Compara los precios de GALAK-Z en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 17-BIT. Publicado por 17-BIT. Lanzado el 29/10/2015. Disponible en PC, Mac, Linux. Géneros: Action, Indie. Puntuación Metacritic: 78/100.

A physics-driven roguelite space shooter that earns every ounce of its cult status, but will absolutely eat you alive before it lets you appreciate it.

I put a few hours into GALAK-Z expecting a breezy anime-flavored arcade shooter and got something considerably sharper and meaner than that. 17-BIT built this around a physics model that does not coddle you: your ship moves on thrust and momentum, not a simple twin-stick grid, and the gap between your first clumsy runs through an asteroid corridor and the moment you actually feel like a pilot is wide enough to swallow the impatient whole. That learning curve is not a design flaw. It is the entire point. The structure is four seasons, each split into five procedurally generated episodes. In Rogue Mode, dying at any point in a season sends you back to episode one of that season, with your run-specific power-ups gone and only permanently unlocked blueprints and Crash Coins surviving. That is a hard ask, especially in later seasons where enemy squads actively coordinate and pursue you with genuine tactical awareness. The AI here is not a marketing claim: enemies flank, reinforce each other, and remember where you went. You can play factions against each other by luring Imperials into a firefight with a rival group, which is one of those small emergent joys that makes a punishing game feel fair rather than hostile. Arcade Mode, added post-launch, checkpoints after each episode and removes the most brutal sting from failure. It is the better entry point for most players, even if Rogue Mode is where the game truly reveals its character. The aesthetic is the other reason to be here. Pause the game and the screen blurs into a VHS tracking artifact. The protagonist A-Tak and his crewmates read like Saturday-morning Robotech alumni, all wild hair and urgent radio chatter. Ship upgrades include missile salvos, laser beam variants, and a mech transformation that completely rewrites your combat approach, bringing a sword and shield into zero-G knife fights. The Void DLC piles on an endless survival mode and a daily challenge with fixed loadouts, which gives the leaderboard crowd a reason to stay long after the main seasons are done. The soundtrack sits somewhere between 1984 synth-anime and modern arcade pulse, and it earns its volume. The real criticism, and the Steam community voices it clearly, is mission repetition. The episode template is largely the same across the entire campaign: enter the asteroid, retrieve or destroy the objective, extract. New enemy formations and environmental hazards keep individual runs feeling distinct, but the underlying loop does not evolve much past season two. Players who fall off rarely do so because the game is too hard. They fall off because the combat, brilliant as it is, stops introducing new contexts for it. The Void mode is an honest attempt to extend the life of the mechanics, but it is not a substitute for structural variety. For anyone drawn to the idea of a 2D space shooter that actually simulates weight, faction behavior, and survival tension rather than just asking you to dodge bullet patterns, GALAK-Z is one of the most carefully crafted examples of its type. Start in Arcade Mode, give it two hours before you judge the controls, and resist the urge to rush the extract. The game rewards patience with a fluency that is genuinely satisfying to achieve. Kai, Scout Team

GALAK-Z

GALAK-Z

29 oct 201517-BIT
GamerScout opina

A physics-driven roguelite space shooter that earns every ounce of its cult status, but will absolutely eat you alive before it lets you appreciate it.

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Mínimo histórico: €0.69

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I put a few hours into GALAK-Z expecting a breezy anime-flavored arcade shooter and got something considerably sharper and meaner than that. 17-BIT built this around a physics model that does not coddle you: your ship moves on thrust and momentum, not a simple twin-stick grid, and the gap between your first clumsy runs through an asteroid corridor and the moment you actually feel like a pilot is wide enough to swallow the impatient whole. That learning curve is not a design flaw. It is the entire point. The structure is four seasons, each split into five procedurally generated episodes. In Rogue Mode, dying at any point in a season sends you back to episode one of that season, with your run-specific power-ups gone and only permanently unlocked blueprints and Crash Coins surviving. That is a hard ask, especially in later seasons where enemy squads actively coordinate and pursue you with genuine tactical awareness. The AI here is not a marketing claim: enemies flank, reinforce each other, and remember where you went. You can play factions against each other by luring Imperials into a firefight with a rival group, which is one of those small emergent joys that makes a punishing game feel fair rather than hostile. Arcade Mode, added post-launch, checkpoints after each episode and removes the most brutal sting from failure. It is the better entry point for most players, even if Rogue Mode is where the game truly reveals its character. The aesthetic is the other reason to be here. Pause the game and the screen blurs into a VHS tracking artifact. The protagonist A-Tak and his crewmates read like Saturday-morning Robotech alumni, all wild hair and urgent radio chatter. Ship upgrades include missile salvos, laser beam variants, and a mech transformation that completely rewrites your combat approach, bringing a sword and shield into zero-G knife fights. The Void DLC piles on an endless survival mode and a daily challenge with fixed loadouts, which gives the leaderboard crowd a reason to stay long after the main seasons are done. The soundtrack sits somewhere between 1984 synth-anime and modern arcade pulse, and it earns its volume. The real criticism, and the Steam community voices it clearly, is mission repetition. The episode template is largely the same across the entire campaign: enter the asteroid, retrieve or destroy the objective, extract. New enemy formations and environmental hazards keep individual runs feeling distinct, but the underlying loop does not evolve much past season two. Players who fall off rarely do so because the game is too hard. They fall off because the combat, brilliant as it is, stops introducing new contexts for it. The Void mode is an honest attempt to extend the life of the mechanics, but it is not a substitute for structural variety. For anyone drawn to the idea of a 2D space shooter that actually simulates weight, faction behavior, and survival tension rather than just asking you to dodge bullet patterns, GALAK-Z is one of the most carefully crafted examples of its type. Start in Arcade Mode, give it two hours before you judge the controls, and resist the urge to rush the extract. The game rewards patience with a fluency that is genuinely satisfying to achieve.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaRoguelitePhysics-Based MovementFaction AIMech TransformationPermadeathArcade ModeDaily ChallengeZero-G Combat80s Anime Aesthetic

Requisitos del sistema

Mínimos

OS
Windows Vista / 7 / 8 / 10
Memory
3 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
Radeon HD 2900 XT (512 MB) / GeForce GT 430 (1024 MB)
Processor
Intel Core 2 Duo (2.6 GHz) / AMD Athlon 64 X2 (2.6 GHz)

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Reseñas y valoraciones

Metacritic
78

Información del juego

Desarrolladora
17-BIT
Distribuidora
17-BIT
Fecha de lanzamiento
29 oct 2015

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¿En qué plataformas está disponible GALAK-Z?

GALAK-Z está disponible en PC, Mac, Linux.

¿Cuándo se lanzó GALAK-Z?

GALAK-Z se lanzó el 29 de octubre de 2015.

¿Quién desarrolló GALAK-Z?

GALAK-Z fue desarrollado por 17-BIT.

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GALAK-Z tiene una puntuación Metacritic de 78/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.