June 14th, 2014
Ahoy there, as of this afternoon, Galcon 2 is now “feature complete” meaning I’ve got all the features into the game that I’m planning on adding before release. I may be adding a few more minor features, and I’m definitely doing a good handful of bug fixing, but we’re getting there!
Here’s the links to play it for Windows, Mac, Linux. (Kickstarter backers only.)
Mike Berg of We Heart Games has been working hard to finish up the art for Galcon 2. In this update you’ll see mountains of new icons, ranking flag overhaul, and new sector and class images.
And I’ve been working hard on getting the tournament system working! I’ve got a ton of great features in it, including trophies, player approval, multiple servers, muting spectators. It should be a ton of fun!
I’m going to be online hanging out in a tournament for the next hour so if anyone wants to pop in and play a few games, that’d be great!
I’ve also given you all enough Galcoins so you can create a clan and create a tournament and test it out for yourselves too. Keep in mind that at the end of the beta, all Galcoins are going to be reset. These Galcoins are not the Galcoins you paid for in the Kickstarter, so don’t worry about spending them to test things out.
P.S. As always, please leave some feedback on the forums!
April 24th, 2014
Ahoy there! It’s been a while, but we’ve got a new update (beta26)! Check it out for Windows, Mac, Linux. (Sorry iOS / Android, not this week.)
So I’m pleased to announce that I’m working with Mike Berg of We Heart Games to overhaul the UI and art within Galcon 2! He’s been doing an amazing job, and while it’s not yet finished (…see all those Galcon Fusion icons I’m using everywhere…) I couldn’t wait any longer to show you the progress!
The galaxy server:
I also fixed about a dozen server issues you helped me find in the previous beta! I’m going to be online for the next hour if anyone wants to hangout and bask in the glow of the new interface look with me.
April 9th, 2014
I just launched a new game, BREAKFINITY, on the iOS App Store!
Anyway, it’s a free game, so go check it out!
P.S. Galcon 2 is very much in the works. I just signed with an artist to help me get it looking sharp, I should have some pictures soon!
March 8th, 2014
Ahoy there! The beta25 is here for Windows, Mac, Linux. (Sorry Android, iOS, not this week!)
Since the last update, which was a total debacle – all the servers crashed and nobody could play – I’ve done a ton of work. I’ve added 100% coverage tests to the game servers so things should be a bit more stable. And I’ve added a BUNCH of things!
- Friends (YES THIS GIVES US THE #1 DEMANDED /mute user FEATURE!!)
– Clan Members
– Clan Rivalries
– Clan Emblems
– New Galaxy Map
– Improved Betting
– Team Games
– Communication and Messaging (you can PM across servers, and to off-line players!)
– Tournaments (not yet completed)
Okay, so that’s a huge update! I’m going to be online for the next hour to play the game with anyone who can jump on! Be sure to tell me what you think in the forums! Also, for this beta, I’m resetting everyone’s inventory and giving everyone 10k coins to try things out. Keep in mind this is still “the BETA” so at some point in the future I’m going to be resetting everything back to the start.
P.S. If you are a graphic designer / artist interested in helping me finish up Galcon 2, please contact me at my first name at galcon dot com with a link to your portfolio and your availability over the next few months.
February 6th, 2014
Galcon Legends has launched for the iPhone, iPod touch, and iPad! Go check it out!
I’m quite happy with this release and I hope you like it! Be sure to spread the word!
Beyond that, I’ve been a bit under the weather this week so I haven’t made much progress on Galcon 2. The update last week was most exciting, but unfortunately so full of bugs almost nobody was able to play on the servers. I’m working on adding coverage testing and a battery of other tests to help get the servers in a more stable state so we can actually start playing on them.
As you can see I’ve still got quite a bit of code to get tested! Once that is done, I think crashes will be much less frequent and over time I’ll be able to eliminate them. I guess I should have listened to myself! I’ve done talks at several conferences about the importance of testing your server code (which I did for iGalcon, Galcon Fusion) – which has resulted in those servers running for months / years without problems. But I haven’t done any testing for the Galcon 2 servers! Ooops!
February 1st, 2014
Short version: beta24 is live! Available for Windows, Mac, Linux. (Sorry iOS and Android, I was unable to get these builds together this time!)
I’m really excited about this update. I had a breakthrough a few weeks ago in the Galcon 2 design, and it really got things moving a lot faster now.
I’ve added in a slick server list that will be the gateway to finding games to play. As an added bonus, I’m going to set it up so that modded servers can appear in the official server list to friends. (Not quite sure if that is ready yet, DO contact me if you are interested in trying this out and I’ll get it working sooner!)
I’ve re-built the betting features from scratch so now they never block the game from starting and are MUCH more user-friendly. I think this is going to be a lot funner than the old one.
Another cool feature that is already working is cross-server PMing. So you can “/m someone whatever” from any server and it’ll get to them.
Soon I’m going to be adding in Friends, Clans, and Tournament features. I’m super excited to finally get that stuff together, and having the server list at the front end is really going to facilitate that.
By doing this, it also means I’m shifting where the Galaxy Map appears in the game. I’m going to be moving it from the “front-end” of the game to be more of a core part of the clans system where the clans will be battling over territories. (Still working on those details yet…)
Anyway, all this will come in stages, I just wanted to give you the heads up of where things are going. I’m pretty stoked to get going on this as I’ve got a pretty clear vision as to where I’m going now, and that will help progress get moving again!
Also – so you know – I’ve reset all the progress in the game, so old scores, coins, and purchases are all gone. This is important for balancing out the game, as we’re getting closer to making this an open beta, I need to figure out the best rate of coins earned so the game is fun. (Don’t worry, the coins you paid for in the Kickstarter aren’t “gone” – you’ll get them for real when the game is ready.)
P.S. I’m going to be playing online for the next hour or so, please come out and test the game with me!!
January 13th, 2014
Ahoy there, I’m proud to announce that Galcon Legends has arrived for PC / Mac / Linux!
Check it out! Tell your friends! And try and collect all the trading cards and badges (on Steam)! If you want to help spread the game more, also leave a review on the Steam Page and post on the Steam Community pages too.
A huge thanks again goes out to all the Kickstarter backers who helped make this happen and test it out. And a big thank you to Evan Sparano for helping recreate this game from the PurpleZGalcon videos. Also a big thanks to Joshua Laya for creating the sound track, Tim Inge for the banjo track, and Matt Kohr for the art!
P.S. If you are a backer and haven’t played it yet, you actually already own it! Go here to get your Steam code. Also, this ISN’T Galcon 2 … that’s coming … eventually!
December 20th, 2013
Ahoy there! There’s a new Galcon Legends update available on Steam! If you haven’t checked it out yet, go and get your Steam key. The update makes the win condition require that you have 50% more ships than the bot, and it revises the scoring system to something that might work a bit better. I’ve had to reset the leaderboards and your progress for this to work. As always, I love getting feedback in the forums!
Anyway, a big Merry Christmas to you all! Thanks so much for being amazing backers this year! I’m very excited for next year and what will happen next with Galcon 2!
P.S. I’ve made a few retro-style games in the past few months. Check out Turkey Tomahawk Turbo and Capricornicus!
December 7th, 2013
Hi there! We’ve finally got most of the box sets shipped out! So be looking for yours in the mail soon! It’s got some nifty surprises in it, so I’m not going to post any more pictures of it for a few weeks until most people have gotten theirs!
I have, however, uploaded the game goodies including the soundtrack to the website, so you can get those now if you want! Anyone in the $20 or higher tiers gets access to the soundtrack, and anyone in the $100+ tiers gets a few extra things!
In other news, Galcon Legends is now in beta on Steam! You can get your beta key here for Windows, Mac, or Linux. Please leave feedback in the forums, it’s getting near release for this!
November 22nd, 2013
Hey, beta23 is available to backers for Windows, Mac, Linux, and Android. iOS builds coming via TestFlight shortly.
I’m VERY excited to announce that we’ve FINALLY gotten ALL the stuff in to begin shipping for all the $100+ tiers! I’ll be sending out surveys via Kickstarter shortly to get your current shipping information so we can get these to you ASAP! Here’s a pic of the mess in our house right now!
And a closeup of the boxes! I can’t for you to see these in person!
I’ve done a HUGE overhaul of how chat works, so it should be much slicker on iOS / Android. The interface now lets you hide chat completely, which is especially useful for phones. I’ve worked on the keyboard appear / disappear stuff, so it should be a better experience on mobile devices. The changes should also make it work better on the desktop too – less interference with box selection. I’ve also overhauled how number keys are handled so that percentage changes are registered more readily. I hope this fixes many of the things people have complained about with the chat system.
I’ve also done a major cleanup on the game settings / options. This resulted in a ton of changes to the user interface code, which I think makes the game work much more consistently given the various options. It’s pretty hard to make the game work when there are some 24 different combinations of how players might select the options to work together.
I’ve also done a fair amount of performance work on the game, so it should actually run more smoothly, especially on mobile devices. I’m now downscaling for phones so that much less memory is used and I made a few other tweaks to increase performance. I’ve also re-worked how the timer tracks frame changes in the game, so there should be less of a stuttering feel when a frame is skipped or delayed.
On the miscellaneous department, I’ve also done some heavy re-working of the touch detection code, so fast swipes should be detected more accurately on mobile devices as well as on the desktop. I’ve also cleaned up the audio engine, so there are now cross-fades between tracks and smooth volume adjustments. I’ve also done a small mountain of fixes to the servers. The lobby should be much less buggy than the last update.
For everyone curious about the progress of Galcon Legends, the game is nearly 100% complete. I was hoping to release it before the holiday season, but I ran out of time. So I’m going to have to put the release off until after the holidays. I did a ton of work on polishing little details in this game, which resulted in many of the improvements you’re seeing listed for Galcon 2 above.
I’ll be hanging out on the servers for a while – so let’s play for a bit!