This is a concept or project early in development

This item is here to gather feedback from the potential customers and begin building a community. If you like this project, feel free to rate it or favorite it. The voting here serves only to give the developer data and reactions and doesn't work toward getting the game distributed on Steam.

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Galaxy at War
Genre: Strategy
Platforms: PC, Mac
Languages: English
Players: Multi-player
Jan 8, 2013 @ 2:58pm
Oct 6, 2013 @ 1:42pm
Recent Announcements View All (11)
The reports of my death have been greatly exaggerated...
And now we're launching on official Steam Greenlight!

We've partnered with a company called one2tribe to bring the project to completion and release the game. You can find more details on our official Greenlight submission profile and - of course - help us get on Steam!:)

After some time we'll be deleting this profile, since we can't really migrate or upgrade it to a full Greenlight submission, but for now it stays as a roadsign to the SPACECOM profile.

New Experimental Browser Build!
Galaxy at War BROWSER BUILD![]

It's now easier than ever to try the game - and leave us feedback! Don't forget the feedback!:)

And now for the meat; what's new in this build?
  • Homeworlds rollback. Continuing the best game development traditions, we've backtracked on our introduction of Homeworld mechanics;) We've been unhappy with how this affected game mechanics and decided to get more feedback on vanilla mechanics, before introducing a new feature that changes game dynamics so dramatically.
  • Command Systems and Fleet number cap. This is by far the most darmatic change we've introduced - there's now a cap on how many fleets players can field at any given time. This cap can be expanded by capturing crucial Command systems. Not only does this adds tension (you have to use wisely the fleets you have and it's better to do it sooner than later) but it also creates new tactical layer of capturing or destroying Command systems to gain (or maintain) the upper hand.
  • Interface improvements. We've added some much needed UI improvements - it's now possible to box select multiple units (boy does this help usability!) and issue orders in the strategic map view, for those preferring the top-down view of the battlefield.

We've also worked on some optimisation and added a cool new login screen. Check it out, it's pretty rad:

All in all we're happy with this update and are anticipating the feedback - hopefully with the experimental web player build it'll be easy for you to go in and give the game a shot. And if you do - don't shy from telling us what you think, either in the questionnaire after a game or in the comments!

Galaxy at War is a game about space fleet command: battles, sieges, invasions and cunning tactical maneuvers. You're a battlegroup commander; you have to work with fleets you have and the few additional ones you can field through smart control of key territory. With these tools you have to navigate the contested area, outwit your opponent and deal a crippling blow.

The game is meant to be about tactical decisions, wit and smart strategy. There are no incomprehensible tech trees, undistinguishable research choices or reliance on lightning reflexes to pull off crazy moves. There's just you, your task forces, the starmap and the opponent that wants to steamroll you into fine stardust. The goal is to have simple rules but deep and complex strategies that emerge from what the players decide to do, how they want to tackle their opponent.

You start off with a set of task forces - Battle Fleets (dedicated to fighting in space), Invasion Fleets (invading and taking control of systems) and Siege Fleets (destroying all life and infrastructure in a system, rendering them unusable). You deploy in a sector of contested space, comprised of different star systems.

From there it's up to you: do you try to methodically take control of systems that supply resources, shipyards and try to deploy a larger fighting force? Or do you dash to your opponents territory in a gamble to deal a decisive blow and disrupt his plans? How do you react to what your opponent does? Maybe you'll be forced into an entirely different tactic? Or you come up with some clever deception and siege his home system when luring away his battle fleets?

How you approach this battle is up to you, how they try to disrupt you is up to your opponent. Strategy verus strategy, mind versus mind - that's Galaxy at War.

Development Status
We've released a core gameplay prototype, playable in both multiplayer and single player (bot match) form! Feel free to download it on our IndieDB page and leave feedback!
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Atreus Ceo Apr 17, 2014 @ 3:55am 
What are the majors differences with Spacecom?
thecheeselover Mar 11, 2014 @ 6:49pm 
I like this style of gameplay. If you ever do finish the game, will it include nice assets?
evolution.400 Jan 23, 2014 @ 8:32am 
RTS Space Empires?
EL SASQUATCH Dec 18, 2013 @ 6:06pm 
its boring nah
Pargali Pasha Aug 17, 2013 @ 1:56pm 
This game looks AWESOME. Will buy this. Sort of like Ender's game.
qoobah  [author] May 23, 2013 @ 1:00pm 
We really don't think so;) It's a real-time game, but most importantly it focuses on tactics, not strategy, research or exploration. It's a hardcore tactical game testing your wits and battle plan versus your opponent - a 1X (the eXterminate one;)) as opposed to being a 4X game, like Endless Space or similar. Try the demo build and see for yourself!
Primordial 87 May 15, 2013 @ 9:39am 
Does anyone else think that this looks exactly like endless space?
Unconfirmed Mar 4, 2013 @ 4:12pm 
I would be very interested to see this. I would hope you build a better version of Endless Space. This game does seem to be a solid concept
Reclenias Tyranothi Feb 23, 2013 @ 2:39pm 
i love this concept... we need more games like this... :D
qoobah  [author] Jan 23, 2013 @ 4:02am 
Hehe, thanks SgtRicko;) We wanted to post it to Concepts first, as it's in pre-alpha form. But you're right, it's kinda difficult to stay afloat here long enough to get feedback:)