Alpha Mission - Stardate 20150926

Galactic Princess - 09/2015

Dear Captains,

We have the honor and joy to announce that 603 of you - the backers who invested the amount needed during the crowdfunding campaign on Kickstarter - now have access to the first private alpha of Galactic Princess.

These backers will receive their Steam key to download and access the Galactic Princess Alpha this weekend. If you have not received your key by September 28, please contact us at

Warning: if you are not one of the lucky ones, please don’t ask us access to the alpha. It is reserved for those who pledged the necessary sum. We don’t need more participants. Thank you in advance !

Galactic Princess - 09/2015You will have noticed that we have renamed the long-awaited "beta" to "alpha". Honestly, this is mostly to fit in with the definition of the words. Like our friend Wiki say : Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished. Beta is feature and asset complete version of the game, when only bugs are being fixed. Even if this is what we have planned, it can’t be a beta by definition: we still have to add features and assets.

Let us remember that this alpha represents the heart of the game - that is, the gameplay loop. We have included a small quest to complete, which is mainly a tutorial. You will be able to do space battles and boardings. Not to forget the “free” construction of a spaceship: unlike the final game, you have immediate access to a large number of resources needed to add modules, and internal and external systems. Feel free to send us photos of your spaceships on our email, or via the forum.

If the heart of the game is finished, please note that it lacks many features still under development at different stages of completion: the mission and quest system, the economic and factions systems, special characters, etc. A few bugs aside, this alpha primarily allows you to evaluate key elements of the game that we have implemented. In the coming months, we will suggest and add new features and more or less important additions – starting with fights with cold steel.

Galactic Princess - 09/2015The video games enthusiasts know: the creation of a game is extremely complicated. We shall return to, in future devlogs, the challenges we faced. So we had to revise our schedule. The final game will not be completed by December 2015, as we thought a year ago. We apologize, of course. But all the backers (more than 2000 backers) will have access to the alpha from December. Then we’ll continue the updates, until the day we will estimate we’re ready for an official release of the game. Which we hope for spring 2016. Of course, as promised, we will continue to improve the game after its official release.

Meanwhile, we need advice and feedback from the participants in the alpha. Besides the F2 key which allows you to report bugs and ideas during the game (with a screenshot in support), we await your comments on the forum to consider your opinion! That's the whole point of the existence of this alpha: the exchange that will be born from this experience.

Galactic Princess - 09/2015For those who expect to play Galactic Princess without Steam: do not worry, the final version will be available eventually through other stores (with or without DRM).

We look forward to gathering the opinions - both positive and negative, whatever, as long as they are constructive - of our first pilots. We offer you a summary of this first alpha by mid october.

Warning: Before you start to conquer the galaxy, we advise you to look at our forum dedicated to the alpha. You may find guidance on the problems encountered, and ask questions.

We wish you much fun!

See you soon on the forum,
The Galactic Princess team

Thanks again to L. Moor !

Devlog: Improving the site, newsletter and information on the beta - Stardate 20150901

Galactic Princess - 08/2015Dear lovers of cosmic battles,
Today we invite you to to discover our latest developments.

The 603 backers (on Kickstarter) we granted access to the beta will soon be making their first trips into space. In fact, we have almost completed the design of a beta version for testing certain features of the game. We have the opportunity to add a little tutorial, in the form of a mission, so you can explore Galactic Princess in optimal conditions. Obviously, we eagerly await your feedback regarding potential bugs, but also your ideas and opinions. If we can not announce a specific date, the beta should be initiated within about two weeks. Patience... We're impatient, too !
Galactic PrincessGalactic Princess

Our talented webmaster, Kupide, completed an update of the site. You can now receive the latest news about the project by email with our new newsletter - provided, of course, you sign up to the site (but you can just add your email, too). You can subscribe via the homepage or your profile (photo).

Your profile provides an additional option: the ability to send private messages! Please check the box allowing us to contact you (photo). And you can contact other site members by visiting their profile.

Finally, you will notice that the images illustrating our devlogs are clickable. Just click on the pictures to see a larger size!

The Galactic Princess team
Thank again to L. Moor !

Devlog : The Music of Galactic Princess #1 - Dynatron – Stardate 20150830

Galactic PrincessDynatron

After relating the origins of Galactic Princess (Part 1, Part 2, Part 3), we propose to talk today about the soundtrack of the game, which was written by Liam Davis and José Mora-Jimenez.

But before speaking, with them, about the work of our two talented composers, we will begin by presenting the music of the trailer of Galactic Princess, which was a resounding success. At our Kickstarter campaign in March 2014, you were particularly likely to praise the piece composed by Dynatron : Propulsion Overdrive.

80's music producer based in Copenhagen, Denmark, Dynatron, alias Jeppe Hasseriis, who is also a designer too, published in 2012 his first album, Escape Velocity, from which are taken the EP Fireburner and... Propulsion Overdrive.

DynatronChmyke, creator of Galactic Princess, discovered the work of Dynatron by chance "By serendipity!", he said, not without pride to have managed to place this term. "I think the soundtrack of the game far cry Blood Dragon - a similar music genre - had to help me ... YouTube quickly suggested the name of the channel NewRetroWave. It is a kind of label: Dynatron and the guys from the Blood Dragon soundtrack, Power Glove, are all over there. It is also thanks to the excellent soundtrack of Hotline Miami I am more interested in that kind of music. I really listened to this soundtrack on loop!"

But it was a fan made clip from images of a Harlock movie that prompted Chmyke to contact Dynatron at the end of 2013. "I showed him the game site then I asked him if it would be possible to use one of his songs - and at what price - for the trailer. He immediately said yes, and for free too! It was very nice of him, because we still had no budget." Both men selected the title Propulsion Overdrive. "The main inspiration comes from 80's power ballads in combination with Space Shuttle lift-off images and videos", adds Dynatron about this song. "The immense force of the rocket engines is absolutely breathtaking. Space travel and the science that makes it possible is awesome."

DynatronProblem: with a length of 5 minutes and 15 seconds, the song in its original version is much too long. Especially since the introduction, in the trailer, lasts about two minutes, the time to cross the galaxy in near silence and discover the wreckage of a spaceship, before attending a rhythmic montage with the track from Dynatron. "I have asked several times to Dynatron to shorten the song", continues Chmyke. "And he did it very quickly. It was really nice of him! I admit that it motivated me to take the time to create a particularly neat trailer."

Note that, even shortened by Dynatron, Propulsion Overdrive still proved too long for the needs of the trailer! "Honestly, I ended up not daring to ask him, again and again, to amputate a minute from his excellent track (laughs)." Hence the consequent duration of the first trailer of Galactic Princess: 5 minutes and 46 seconds. "I really like the trailer!", says Dynatron. "The trailer feels a little long, but I believe that has been a benefit for the kickstarter campaign. I'm impressed how well it's composed and the quirky spoken narrative is a wonderful replacement for all the deep-voiced-so-serious speak we so often get from trailers. It also surprised me how much was synchronized to the music and how well it worked." Chmyke adds : "And I understand there have been new listeners for his music through the trailer. I am very satisfied with our collaboration." Indeed, many of you asked us who was the author ! of this fabulous music!

Since then, another track from Dynatron, Cosmo Black, was featured in Cold in July, a movie drama with Michael C. Hall (Dexter), Don Johnson (Miami Vice) and Sam Shepard (The Right Stuff). Don't forget the games Power Drive 2000 by Megacom Games, Escape Machines and Cosmos Cleaners Department by Damasius Playwyn. Also, the german artist Florian Renner used a Dynatron track for a 3D short animation video.

You can find Dynatron’s first album at: Soundcloud, Bandcamp and iTunes.
You can find and follow Dynatron on Facebook, Twitter and Soundcloud too.

And we  kept the best for the end : Dynatron's second album, "Aeternus", will be out September 4th on Aphasia Records !

DynatronAETERNUS is a direct follower to the debut album ESCAPE VELOCITY from 2012.
Admiration of space, stars and what we may or may never discover beyond interplanetary space is a core substance on the album and draws a red line from track to track, from start to end. The album title reference how ageless, perpetual and eternal the universe may appear to us in time and volume. While ESCAPE VELOCITY had occasionally brighter moments blended with darker atmosphere, AETERNUS is focussing more on the darker soundscapes to express the ominous state of how fragile we are. The universe is controlled by massive forces and energies that can consume the Earth and cause extinction to all life known to man before evolution let us conquer new worlds.
Galactic Princess - 08/2015
Please note that a trailer needs very different music from the soundscape of a game taking place in space, where exploration is necessarily more common than intense battles. But we’ll try to add it one way or another.

With that, we'll give you a rendezvous within a few days for the next part of this devlog dedicated to the music of Galactic Princess. And more news about the beta in a few days.

See you soon,
The Galactic Princess team

Thank to our wonderful proofreader, L. Moor !

Devlog: The origins of Galactic Princess #3 - Stardate 20150824

KickstarterWelcome to the third part of our “making of” dedicated to the origins of Galactic Princess. You can find the first part here, and the second here.


At the end of 2013, Chmyke announced that a crowdfunding campaign would be organized in early 2014 on Kickstarter. "Kickstarter is convenient, because it helps fund the game before its release," says Chmyke. "And it especially allows us to have a community and see whether the project has a public interest. The project is ambitious enough, and I did not necessarily want to get into something too ambitious without being sure it can really get people interested. In fact, with Kickstarter, it was more than just making money. It was primarily to validate the concept with people. And to say it may please, it's worth it to invest (very) many hours of work in this project. This is an interesting tool. And it motivates tremendously." At the time, crowdfunding was still idealized. Many games, which would never have been funded by mGalactic Princess concept artajor publishers, were given the necessary financial resources. The delays had not yet accrued or the cancellations (or worse, scams). Devotees generally had confidence. However, it was difficult for a studio outside the US territory, to leverage the benefits of Kickstarter. "At the time, the French had no official access to Kickstarter," says Chmyke. "It was therefore necessary to create a company in England, a branch of Cecly with a bank account. Beware, there is nothing illegal! Moreover, we must also pay bills in England. We use a specific service that handles it all. We could also do it in the US, but it was much more expensive. It was just a corporate domicile in England. We are already a multinational! (Laughs)" In recent weeks, this tedious process is no longer necessary, since the French developers finally have official access to Kickstarter in France.

You may be wondering why we wanted to reach the sum of 20,000 pounds - if this amount seems large, it looks ridiculous compared to the amounts usually needed for the development of a video game. "Basically, we wanted to make the game by two people," says Chmyke. "I asked for a little help from a friend, but he liked it so much that he became my partner in this project. So, we said we still had some money to work as a pair for two years. The problem was that the necessary sum was far too important! So I set the first level of Kickstarter with the aim that at least I alone, can do the game. In the worst case. My partner eventually left the project before the Kickstarter campaign and the landinDates: Feb 14th -> Mar 16th (30 days)g was sufficient to finance a big year of developing solo, and the work of our musicians (discussed soon). So the idea was to cover the costs of future development." Finally, between February 14th and March 16th 2014, the crowdfunding campaign garnered no less than 34,180 pounds (170% funded), from 2108 backers. A sum sufficient for the needs of Chmyke. "I can not say I'm disappointed, although less ambitious projects, but with better communication, did better out of Kickstarter". Galactic Princess was, however, one of the few projects from France that successfully funded their Kickstarter campaign (until the official arrival in France). This proved to us that the concept appealed to a sufficient number of players, as we expected.

Let the Ikoom win !
Paradoxically, the amount collected, which is just enough to cover the costs of developing solo for nearly two years, had unsuspected benefits. "Honestly, though some stretch goals weren't achieved, such as the multiplayer: OK, I would have had a lot of money to develop the game, and I could surround myself with a very competent team," says Chmyke, who prefers to see the bright side (Always look to the bright side of the life, like Eric Idle said) : "But our current setup has advantages: I'm all alone, I am the master of the project, the master of the game. It's something I enjoy.. I do not have to scatter myself around to manage a team, each member would have a slightly different view of the game. Of course, one would be on the random generation, the other on the build system, etc. But in fact, all these systems are linked. For example, it is necessary that asteroids don’t enter your ship when you create it, etc. So, taking hold of all, I really have control of my vision." While the author of this update, Captain Pierre, spends his time saying "what if we did this?", Chmyke has total control of his project. "While it's true that sometimes I am a little confused!", cautions chmyke. "It's one of the disadvantages. You get lost in your own ideas."


Steam Greenlight Galactic Princess

WSteam Greenlight Galactic Princesshen the crowdfunding campaign was launched, Chmyke was soon to discover that his project was well received by the gaming community. In the space of just a few dozen hours, Galactic Princess got the green light on Steam Greenlight (which offers a place in the Steam store). The next day, the original goal of the Kickstarter campaign was reached. "I was sleeping when the game was funded", Steam Greenlight Galactic Princessrecalls Chmyke. "I found this pleasant surprise when I woke up". (Because of the time difference, the North American fans participated in the French night). "Later, I was not able to watch the increasing amount; even if the stakes were high, it was becoming too unhealthy. It was too stressful. In addition, we spend all our time watching the progress curve, and therefore we do not work! And I received a lot of emails; it was quite difficult to answer everyone, and to move things along, the updates ... I had to neglect some people, etc. It was not easy."



Images : Steam Greenlight for Galactic Princess : Views and Votes over time / Cumulative 'yes' votes (per day)


So it was with undisguised joy that Chmyke could then focus on the development of the game, far from the media noise. In this regard, it was in November 2014 that Captain Pierre (it’s me !) (Mario !), freelance writer by day, contacted him to help develop the universe and the story of the game. We have launched this new website last spring. Don’t hesitate to visit us on our forums, where we will be happy to answer. Between two pulverizings of SpaceBugs.

The Galactic Princess team

Thank to our cosmic proofreader, L. Moor !

Devlog: The origins of Galactic Princess # 2 - Stardate20150817

Welcome to the second part of our “making of” dedicated to the origins of Galactic Princess.

You can find the first part here.

Animated concept - Galactic PrincessFrom September 2013 to February 2014, the small team of Chmyke focused on preproduction. But the Galactic Princess project would soon be spotted by a few enthusiastic fans. Sooner than expected ! "In November 2013, I was creating the first site for the game," says Chmyke. "But I also wanted to make an Indie DB page, because that site is well known. But there were not many visits on Indie DB. One day, a fairly influential journalist found us by accident. He wrote an article and, suddenly, there were a lot of hits on our website. But, in fact, I wanted this influx of people for the launch of our Kickstarter campaign, scheduled for February 2014! Too bad: the communication campaign started - without me - in the month of November." At this time, Chmyke focused on the implementation of his concept. In November, he realized in three weeks, with the help of a collaborator, Hubert, a huge "proof of concept" GIF with a vessel and characters in action (see the illustration). "At this point, we really implemented the logic of our game design: there are so many systems per module, functions of modules, new module shapes (cones by example),"says Chmyke. Recall that a module is a part of the ship - a "room" - in which the player can set up different systems (generators, various tools, etc.).

Galactic Princess"It really was a GIF summary of the concept. There was already an engine room, an infirmary, etc. There was already the whole concept, actually. Except the physics part, of course, that we could not show through a GIF; it would not have been elegant (or easier) to show a machine that turns in space..."

In parallel, Chmyke created a first build (in alpha state) of the game, to ensure that the working principle of the modules and the physics work (approximately). "I did not want to get into a project if I was not sure that we can reach our goal. From there, I knew if I had my modules and my physics, with the engine working, the rest would not be impossible. Beyond that, there was always the problem of pathfinding, but I had some ideas- even it was a bit hardcore." From the beginning, the famous and prolific Unity engine was chosen for the creation of the game "It had already served to create my first game, Too Many Me, so I already knew this engine.. frankly, it is really effective."


SW tributeIn the fall, more concept art was realized. One of them was particularly noticed on the Internet: the image was inspired by the design of the "style A" poster for Star Wars: A New Hope, created by Tom Jung in 1977 (and a variation by the Hildebrandt brothers, Tim and Greg, made in 36 hours only !). "I have something to say about this picture," says Chmyke. "Basically, I wanted to make a simple promotional image; I was interested in Flash Gordon and the serials from the first half of the twentieth century. In fact, George Lucas was also a fan of Flash Gordon pictures and all that kind of universe. So I said it would be nice to take this kind of composition." After all, the universe - and even the principle of our game design – of Galactic Princess is inspired by Star Wars and many SF works "In terms of composition, this poster is still perfect.. The colors, lines, dynamic, symbols, etc: everything is perfect. On the other hand, I told myself that if I continued this kind of composition, people risk thinking that it is a stupid and shameless plagiarism. While homage is frankly assumed. I chose to take the poster of Star Wars, because it's such a familiar image. This is probably the most viewed promotional poster in the world. It is emblematic. People can not miss it. You can not accuse me of trying to hide it; it really is assumed. Obviously, if ever assigns ask me to remove it, I will." Lucasfilm, Disney, we love you! We just make a little game we'd like to play...

Star Wars post by Hildebrandt brothersStar Wars poster by tom jung













Star Wars poster (1977) by Greg and Tim Hildebrandt / Star Wars poster "Style A" (1977) by Tom Jung - Copyright Lucasfilm Ltd


Galactic PrincessBut if the poster is an assumed tribute to Star Wars, our goal is not to make a giant easter egg, quite the contrary. The Galactic Princess universe is also inspired by many of yesteryear's SF opus serials of the 1980s and 1960s that the saga of George Lucas drew from... That's the love for this kind of universe that we push to develop in Galactic Princess. In freedom and creativity. "It's always love -the job well done, the license - which move things," says Chmyke. "And not money." Yet money was fast becoming an issue that our team has to manage. Having an idea is good. But good will is not enough. We must also find funding sources!

With that, we'll give you a rendezvous within a few days for the next part of this “making of” dedicated to the origins of Galactic Princess.

See you soon,
The Galactic Princess team

Thank to our fantastic proofreader, L. Moor !