Compara los precios de Beyond Galaxyland en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Sam Enright. Publicado por United Label. Lanzado el 24/9/2024. Disponible en PC. Géneros: Action, Adventure, Indie, RPG.

One solo dev. One teenage kid. One gun-toting guinea pig. Twenty-five hours of pixel-art sci-fi RPG that earns every comparison to Chrono Trigger and Final Fantasy it quietly reaches for.

I came into Beyond Galaxyland already soft on the premise - a one-person project, a retro-sci-fi heart, a guinea pig named Boom Boom who eventually gets a rocket launcher - and it still surprised me. Sam Enright built this thing alone, which stops being an asterisk around the third planet you visit and starts becoming genuinely staggering. The craftsmanship shows in a way that a larger team can sometimes sand away: every world has a distinct personality, the soundtrack transitions from overworld themes into battle music by reworking the same melody at a different tempo, and the pixel art lands somewhere between hyperdetailed 16-bit and an old 90s DOS adventure, with dynamic lighting that gives each area real atmosphere. The combat is where the handcraft cuts deepest. It borrows the Active Time Battle rhythm from classic Final Fantasy titles and layers in active defensive timing from the Mario RPGs - you press at the right moment to reduce incoming damage, and each enemy has its own attack cadence, so reading the room matters. Normal attacks fill a shared Ability Point meter while misses drain it, which creates a quiet tension around accuracy that most turn-based games skip entirely. Captured enemies can be summoned mid-fight as healers, attackers, or debuffers, adding a creature-collection wrinkle that rewards exploration and photographs alike. Doug can scan enemies with his camera before engaging to reveal their health and elemental weaknesses, which is genuinely useful and feels in-character. The party of three - Doug, Boom Boom, and rotating companions like Rosie and Pablo - has some character-blurring in stat progression, but varied gear and accessories keep combat options interesting across the roughly 25-hour runtime, with a New Game Plus mode adding a harder pass for those who want it. Outside of combat, things are a little rougher. The side-scrolling platforming - Doug gets a double jump early on - has been widely flagged as clunky, and some reviewers found the distance inconsistent enough to become more trial-and-error than skill expression. The quest structure is mostly fetch-and-return, reliable but rarely inventive. Two racing minigames starring Boom Boom (bike races and ship circuits) are a breezy distraction, and a monster battle arena aboard the Casino Ship adds optional depth for completionists. A foreground-to-background layer shift during exploration adds spatial variety, though it sits alongside a light physics puzzle system and a late stealth section that feel underdeveloped. The crafting - tonics, relics, artifacts - works cleanly but is locked to save points, and there is no autosave, which is worth knowing before long dungeon stretches. Where the whole thing holds together is in its writing. The story of Doug, a displaced teenager piecing together what happened to Earth through the mysteries of DreamCore, the Queen, and an entity called The End, has enough genuine feeling behind it to carry the slower stretches. The characters are likeable without being saccharine, and the game earns its emotional beats rather than simply announcing them. Some reviewers found the story's resolution frustratingly open-ended, and a handful of bugs at launch drew criticism - though these are the kind of things patches address. The consensus across critics sits in a clear band: the world and characters earn real affection, the combat systems reward attention, and the platforming and some supporting minigames are the weak links. If you grew up with the 16-bit RPGs this clearly loves, and you have patience for a solo dev's slightly uneven first act, Beyond Galaxyland quietly delivers something with more heart per pixel than most studio-sized productions manage in a full cycle. Kai, Scout Team

Beyond Galaxyland

Beyond Galaxyland

24 sept 2024Sam EnrightUnited Label
GamerScout opina

One solo dev. One teenage kid. One gun-toting guinea pig. Twenty-five hours of pixel-art sci-fi RPG that earns every comparison to Chrono Trigger and Final Fantasy it quietly reaches for.

PC
Steam Deck VerifiedProtonDB Platinum
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Mínimo histórico: €3.97

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Acerca de Beyond Galaxyland

I came into Beyond Galaxyland already soft on the premise - a one-person project, a retro-sci-fi heart, a guinea pig named Boom Boom who eventually gets a rocket launcher - and it still surprised me. Sam Enright built this thing alone, which stops being an asterisk around the third planet you visit and starts becoming genuinely staggering. The craftsmanship shows in a way that a larger team can sometimes sand away: every world has a distinct personality, the soundtrack transitions from overworld themes into battle music by reworking the same melody at a different tempo, and the pixel art lands somewhere between hyperdetailed 16-bit and an old 90s DOS adventure, with dynamic lighting that gives each area real atmosphere. The combat is where the handcraft cuts deepest. It borrows the Active Time Battle rhythm from classic Final Fantasy titles and layers in active defensive timing from the Mario RPGs - you press at the right moment to reduce incoming damage, and each enemy has its own attack cadence, so reading the room matters. Normal attacks fill a shared Ability Point meter while misses drain it, which creates a quiet tension around accuracy that most turn-based games skip entirely. Captured enemies can be summoned mid-fight as healers, attackers, or debuffers, adding a creature-collection wrinkle that rewards exploration and photographs alike. Doug can scan enemies with his camera before engaging to reveal their health and elemental weaknesses, which is genuinely useful and feels in-character. The party of three - Doug, Boom Boom, and rotating companions like Rosie and Pablo - has some character-blurring in stat progression, but varied gear and accessories keep combat options interesting across the roughly 25-hour runtime, with a New Game Plus mode adding a harder pass for those who want it. Outside of combat, things are a little rougher. The side-scrolling platforming - Doug gets a double jump early on - has been widely flagged as clunky, and some reviewers found the distance inconsistent enough to become more trial-and-error than skill expression. The quest structure is mostly fetch-and-return, reliable but rarely inventive. Two racing minigames starring Boom Boom (bike races and ship circuits) are a breezy distraction, and a monster battle arena aboard the Casino Ship adds optional depth for completionists. A foreground-to-background layer shift during exploration adds spatial variety, though it sits alongside a light physics puzzle system and a late stealth section that feel underdeveloped. The crafting - tonics, relics, artifacts - works cleanly but is locked to save points, and there is no autosave, which is worth knowing before long dungeon stretches. Where the whole thing holds together is in its writing. The story of Doug, a displaced teenager piecing together what happened to Earth through the mysteries of DreamCore, the Queen, and an entity called The End, has enough genuine feeling behind it to carry the slower stretches. The characters are likeable without being saccharine, and the game earns its emotional beats rather than simply announcing them. Some reviewers found the story's resolution frustratingly open-ended, and a handful of bugs at launch drew criticism - though these are the kind of things patches address. The consensus across critics sits in a clear band: the world and characters earn real affection, the combat systems reward attention, and the platforming and some supporting minigames are the weak links. If you grew up with the 16-bit RPGs this clearly loves, and you have patience for a solo dev's slightly uneven first act, Beyond Galaxyland quietly delivers something with more heart per pixel than most studio-sized productions manage in a full cycle.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardstier:indieSolo-DevCreature CaptureATB CombatForeground-Background TraversalSci-Fi Pixel ArtNew Game PlusPhoto MechanicElemental Weakness SystemSide-Scrolling RPG

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
GeForce 750
Processor
Intel Core i3-6100

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OS
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Memory
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DirectX
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Información del juego

Desarrolladora
Sam Enright
Distribuidora
United Label
Fecha de lanzamiento
24 sept 2024

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¿En qué plataformas está disponible Beyond Galaxyland?

Beyond Galaxyland está disponible en PC.

¿Cuándo se lanzó Beyond Galaxyland?

Beyond Galaxyland se lanzó el 24 de septiembre de 2024.

¿Quién desarrolló Beyond Galaxyland?

Beyond Galaxyland fue desarrollado por Sam Enright y publicado por United Label.