Galactic Dominion and other 4X games

Follow Galactic Dominion on Steam!

Yesterday, a reddit user asked me a a good question that I wanted to repost my answers here to share with everyone.

The question was: 
[Galactic Dominion] reminds me of Stellaris. What about your game really sets the two apart?

My answer was:
I’m a big fan of Stellaris so I’m happy to hear that it reminds you of it. 🙂 They are quite different though. Stellaris is a grand strategy game with many mechanics and can easily run for 40+ hours for a single game.

In Galactic Dominion, I wanted something much faster paced so designed it around getting players into the action as soon as possible. A typical game can last anywhere from 20 minutes to 1.5 hours (depending on the settings you start with). One potential downside is there is less room for mistakes and time to breath – but to help new players I added an optional AI assist mode where by default the AI will assist you in expanding stars and building fleets.

There’s also a story based campaign where each chapter is distinct from one another. For example, in one chapter you have to try to escape a superior enemy while another you have to race to capture a target. I wanted to push the game a bit and explore having different objectives in a space strategy game

I’ll go into more depths on the different mechanics of the game in the coming days.

Stay tuned!

The Story Behind Galactic Dominon

Today, I want to share with you the history behind Galactic Dominion but first I’d like to thank everyone for the support and patience throughout these countless evenings and weekends. We finally made it!

So the game goes back to six years ago. At the time, it was a small pet project that I worked on to learn about mobile development. The scope was small and it took about 3 months to complete and release.

After that, the project was shelved for many years…until these past few years. It was time for a modern remake, technology has evolved dramatically making it much easier to focus on the content rather than the tool.

Or so I thought…

It was evident early on that porting the game over the Unity was not enough. The quality simply was not there. It lacked depth.

– You could not control your individual fleets.
– In fact, you didn’t really have fleets. Each Fleet icon was really just a single ship.
– Stars were also very 1 dimensional and acted mainly as nodes providing your empire with a global resource point that you would allocate to Research, Industry, or Population Growth.
– When it came to performing Research, it was a simple value that increased from +1 to +99 boost.
– The only way you could influence your empire was by setting foreign policies which will adjust the spawn rates of your ships.

Was it a bad game? Well, let’s just say the only fun part was watching the macro action of your empire unfold with a few button clicks.

For the remake, the scope grew and it grew quickly. It transformed from a modern port into a full re-imagination of the game.

New features quickly became part of the game:

– Fleets can now be controlled individually and consisted of many different ship types, Colony Ships to colonize new Stars, Transports to invade enemies
– Fighters, Bombers, and Battleships, each with their own strengths and weaknesses.
– Star Fortresses could be built to defend and patrol your Stars.

– Stars also drastically grew in scope.
– You have planets with biomes that contributed to your population limits.
– Influence zones around your Star that affects ships warping through it.
– Your Stars have different industries which contributes to various resource generation
– You can queue different Ships to be built in your Drydock.
– You can control the workforce distribution on your Stars.

– Research was re-designed to have more meaningful technologies and a visual graph available for players to choose their topics.
– Empire Races was introduced to provide more diversity.
– Speaking of which, the Campaign had to be reset from scratch to make it work with the new mechanics.

– And then because of all this (and many more), the A.I. had to be completely re-written. They had to be able to colonize new Stars, build industries, and ships. Then find, bomb, transport troops, and attack enemy Stars.

Pretty soon, I found myself on a journey that took 2.5 years to complete. It gave me new appreciation for all the things needed in a game and I look forward to sharing more about this game with all of you.

Here’s a side-by-side screenshot with the old mobile game. Enjoy!

Get Galactic Dominion on Steam!

Our first game coming soon!

Welcome to Forever Years!

We are indie developers (actually I’m the only person right now :P) passionate about creating games we want to play!

Check out our first game, Galactic Dominion. A labor of love after two and a half years of development working evenings and weekends on top of a full-time job.

Coming soon to Steam!

Check out the trailer below:

Galactic Dominion coming soon to Steam!

Galactic Dominion is a quick paced 4x space strategy game available in either Real-Time or Turn-Based mode.

Explore the stars, perform research, manage your colonies, build a fleet, and conquer the galaxy!

Play through an epic space campaign or alternatively customize your games for infinite re-playability!

The campaign consists a series of chapters detailing the dawning of a new age for the Human race. The year is 2235 and Humans have begun their colonization of deep space. You play as the heir of the Human dominion tasked with the exploration of the frontiers of space.
What mysteries lie out here? What dangers await? Only time will tell…

In Quick Play mode you can customize your experience:

  • Galaxy Size: Larger galaxies allows more Stars as well as distance between them.
  • Number of Stars: Determines the Star density of the Galaxy.
  • Empire Race: Choose between Humans, Machines, Etherials, Monsters, or Random. Each race has its own strengths and weaknesses.
  • Opponents: Specify the number of enemy opponents to play against. The Aggression and Empire Race of each component can be customized.
  • Aggression: Determines the aggression of the enemy. The higher the aggression the earlier the AI will create attack Fleets.
  • Difficulty Modifier: Determines the additional bonuses applied either to the Player (Simple and Easy), to the enemy AI (Hard and Impossible), or none at all (Normal).
  • Total War: Enable to allow the declaration of Total War which mobilizes your entire empire to focus on the war effort.
  • Star Lanes: When enabled all the Stars will be connected by Star Lanes to form the galactic network.
  • Real Time Mode / Turn-Based Mode: Toggle between Real-Time or Turn-Based. The game experience will change drastically between the two modes.