Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:17 UTC.
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2021-03-13 01:57 UTC · Community Announcements · Benjamin Rommel
Dear players, The first major content update of Galactic Crew II "Economy & Colonization" now live and available to anyone having access to the Beta version of the game! All features were already explained in previous dev logs, but here is a summary of all the things that are new or improved! Tutorial added The first major addition to the game is a Tutorial that will teach you the fundamental mechanics of the game and give you an introduction into space battles, crew management, navigation and operations. It takes you by the hand and guides you through everything step by step. Any veterans of
2021-02-06 00:48 UTC · Community Announcements · Benjamin Rommel
Dear players, Last april, I made my work on Galactic Crew II public and now you can test the current state of development! I will invite more players with promotional actions over the course of the next weeks and months, but right now the Closed Alpha is exclusive to all owners of Galactic Crew! Important notice! All game files of Galactic Crew II are stored in a separate folder. That means, that any save game files from Galactic Crew 1 on your computer won't be changed by using the Alpha version of Galactic Crew II, but the Alpha might overwrite your Cloud saves. So, if you have used Cloud sa
2021-01-02 14:30 UTC · Community Announcements · Benjamin Rommel
Dear players, I do not have any exciting new features announce, because I spend the time since the last update only on playtesting and bug fixing. When I first started playing the game as a whole instead of testing single features, it was a brutal bug fest. However, with each new test & bug fix session, it gets better and better. I have to take core of many things that are currently going on in my private life and my dayjob, but I hope to launch the Closed Alpha by the end of January or early February. This version will neither be perfect nor will everything work perfectly. This will be a vers
2020-12-12 03:34 UTC · Community Announcements · Benjamin Rommel
Dear players, A couple of weeks have passed since my last update and it was a very fruitful time. Promotional art was created for Galactic Crew II as you can see below. As a result of that a Steam page has been created. I already got a positive review of it from Valve so I can make it public at any given time. {STEAM_CLAN_IMAGE}/30519747/44c7387f6bbfb884d28b0bf11c63bc5c2b639f44.png Free Galactic Crew II for everyone! In my very first announcement of Galactic Crew II, I said that I will try my best to provide a free copy to every owner of the original Galactic Crew game. In the past weeks, I wo
2020-11-07 14:52 UTC · Community Announcements · Benjamin Rommel
Dear players, If you follow me on Twitter, you already know that I worked on basically any feature of Galactic Crew II over the past few weeks. Level Editor I replaced the user interface design with the same design elements I use for the game itself, making the level edior visually more attractive. I also added a new feature that let's you group models. You can then insert the model on any planet you are designing making new planets an easy and fast process. {STEAM_CLAN_IMAGE}/30519747/7bd510e2b0ef49e0be433749fe99d65867893ffc.png Colonization I completed the management code for planetary outpo
2020-09-25 15:07 UTC · Community Announcements · Benjamin Rommel
Dear players, I primarily focused on adding the colonization feature I wrote about last time. I am not completely done, but I managed to implement the most vital parts of the feature. Whenever you are on a planet, your engineer can start building an outpost anywhere on the planet. The feature works similar to video game classics like Dungeon Keeper where you build your base by placing floors, walls, doors and build rooms. Like starship rooms, each outpost room has a specific purpose and active or passive influence on the outpost. Solar arrays provide energy, while crew quarters provide living
2020-08-29 05:34 UTC · Community Announcements · Benjamin Rommel
Dear players, As I wrote in the last update, I was mainly working on three different tasks in the past weeks. Planets First of all, I continued working on the new environment system I developed for planetary missions in Galactic Crew II. The terrain is now smoother and the water looks more natural. {STEAM_CLAN_IMAGE}/30519747/2ad29138a4b38f332402b1e522920a4b8c475260.png The new environment system does not only look better than in Galactic Crew I, but is also faster, more efficient in terms of CPU and memory usage and it enables features that simply were not possible in Galactic Crew 1. One of
2020-08-07 16:27 UTC · Community Announcements · Benjamin Rommel
Dear players, Over the past weeks, I focused on a new planet system to make developing planety expeditions faster, to make modding easier and improving performance and efficiency. I am not done, but I want to present you infos about the current state. Before I started anything visual, I made a complete revamp of the way planets are stored and processed in my game engine. I created a few demo levels to test both the level editor and my data structures and even complex planet levels were less than 2 MB big. This means you can create many levels and share it with this community without wasting an
2020-07-03 17:21 UTC · Community Announcements · Benjamin Rommel
Dear players, I wanted to give you an update last week, but because of a surgery, I was not able to do so. However, I was able to complete multiple milestones in the past weeks. Asteroid mining In Galactic Crew 1, you had the possibility to mine asteroids in space to obtain iron with a chance to collect energy crystals and rare loot like diamonds. For Galactic Crew 2, this mechanic remains, but there are also other types of asteroids in one belt. For example, you can harvest silicon to craft building materials. Asteroids will also be fully animated to create a more dynamic feeling. New equipme
2020-06-06 09:17 UTC · Community Announcements · Benjamin Rommel
Dear captains, In past three weeks, I worked on several topics. I am still working on the re-design of the user interface, but I am almost done with all controls, which is a great development milestone. Salvaging One of the features I completed in the last three weeks is salvaging. As I mentioned in an earlier Dev Log, all resources and goods will be important in Galactic Crew II. Therefore, you will need to have ways to obtain, collect or harvest them. A new way to acquire resources is using salvage drones. Salvage drones can be equipped at any space station like other drone types and they us
2020-05-16 20:25 UTC · Community Announcements · Benjamin Rommel
Dear players, Dungeons As I wrote in a previous post, I want to make everything better in Galactic Crew 2. I loved the dungeons in Galactic Crew, but I had some issues with them. For example, it took me a long time to hand-craft them and new rooms, enemies or resources were difficult to add. I completely rewrote most game mechanics regarding dungeon management. In Galactic Crew 2, there won't be a fixed set of dungeons, but all dungeons will be generated when you enter them. This has many advantages: it takes less disk space, because I do not have to provide dungeons and you will never visit t
2020-05-02 08:48 UTC · Community Announcements · Benjamin Rommel
Dear players, Two weeks ago, I announced that I work on Galactic Crew 2. Today, I want to give you a short update on what I did in the past two weeks and what is currently in the making. Inventory One of the ongoing processes is to overhaul the entire user interface. The screenshot below shows the new inventory design and the resources of Galactic Crew 2. In the first game, most resources where just for trading or were used in some missions. In Galactic Crew 2, all resources will have a purpose and there are going to be new ways to acquire resources. One of the new resources is construction ma
2020-04-15 19:43 UTC · Community Announcements · Benjamin Rommel
Dear players, Recap Making video games was always a childhood dream of mine. I founded my own company in 2017 and worked for more than two years full-time on Galactic Crew. It was quite a journey. I experience a lot of things and although I could not create a sustainable business and went back to become an employer for another company last year, I enjoyed the ride. The start of Galactic Crew was quite rough. I had to rush it, because I needed financial fundings to keep my business running and as a consequence the game lacked essential features in the beginning. First, I had weekly updates push
2019-12-08 17:08 UTC · Community Announcements · Benjamin Rommel
An issue was fixed that could cause game crashes when starting the level editor.
2019-08-24 06:22 UTC · Community Announcements · Benjamin Rommel
I've added a new setting to invert mouse buttons to support left-handed players. You can find the option at the bottom of the in-game's settings window. In addition, two bugs have been fixed that could lead to crashs in rare cases.
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/693750/raw.
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