Разработчик: Pixel Federation
Описание
Galactic Junk League является конкурентно бесплатно-игрой Строительством-Арены - шутер смешивается с почти бесконечными строевыми возможностями.
Строй что угодна. Дерись с кем угодно. В космосе.
То что когда то было процветающей вселенной теперь стала пост-апокалиптической ржавой свалкой полной галактическим мусором. Дикие бои стали единственным развлечением которое у нас осталось. Что бы уничтожить противника, мы используем супер прогрессивные лучевые оружия и самодельные торпеды.
Строй свои корабли любой формы и размера и воюй против других творений других игроков 7v7 PvP арен через 4 уникальных карт. Чем больше ты воюешь тем более сильней ты можешь делать свои корабли. Открой все 5 классов (Новичок, Фрегат, Крейсер, Линкор и Истребитель) и исследуй все блоки, что бы построить максимальный боевой корабль.
- 5 открываемых классов с уникальными боевыми стилями и параметрами сборки
- 3 многоуровневые уникальные системы оружия (Ракеты, лазеры, Гаусс)
- с конкретными способностями в каждом классе
- 4 различных карт, каждая с уникальным стилем игры
- бесконечное число возможных конструкций судов
- Высокий уровень мультиплеер
- переделан на основе организаций матчей игроков со всего мира!
Поддерживаемые языки: english, french, german, spanish - spain, czech, hungarian, polish, portuguese - portugal, portuguese - brazil, russian, japanese, romanian
Системные требования
Windows
- ОС *: Windows 7 SP1
- Процессор: Intel Dual Core
- Оперативная память: 4 GB ОЗУ
- Видеокарта: Intel HD 3000
- Сеть: Широкополосное подключение к интернету
- Место на диске: 4 GB
- ОС *: Windows 7 SP1
- Процессор: Intel Core i5
- Оперативная память: 8 GB ОЗУ
- Видеокарта: Nvidia GeForce GTX 650 and better
- Сеть: Широкополосное подключение к интернету
- Место на диске: 4 GB
Mac
- ОС: OSX 10.6
- Процессор: Intel Dual Core
- Оперативная память: 4 GB ОЗУ
- Видеокарта: 512 MB
- Сеть: Широкополосное подключение к интернету
- Место на диске: 4 GB
- ОС: OSX 10.6 or later
- Процессор: Intel Core i5
- Оперативная память: 8 GB ОЗУ
- Видеокарта: 1 GB or higher
- Сеть: Широкополосное подключение к интернету
- Место на диске: 4 GB
Отзывы пользователей
Galactic junk league is an early access game in which you build ships and destroy other ships with that ship, A pretty simple concept, for a pretty simple game. Theres nothing that stands out about this game but that still does not mean its not fun. In fact its actually a well made early access game that has some pontential. I'm going to start off with the problems I had with the game first. My first problem I had with the game was that the game limits you with your ship if you want to decorate or build anything cool like a star wars tie fighter or the star trek enterprise. Another one of my problems is the multiplayer, team auto balance is not that good and you leave the match when its over. One of my last problem is the ship movement. Your ship goes extremeley slow even with powerups enabled which is really anyoing if you want to get to the battle fast or get away from another ship thats shooting at you, but at the same time its an early access game so its not that big of a deal. My last problem is that you can only put one type of weapon on your ship, for example if I wanted to put missles and lasers on my ship I would not be able to do that. I dont really understand why they did that, but I can live with it. The stuff I really liked about the game though was that the editor, to make your ships, was easy to use, the cartoony art style was pretty cool, the controls were easy to use and I loved the battling because of how the peices of someones ship could just fall off and you could shoot someones weapons off and they would'nt be able to shoot there weapons which is really cool to me. So overall this is a decently good, free early access game that I really liked.
I will probably keep playing and enjoying this game now and after the full version comes out and I am going to reccommend this game and give it game a 7 out of 10 :)
Its a good start for a game, but it could use a few updates. First of all i have this bug were about evrey 4 -5 matches it just glitches and stays on the loading screen forever. But, i also think there isnt enought content. what would be cool in this game if there is like a universre to explore, with lots of planets and we can fight npc or work together with other playes. Last thing i dislike is the fact hat you can only have 1 weapon type per ship. That really sucks, as all ships have a disadvantage against other. Other then that, its a great start.
Things the game wont tell you unless you look for it:
1: You need to get to Level 10 before accessing the other 4 ships
2: Pretty much everything you buy with "Space Credits" Are purely aesthetical, and is near 100% Way too expensive (Like, We are talking League of Legends levels of Expensive)
3: Theres really only one game mode... i mean, its still in Early Access, but i think they would have by now atleast 1 other gamemode
4: A lot of research is needed to be able to compete in the semi-late game... like, We are talking Batteries, generators, and actual good guns...
5: You will get a LOT of 3k research early on in the game...
However, Over all, Its one of the few games that give you 3-dimentional movement and doesnt compromise the gameplay that much.
7/10, Gonna play it more, But it still holds secrets from new players.
an interesting free game, its currently just a team deathmatch. first you level the rookie ship to 10, then you can play and level the other 4 ship classes. the ship-building is uniquely good, but there is no balance in matches, and often new players will ignore all tactics to rush to their death. a 'good' ship requires grinding both to level, and to research needed parts.
overall quite fun, even if it can be quite limited in its current version.
Game might be for you.
But it runs random commandprompt which i have no idea what is. Denied it.
And if you wanna uninstall it. Folders are locked and your permission is denied if you try to do it or even give your account full control.
I do not recommend even touching this game before this have been dealt with.
Its Meh
Ill start by saying its not a bad game for being in the early stages. A bit of fine tuning and it will be a great game.
My issues are, its really unbalanced, no moderation in the chat and the matches arent long enough.
Ship building takes me back to Kingdom Hearts in a good way. Keep working and Iron out the bugs and it will be good. But at the moment, I cant recommend.
First time I'm ever writting a review for a game. I love space games and building games, this is the best of both worlds. EvE Online and Robocraft are both games I've played with well over 1000hrs on both. I saw this game on the front page and thought "meh it's sunday night, why not?".. Needless to say I was a little late to my monday morning shift. It's similar to robocraft in the building aspect. Plays like Fractured space in the gameplay in a way. Even though it's still an early access game I'd still recommend this game. Keep in mind I only have 12+ hrs of gameplay so far so I cant speak for the end game yet.
Pros
-Fun building aspect
-Unique classes/modules
-short action packed matches (The short part could be a con aswell)
-Teamwork is key, but lonewolf playstyles work as well
-short download time
-"Should work" on lower end Pc's i believe.
-Fast matchmaking 1-2 minutes is the "average" wait time for me
-seems like a decent community so far
-good art/graphics
-FREE
-Doesn't seem to have any sort of p2w or game breaking items
Cons
-So far only one type of gameplay match of team vs team deathmatch
-"Snipers" have a feeling of being "op" but that's only because people don't use the cover to their advantage
-A few bugs but so far nothing game breaking nor any crashing.
-Matchmaking could use a little work but doesn't seem broken, just a little unfair on a few matches (newbros vs vets)
-The lore isn't all there yet (Early access so wasn't expecting any so this is fine)
So if you like building, fighting, rinsing and repeating until your a god, then get this fucking game.
good
-simple
-graphics look cartoony
-easy to use editor
bad
-unbalanced, need to grind weeks for a decent weapon or anything
-performance, it consistently lags every 3-4 second , hiccup or something
-easy to use editor (not many possibilities)
-weapons are unbalanced, theres obvious which ones are inferior with just one quick look at stats
I'll start by saying that I'm really diggin' this game. It is early access so bugs are to be expected and I've encountered a few, none game breaking so far, just little annoyances like scoreboards displaying different results across players at the end of the match (example below).
Other than that it's well put together for and early access Free To Play game. It doesn't take long to level yourself up to level 10 where you'll have a lot more building options for your ships and opens up a few different play styles, whether you like to sit at the back with long range weapons or plunge in with wang in hand and cry valhalla. You'll find a way you like to play.
It's good fun with friends and I'll be watching the progress as this game comes out of early access and look forward to the future of Galactic Junk League. Give it a shot for 0 pennies.
Here's some footage of me and my mates playing and the scoreboard bug is about half way through (after the second battle)
https://youtu.be/-ue7clFP1C0
Why is this game better than rc? the answer is it's really up to vote. But as a man who has spent nearly 3000 hours in rc and could probably write a book on how to develop a game into the ground based on what I have witnessed in the the three years I played rc.
I guess what I am saying is this game so far has itched a scratch that no other game besides rc has and so far has done it well. Some things that are great about this game and I let you decide if it's any good.
1. Unlimited amount of blocks, no pay wall or grind to get more simply unlock the modules with your in game credits and you can use as much as your cpu (game block count limit) will allow.
2. No pay to get better things only pay to get cool looking skins and faster exp.
3. Skins are AMAZING with custom animations and designs and everything.
4. Very few bugs. (win 10, geforce laptop 900 series and intel cpu)
6. More than just building the best craft, abilities and the effective use of them as well as knowing what abilities other craft have and map awareness can make almost any build work properly in Galactic Junk League.
Now some few complaints:
1. Placing blocks is a pain in the ass sometimes.
2. Current meta is kinda boring but not broken as a lot of people complain (IE sit near your own spawn and long range anything that comes near or the ever annoying fast ships with an high damage close range lasers. Think telsa from rc before they got nerfed. The current meta means you can use these close range ships but you'er better off using them to defend against enemy close range ships as armored slow craft can be killed easily with a player who knows what they are doing.
With this I hope you give Galactic Junk league a chance. Lets hope the game succeeds and continues to be awesome. ~Jake
A fun and more enjoyable alternative to Robocraft!
After playing this game for a while, I discovered one thing:
This game is one of the most addicting games I've played in a long time!
Let's take a look at some Pro's and Con's:
Pro's:
Con's:
Long story short, this game hooked me really quickly and i cant wait to see it take off, 'cause it has a lot of potential. I can't wait to see it develop and get more fun after every update! It's definetly more fun if you play it with friends though, cause you can attack more efficiently. It's also very addicting. I keep telling myself: "just one more game and I'm done!", but that mostly just ends in me playing through a whole night (which totally didn't happen to me last night).
NOW GO! This game won't download itself!
Fun at times,
The thing that really annoys me is the combat environment, instead of a 3D world, you have a 2D world with height differences. When you go up, it feels like you are moving in a very slow elevator INSTEAD of moving forward in a different direction.... as space simulator games should be.
TLDR: Robocraft in Space
So at this point, I cannot recommend or disapprove of this game. I feel very neutral towards it, for reasons being that it is a cute little gem that plays on being robocraft in space. But what it lacks is depth, balance, and goals. While there is ship classes you can level and build around, there is almost no point, since Sniper ships are the god weapon of this game and win every game. That and the matches lack objectives, there is only Team Deathmatch and the team with the best sniper or most snipers wins. Most newbies don't even stand a chance sadly due to this and it can become very infuriating.
However it is still considered an Early Access game, and at the time of this review, very new to Steam. So with that said, perhaps with more time and balance the dev's can shape this cute little gem to become a more longer lasting enjoyable experience. Also the ship customization could use some work, it is very flawed with designs being very one sided and FOTM style. If you don't follow a certain style you just gimp yourself.
This game could be good but...
There is some horrible balance issues.
Creativity isn't even in the back seat compared to gunbeds, it's in the trunk, bound by duct tape.
There is no /ignore feature to mute the horde of idiots spamming.
Assists and Kill's seem to be broken where you don't get credit for your work 50% of the time.
The Gamemode gets stale after a few hours.
Low amount of content to unlock and all unlocked really early. You can pretty much access to everything during a 2 day premium.
Painting is a joke when it barely shows up on a few blocks.
Matchmaking? What is that?
The Good:
It's not Robocraft at least.
UPDATE: Developers have mentioned in Dev Diary #22 that they are planning to redesign arenas among other things. Look it up on the official website in the "News" tab.
TL:DR for ex-robocraft players: You are playing Mars Crater and everyone is playing Rail Walkers.
TL:DR (for everyone else) - Small maps, little cover and auto-spotting kinda favor the point and click nature of long range armor cubes.
The game itself has massive potential, though it's currently plagued by a couple of problems that complement each other resulting in a huge issue..
By reading other reviews you are probably aware of the "long range" builds issue with about 44.2% of the community focusing on two longest range weapons. You can find the data on the Dev diary #21 on the official site.
I mean Jesus, how do you end up with almost half the community using only two weapons out of 7 total?
We'll I'll tell ya, now buckle up, this is gonna be a long one.
(As usually happens with my rants when I have a love/hate relationship with something)
The major factors that are causing this issue:
1. Automatic spotting regardless of distance
2. Relatively small maps with huge open areas and very little to no cover
3. Simpler ship design when building a long range build. (fewer things to worry about)
4. The "buffer"
#1 - Automatic spotting regardless of distance
Looking at this alone doesn't seem like a huge deal, and in some areas of some maps its not a big problem. But it gets worse, or better in the case of 44.2% of players. xD
#2 - Relatively small maps with huge open areas and very little to no cover
Now when we look at the number 1 and 2 together, you don't need a PhD in map design to figure out which classes will benefit the most out of that. Add more stuff to maps, don't leave such massive open areas that allow the long ranged ships spot and engage threats the moment they get in range.
Some potential weapon solutions can be seen in Robocraft ( I know I keep comparing these two, but alot of the problems are pretty much interchangeable). The range advantage was was reduced by adding the laser indicator that lets the targeted player know that they are being targeted, so he can start dodging or engage back. Other things that reduced the effectiveness of the long range (railguns atleast) were the slow turn rate and somewhat long recharge time between shots, leaving them vulnerable to fast moving close range vehicles and forcing them to pick their shots and not just spam left click at the first name that turns white.
#3 - Simpler ship design when building a long range build.
It's like point building characters in RPGs, you will have dumpstats, aka aspects that will get neglected to the lowest possible state that doesn't overall compromise the build in a significant way.
You don't need insane speed, or incredibly fast turning rates, mostly because you can outrange or match anything that can threaten you the moment it's in your line of sight. Not to mention, you'll probably be aware of the threat long before they get to threaten you due to how the spotting works right now.
So the result is people simply making so called "Borg cubes" that cover a large portion of the map, particularly from the top.
4. The distance "buffer".
You will notice that gauss based builds end up dying far less often than average (in the graphs I initially mentioned). Atleast in the case of cannons, they have that buffer distance which allows them to engage the short/medium ranged enemy long before they are within range to respond. That usually results in you loosing a component, getting your core exposed or even getting outright destroyed before reaching cover.
Now some will argue that they "need to git gud" and dodge, which you can try, but as mentioned in 1. and 2. the maps are universally open if not to all sides then atleast from above. to amplify the problem further, you will be constantly marked as long as you are in the line of sight of any other enemy, which is pretty much all of the time, resulting in the long range ship being ready for you once you pop out of cover whether to engange him or run away.
Essentially the effective range importance goes up as the map size and complexity go down. You cover a much bigger portion of the map and you end up threatening other ships from further away, while they have no effective way of fighting back.
Imagine encountering a group of such long ranged ships (with ~44.2% of people playing like that, that is statistically unavoidable) that can virtually make the entire map their killzone, while being able to cover each other at the same time. Countering something like that, well it leaves you with with few options out of which the most popular one is "Leave match".
The change the devs did on these weapons is welcome (largely futile), but it's only treating the symptom, not the cause.
Nerfing the cannons is merely a bandaid measure. As long as the maps are designed with large open areas where you'd get spotted the moment you pop out the domminant weapon will be whichever weapon has the longest range and the lowest skill requirement to use. Nerf the cannons and ubers bellow 3000, cruise missles will become popular, nerf the missles, heavy lasers will become popular. Balacing weapons this way can only go so far as it turns into a race to the bottom.
Other issue I have to mention are the range/damage abilities. This is an issue I often see with games that have any sort of customization.
If you intend to give players utility, stick to utility. The moment you give them ways to shorten the TTK (TTK - Time To Kill) those abilities will become the go-to abilities.
Anyone who has played CoD4 MW1 knows this, with everyone picking Stopping Power perk +40% DMG, essentially shortening the TTK by 1 hit on average. And in a game where most automatic weapons kill in 3 to 4 hits, lowering that by 1 is a huge deal.
Warframe also fell into this trap of the "game of numbers" years ago, with all weapon and warframe builds being laser focused on dishing out the highest possible DPS and some CC (though CC is another story).
So these are all the problems, but what of solutions. Well those might be obvious at the first glance, but will take a lot of work and time.
Larger maps, add some complexity, like those holes in that rock platform that cant fit oversized ships (forgot the name of the map).
No auto-spotting, use radars and jammers if you have to have an automatic way of spotting. Rewarding scouting and supporting in general would be a good idea as well.
The reason I wrote the "Great Wall of China" of text is that I really like this game and I'd hate to see it go down the same road of mistakes I've seen so many games follow. You guys have a good thing going here, don't let it go down in history like another robocraft.
Also from the data devs gave in that table show other implications besides the sheer popularity.
Average K/D ratios
Gauss Cannon: 1.47
Gattling Gauss: 1.34 (despite having the highest average kills)
Heavy Laser and Uber Cannon: 1.75 (the difference is 0.01)
Cruise missle: 0.97 (Probabbly due to the fiddly nature of the rocket AI)
And then the interesting part
Phaser: 0.84
Rocket Launchers: 0.71
So it must be a coincidence that the weapons that have the lowest K/D on average are also the weapons with the shortest range.
So I'll give an honest opinion about this game...
1. Snipers are too strong, they can completely tear you apart in a few shots.
2. Snipers also don't travel very far from spawn meaning IF you manage to get through the enemy team and avoid said snipers fire, he's just going to spawn up and remove you.
3. Rockets, phasors or cannon is really the only way to go... you have to aim everything but why should I restrict myself to trying to lead in this game when rockets are so much better? The machine guns are TERRIBLE.
4. No regen so if you get your stuff shot out... even though you won the fight... you have to press K and suicide giving the enemy a point anyway.
5. Maps are too small and too big at the same time. All the terrain you can take cover behind is limited to such a small space, yet you can fly out of that to rediculous lengths making that annoying flankers capable of just riding the edge into your spawn, then fly behind your spawn and never get spotted by your team.
6. Progression is so painful. It take quite a few games of 2x exp with a 225% increase on the match to get enough junk to research one thing.
7. Matchmaking is broken. I was seeing ships much larger and much more well equipped than I early game. Indestrucible badasses just taking on level 3 rookies.
8. Since snipers are so powerful, this makes games focused around a few pillars, with snipers daring anyone to peek meaning if you are a close ranged damage dealer, you better be able to take on their entire team.
This game HAS potential but right now it just lacks the balance for me to recommend this to anyone.
Great concept Bad execution. Serious balancing issues!!! Might be fun if they work out those issues but its made it this far without ANYONE in the dev team saying "hey guys i think the snipers a bit OP". If they can't see simple things like that from the get go I have little faith for what they can do in the future with this game.
The game has some balancing issues, but i believe it can be better than Robocraft, cause it has no random generate loot and it has FAR more rewarding match system
Gauss Cannon Artillery League more like it haha. In all fairness I really like the customizability of ships, but the weapons and ship classes are terribly imbalanced. All of these Gauss Cannons bring back PTSD of the R8 in CS: GO. You can't get anywhere close to the enemy without being sniped from nearly halfway across the map. That basically leaves you with the choice to either use Gauss Cannons and artillery mode on your ship to have a fair (albeit rather bland) fight, or be a flying target that no amount of armor can protect. There are so many cool weapons and ship classes in this game; to make one of them so OP that the others are irrelevant makes it a lot less fun.
Galactic Junk League is a pretty cool space combat game. You build your own ship out of a variety of parts. The game reminds me a lot of Robocraft in space. I recommend it to fans of space battles, or fans of Robocraft style games.
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Дополнительная информация
Разработчик | Pixel Federation |
Платформы | Windows, Mac |
Ограничение возраста | Нет |
Дата релиза | 02.02.2025 |
Отзывы пользователей | 67% положительных (278) |