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Galaxy Squad is now available DRM-free. Get it 40% off until October 7th, 1pm UTC.

Galaxy squad is turn-based tactical roguelike, in which you are leading a squad of mercenaries through randomly generated galaxy with different events.

The game combines node-based exploration with random events, similar to games like FTL or Renowned Explorers, with hardcore tactical battles, inspired by XCOM series. All your characters are randomly generated, and you can evolve them however you want, creating ultimate crew.
With a name like that, I think it naturally belongs on GOG.com.
Oh hey, I really liked this game. It got updated a billion times when it was in early access, which was really impressive on the dev's part considering how many early access games go silent for long periods of time.

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Carradice: Wondering how long is the average game? Is it somewhat short for repeated runs like FTL or Bionic Dues or we are aiming to something long, like StarCrawlers or XCOM?
1-2 hours per run. You're being pursued and each move to a new map node moves a red line representing your pursuers closer, so it usually falls within that range.
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227: Oh hey, I really liked this game. It got updated a billion times when it was in early access, which was really impressive on the dev's part considering how many early access games go silent for long periods of time.

avatar
Carradice: Wondering how long is the average game? Is it somewhat short for repeated runs like FTL or Bionic Dues or we are aiming to something long, like StarCrawlers or XCOM?
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227: 1-2 hours per run. You're being pursued and each move to a new map node moves a red line representing your pursuers closer, so it usually falls within that range.
Thank you. This is really helpful.
Not a bad little game so far.

Sure, not as deep as Xcom or the like; but it isn't trying to be that nor priced like that.

I like how you can upgrade the ship to allow managing quests without having to directly re-fly back to each 'turn-in' point.

Two annoyances for me:

* You have to collect whatever "collectables" that may be in the turn-based 'fight arenas' before killing the last mob. The 'level' ends on the last kill - no chance to go back and get the pick-ups later. No hauling back to a 'landing zone'. Get 'em before the last kill or forego them. (Maybe there's an upgrade I haven't yet seen that allows that... but so far - it's get 'em first or don't get 'em at all).

* The items you can build for you ship don't indicate how much energy they will be using until *after* they are complete (several turns later). I suppose once I restart a few times I'll just know them by heart - but why not have the tooltip include that info so we can plan better ahead of time?

Overall seems like a decent game.. :)