Compara los precios de Space Run Galaxy en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Passtech Games. Publicado por Focus Entertainment. Lanzado el 17/6/2016. Disponible en PC. Géneros: Indie, Strategy. Puntuación Metacritic: 75/100.

Tower defense flipped on its head: you are the moving platform, your hex-grid ship is the battlefield, and every thruster you bolt on is a turret slot you just gave up forever.

I keep a short list of games that do something genuinely structurally different with a familiar genre, and Space Run Galaxy earns a slot on it. The core conceit is what reviewers have called a "reverse tower defense": rather than enemies marching down a fixed path toward your base, your hexagonal ship is the base, and it is constantly in motion. You place laser turrets, missile launchers, ion cannons, twin-barrel transforming guns, shield generators, repair pods, and additional thrusters directly onto the hex tiles of your hull in real time, while asteroids and pirate gunships close in from directions telegraphed by an incoming threat meter on screen. There is no pause. There is no slow-motion. Every placement decision you make mid-flight is permanent for that run, which creates a taut, almost tactile pressure that most tower defense games never come close to. The spatial math running underneath every mission is what keeps me interested past the first hour. Each hex tile you commit to a thruster raises your speed rating and your end-of-run bonus, but it is one less hex for a missile launcher or a cargo block. Taking on multiple contracts in a single run by stacking cargo tiles sounds profitable until you realize you have left yourself with four hexes of defensive coverage and a boss-tier pirate ship about to come in from the stern. The tension between profit maximization and hull survivability is genuine, and the enemy wave system compounds it further: unlike the first game, enemies in Galaxy no longer arrive on a fixed schedule. They respond to your weapon placement, flanking exposed sides, which rewards players who think about firing arcs before a run starts rather than scrambling once the shooting begins. The Galaxy layer built on top of that core is more complicated to evaluate. The persistent online universe lets you post contracts for other players to fulfill, trade crafting materials and ship blueprints on an open market, and accept player-created jobs for above-average rewards. On paper this is an interesting lightweight economy sim sitting on top of the action game. In practice, the crafting logistics are genuinely clunky: materials are locked to the planet where you earned them, and transporting them to a shipyard that can actually process them can take several additional runs, each burning inventory slots on your hull. If the player base around you is thin, which it often is a decade after launch, the async multiplayer layer loses most of its texture and you are left doing the material hauling manually. The difficulty curve also has uneven spikes, particularly between story missions and side contracts, so expect occasional brick walls that send you back to grind easier routes for upgrade credits. What the game gets right beyond the core mechanics is its tone. The voice acting is competent, the dialogue is snarky without being grating, and the four solar systems across 50-plus zones give the galaxy map enough variety to stay interesting through the campaign. The three-star speed ranking on every route provides a concrete target for replay: going back to a route you barely survived and achieving a Lightspeed Delivery by swapping a shield generator for a second thruster is exactly the kind of measurable mastery loop that keeps strategy players coming back. New players should not worry about skipping the original Space Run first. The tutorial is functional, the first solar system eases you into hex placement at a forgiving pace, and the upgrade curve gives you time to build muscle memory before the pirate boss encounters start punishing sloppy turret arcs. The always-online requirement for full functionality is worth flagging: losing connection crashes a run, and offline mode cuts you off from the market and player contracts entirely. Diego, Scout Team

Space Run Galaxy

Space Run Galaxy

17 jun 2016Passtech GamesFocus Entertainment
GamerScout opina

Tower defense flipped on its head: you are the moving platform, your hex-grid ship is the battlefield, and every thruster you bolt on is a turret slot you just gave up forever.

PC
ProtonDB Platinum
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Mínimo histórico: €0.87

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I keep a short list of games that do something genuinely structurally different with a familiar genre, and Space Run Galaxy earns a slot on it. The core conceit is what reviewers have called a "reverse tower defense": rather than enemies marching down a fixed path toward your base, your hexagonal ship is the base, and it is constantly in motion. You place laser turrets, missile launchers, ion cannons, twin-barrel transforming guns, shield generators, repair pods, and additional thrusters directly onto the hex tiles of your hull in real time, while asteroids and pirate gunships close in from directions telegraphed by an incoming threat meter on screen. There is no pause. There is no slow-motion. Every placement decision you make mid-flight is permanent for that run, which creates a taut, almost tactile pressure that most tower defense games never come close to. The spatial math running underneath every mission is what keeps me interested past the first hour. Each hex tile you commit to a thruster raises your speed rating and your end-of-run bonus, but it is one less hex for a missile launcher or a cargo block. Taking on multiple contracts in a single run by stacking cargo tiles sounds profitable until you realize you have left yourself with four hexes of defensive coverage and a boss-tier pirate ship about to come in from the stern. The tension between profit maximization and hull survivability is genuine, and the enemy wave system compounds it further: unlike the first game, enemies in Galaxy no longer arrive on a fixed schedule. They respond to your weapon placement, flanking exposed sides, which rewards players who think about firing arcs before a run starts rather than scrambling once the shooting begins. The Galaxy layer built on top of that core is more complicated to evaluate. The persistent online universe lets you post contracts for other players to fulfill, trade crafting materials and ship blueprints on an open market, and accept player-created jobs for above-average rewards. On paper this is an interesting lightweight economy sim sitting on top of the action game. In practice, the crafting logistics are genuinely clunky: materials are locked to the planet where you earned them, and transporting them to a shipyard that can actually process them can take several additional runs, each burning inventory slots on your hull. If the player base around you is thin, which it often is a decade after launch, the async multiplayer layer loses most of its texture and you are left doing the material hauling manually. The difficulty curve also has uneven spikes, particularly between story missions and side contracts, so expect occasional brick walls that send you back to grind easier routes for upgrade credits. What the game gets right beyond the core mechanics is its tone. The voice acting is competent, the dialogue is snarky without being grating, and the four solar systems across 50-plus zones give the galaxy map enough variety to stay interesting through the campaign. The three-star speed ranking on every route provides a concrete target for replay: going back to a route you barely survived and achieving a Lightspeed Delivery by swapping a shield generator for a second thruster is exactly the kind of measurable mastery loop that keeps strategy players coming back. New players should not worry about skipping the original Space Run first. The tutorial is functional, the first solar system eases you into hex placement at a forgiving pace, and the upgrade curve gives you time to build muscle memory before the pirate boss encounters start punishing sloppy turret arcs. The always-online requirement for full functionality is worth flagging: losing connection crashes a run, and offline mode cuts you off from the market and player contracts entirely.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayerachievementstrading-cardscloud-savestier:aaaReverse Tower DefenseHex-Grid BuildingReal-Time Ship ConstructionAsync MultiplayerPlayer EconomyResource ManagementSpeed Run RankingCargo Hauler

Requisitos del sistema

Mínimos

OS
Windows Vista, 7, 8.1, 10
Memory
3 GB RAM
Storage
3 GB available space
Graphics
1 GB, OpenGL 3.3 Compatible NVIDIA Geforce 9800 GT/AMD Radeon HD 3870/Intel Iris 5100
Processor
AMD/Intel Dual core 2.4 GHz

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Reseñas y valoraciones

Metacritic
75

Información del juego

Desarrolladora
Passtech Games
Distribuidora
Focus Entertainment
Fecha de lanzamiento
17 jun 2016

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¿En qué plataformas está disponible Space Run Galaxy?

Space Run Galaxy está disponible en PC.

¿Cuándo se lanzó Space Run Galaxy?

Space Run Galaxy se lanzó el 17 de junio de 2016.

¿Quién desarrolló Space Run Galaxy?

Space Run Galaxy fue desarrollado por Passtech Games y publicado por Focus Entertainment.

¿Merece la pena comprar Space Run Galaxy?

Space Run Galaxy tiene una puntuación Metacritic de 75/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.