
The Galactic Junkers
Comedic space-captain fantasy with real resource loops underneath, but rough controls and repetitive sectors mean you're buying the concept more than the execution.
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About The Galactic Junkers
My spreadsheet instincts kicked in about twenty minutes into The Galactic Junkers, when I realised the economy actually has teeth: you need to mine asteroids, salvage derelicts, trade with shady contacts, and manage crew needs just to keep the lights on. For a budget indie, that loop has more moving parts than the box art suggests. Ship upgrades are tangible, crew hiring changes your options, and the solar system is split across nine planetary regions connected by jump gates. On paper, this is the scrappy space-sim cousin of games like Rebel Galaxy, built around a comedic tone that leans hard into the idea that your crew are barely functional and your vessel is one bad combat round from scrap. The strategy layer is where Galactic Junkers tries hardest and comes closest to working. Deciding whether to mine an asteroid field, attempt to board a derelict, or run a trade route to fund turret upgrades gives each session a loose planning rhythm. Ship combat is real-time and lets you direct crew to weapon stations, which is satisfying in short bursts. The captain customisation gives you a decent range of preset styles at the start, and the chapter-based campaign provides enough story context to keep the fetch-quest structure feeling purposeful early on. The Galactic Junkers also carries a genuinely comedic voice throughout: the dialogue leans into its own absurdity, the moody ship computer is a recurring gag, and the writing has more personality than most games at this price tier. Here is where I have to be honest with you, though. The controls have been criticised as clunky across multiple platforms, and the PC version is not immune. Random enemy encounters arrive with little warning and can kill a run before you have time to react, which makes the save system do a lot of heavy lifting. Space stations, of which there are many, largely share the same layout, so stealth sections involving guard vision cones feel repetitive fast. The broader solar system suffers from a similar sameness: sectors look alike, and the ability to instantly surface every point of interest the moment you enter a region removes most of the discovery tension. The campaign is long, but a meaningful chunk of that length comes from back-and-forth travel that adds time without adding decisions. For strategy and sim players specifically, the honest verdict is that the resource management and ship-building loops are genuinely interesting but are packaged inside an action-adventure structure that does not support them as well as a dedicated space sim would. If you are after a story-driven, comedic take on space survival with some resource economics attached, there is something here worth tolerating the rough edges for. If you want tight tactical depth or AI that challenges you in the late game, look elsewhere. The mod ecosystem is essentially nonexistent, the AI is serviceable at best, and the tutorial is adequate without being generous. Approach it like a low-budget B-movie you happen to be playing rather than a systems-deep sim, and your expectations will land in the right place. Diego, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7 64 bit
- Memory
- 8 GB RAM
- Storage
- 20 GB available space
- Graphics
- GeForce 9800 GT
- Processor
- Intel Core i5 2.6Ghz
Recommended
- OS
- Windows 8 64Bit
- Memory
- 16 GB RAM
- Storage
- 20 GB available space
- Graphics
- Geforce GTX 970
- Processor
- Intel Core i5 3.5Ghz
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Evil Twin Artworks
- Publisher
- Green Man Gaming Publishing
- Release Date
- Jun 30, 2022


