too when used
as structured data. And its better compared to XML
because is human readable format.

+2 votes     reply to comment
Bombasticator
Bombasticator Oct 19 2012, 5:27pm says:

Whats happening

+2 votes     reply to comment
StuartMorgan Creator
StuartMorgan Oct 19 2012, 7:15pm replied:

Development is going well, I'll try write a new blog post in the next few weeks.

+2 votes   reply to comment
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Galaxial
Platform
Windows
Developed By
StuartMorgan
Engine
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