Still having some empty seats in the Beta train? I'd like to get a ticket. Looks like a good game, would love to lend a helping hand with some bug tracking.
Four Syllable News We've decided to officially remove the tagline from the name of the game so that, from here on in, we will be referring to it as: The short version of the story behind this decision is that many moons ago, in the concepting stage of Galactic Keep, there were to be two games: 'Galactic Keep: Dice Battles', a dungeon crawler, and 'Galactic Keep: Brawlers', a battle chess game. Both games were to work together, characters and weapons (etc.) unlocked or traded for in one would populate back into the other (if you owned both games). As we began development, we realized that we only had the bandwidth for one Galactic Keep game so we focused on 'Dice Battles'. The complete title with the tagline stuck for a lot of reasons but after thinking about it a lot over the past few months we have decided to drop it and simplify. Honestly, I can't believe we kept the tagline for as long as we did
I think it's for the better. Easier to hype it around Internet too Personally I always referred to the game as 'Galactic Keep' in my mind. Or, 'One the coolest and more atmospheric scifi game I ever played', but that's too long to be an AppStore game title.
Us too. That was the biggest reason. Another big reason was that in the original design everything required a dice roll and, for example, if there was a weapon that required 5d10, the player would roll 5 dice (on-screen). This was tested very early on and we instantly found that it slowed the gameplay too much. We tried having just the player rolling on their turn and that was confusing (if the player rolls, you need to see the enemy roll or the rhythm of playing becomes unbalanced). We thought about adding a die into the players battle turn (every turn) but that would protract the length of a battle immensely...so we dropped that idea. In essence, GK has become a lot less about the act of 'rolling dice' than we originally imagined. Also, Galactic Keep has evolved. It's certainly about the dice, they are integral, but other elements of the game have taken the forefront, I think. While building it we didn't consider it a 'survival' game, but there are many pieces of that genre in Galactic Keep. I, personally, wouldn't consider it a roguelike but there are elements of that classic gameplay style in GK. Anyway, my point is that having 'dice battles' as part of the game name slims down the perception of what it is. It became completely unnecessary...so we're dropping it!
AS I have now played several iterations of the game, this is my personal experience about 'what' is the game. To me, the best definition about it is...the essence of old D&D modules, in a scifi setting, made solo and digital. This involves seeing the dice rolls, which, imho, in this game, is just perfect. Not too slow, not too few, but 'the right measure' of it. Game wouldn't be the same (to me anyway) without seeing the red dice rolling...so many thoughts and memories when I look at it while waiting for it to stop and see the result. Also know that I had to use all my will NOT to write you about the state of the game since last update
Hello and thanks for your interest! Happy holidays...Easter, Passover, blood moon, etc. ! So, here's where we are. Some who have tested know this already, but this is where we're at. Galactic Keep has undergone an extensive re-build since December of last year. In order for the game to save at any point (and to prepare for cloud saving) we had to take the code back to prehistoric times. Everything broke: movement, rolls, inventory, battles, items, weapons, scripted events...pretty much every component of the game was altered and needed to be fixed and rigorously tested. Also, there are still quite a few things that we're still tuning: enemy turn length, enemy strengths and weaknesses, secret characters, visual and technical bugs...there are things that still need fixing before we release. We're cranking!
Title I think the decision to drop Dice Battles from the title is correct. The title Galactic Keep is fine on its own.
New Testing Build Soon (like, real soon!) We're prepping a new build to be released for testing via TestFlight. A lot of new stuff in this build including an option to make battles faster, move distance mods based on a characters endurance stat and the ability to drop unneeded stuff anywhere you want. Yay! Please PM me with your email today if you'd like to be included in testing, we're open to getting a few more people involved. Many, many, MANY thanks to our existing testers for all their help, hardcore playing and most of all...patience
I'm playing through a copy now, and I had to come in here and say this is quality. Haven't quite got my head around how the numbers stack up during battle. I hope to soon though because I want to understand how much strategy there might be within the battles. Like is there an optimal time to block vs straight out attack vs special vs item. Currently when I see an enemy, I check out their card and see what's their health rating and perhaps attack and are they both low enough for me to most likely win. Because I'm only a bit past the tutorial this is always the case. But I'm looking for instances where an enemy might at first seem out of my league, but perhaps there's some strategy I could use to turn the battle in my favour. Haven't reached this yet but hopefully further in the battles do present strategy. Will play on to see. Everything is quality with this though. All the little descriptions of events are quite immersive with only just small descriptions. It's like a gamebook boardgame. I'm making some notes for you guys to email my ideas for tweaks. Many thanks for the invite, thoroughly enjoying and will be recommending buy for release.
The Long and the Short of It Thanks Short answer: There's quite a bit of strategy, some overt some more subtle. The key, at least in battle, is using your tools (weapon/special/items) together in a strategic way. For example, a simple strategy could be to use a special that makes an enemy miss their turn, then block to heal or use a grenade during their missed turn. Long Answer: Firstly, your core attributes are important to how the game is played in several ways. You can read more about it in the ‘help’ section (the ? in the options menu). LUCK modifies/fudges the 'behind the scenes' numbers slightly (and only sometimes, based on a hidden roll) and creates a modifier for initiative rolls at the beginning of every battle. It also mods critical hit and failure chance...very slightly. A very low luck and you will find yourself 'critically unlucky'. STRENGTH is obvious, it modifies the weapon hit. An ENDURANCE over 20 will give you another move every move roll on the map so when you’re creating your character you’ll have to decide between moving further on the map and hitting harder in battle (STR and END are also used together to create a modifier for the block in battle). If you have very high STR and END you will block more effectively...but a lot of times your block will barely be higher than your enemies attacks...so you have to be strategic about when you block (while an enemy is blocking; when you make them skip a turn). INTELLEGENCE modifies your special attack (if it causes damage, which most do). Later in the game there are also INT rolls where it's very helpful to have a high INT. In a lot of cases, the characters special is very important to the game strategy. The specials are unique with each character and usually have some sort of lasting battle effect. Some heal for multiple turns, some have a % chance of causing the enemy to miss a turn or add to a characters attributes for a set amount of time (etc.). As you find more specials, your strategic options open up. The early enemies, where you start the game and in the tutorial, are tame. Their specials aren't going to give you much trouble (except maybe the War Shadow that uses Extreme Speed to make you skip a turn). Later there are sentient enemies that use some of the same specials that you have available. Strategically, there are a lot of options and many, at least towards the beginning of the game, involve special attacks. Thom Ashton has a roundhouse kick so you can beat on an enemy and finish them off with the kick (if his INT is good and high); Bal'Kyn has a healing special, Medic, that heals him for several turns allowing you to focus on attacking; Mharnos the robot has a special that augments his attack for several turns and then makes it less for a couple. He can use his special then charge in and attack while he is strong, heal while he's weak. Enemies utilize similar strategies and have a variety of specials at their disposal, especially sentient enemies. Some sentients steal, use items (all use items) and will sometimes leave a battle to heal. If you want to see what it's like to fight a sentient as opposed to a creature, stock up on Flash Bang grenades (to escape from battle) and go west on the first map (far west). You’ll find a campfire...
The dev sent you towards death, be aware of that I can testify there is much more strategy that it initially seems in the game, having completed it around 8 times now (plus other almost full play throughs at various stages of development). I now have to pause for a while before restarting a new play through, but everytime is still a stellar experience imho. You FEEL stranded in another scifi world and you fight to survive, escape and get clues about your situation. The fights against sentient beings are by far the most engaging thing strategy wise in the game (and among the best I ever experienced). I do not want to spoil anything but if let survive the first turns, they are capable of many things you do not see often in games (indie or AAA)....like healing themselves, disarm you, steal your weapon, run and hide, etc...etc.... They are the best encounters in the game imho (as a matter of fact I would like them much more present in the game....but then everyone keeps telling me I like games to be too difficult). As for the strategical turn flow against everyone, including beasts...deciding when using the special ability or certain objects or simply push your luck for a critical can be a life or death difference, even against the most innocuous beast (there aren't innocuous beasts in this module planet anyway). One very effective strategy is using a special ability that make your opponent skipping turns. Well timed, it's effective against almost everyone. Unless it's a sentient being that make that to you first.... If I recall well, the only time I could 'solo' the game (i.e. using JUST one character, never dying) was with the temporal armor tough (but it's very hard).