
Space Run Galaxy is the sequel to Space Run, the game from one-man studio Passtech, which seduced hundreds of thousands of players with its dynamic and original game play. By twisting the tower-defense game style, Space Run offered an addictive real-time spaceship construction strategy experience.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Score: 3 out of 5 A lot of good stuff at start to mid game but turns out to be a huge monumental grind with an excessive difficulty in the last few missions which is ripping all of the fun out of it. Graphics, sound, music, gameplay, it's all good and fun. The addition of a galactic map with visible trade routes, more story elements, tons of ships to build is all fine. Bosses are very well designed and there's a lot of overall variation. So it can't be bad right? Think again. "More isn't always better" A famous quote the developers should have thought about but obviously didn’t. Especially in the last sector, this game is such a monumental grind, I'm getting tears in my eyes just from wishing it to end. Some missions requiring you to do several runs (from point A to B to C). At the start of the game, this isn’t much of an issue, but it gets more common the further you get. And this
As a disclaimer for those who do not know, Space run Galaxy is the Sequel to the game Space Run. WIth that out of the way, here is my review The original space run offered much in the ways of a fast paced and satisfying experience. Each mission gave you cargo that you needed to fit on to your ship which has a design of hexes exclusive to the mission you were attempting. The cargo acted as a handicap preventing you from having all the space available in order to fit weapons and equipment that would make dealing with threats easier. Your objectives were to increase thrust in order to beat certain times (Which were graded from 1 to 3 stars) and to protect the cargo from being destroyed, (1 star for at least 50% cargo, 2 stars for 100% cargo) successfully completing a mission perfectly will provide 5 stars, indicating that you have fully completed that mission the best possible way. Space
Less fun than the original. Guns won't rotate, weird upgrade mechanism. Voice acting is worse, much, much worse. This was something that the original game got right. The ship AI voice over is just.. bad. So bad that I've just turned off all music and voice over volumes. Limiting the number of constructable units in each run is feels like an arbitrary restriction. This limit feels particularly limiting since the turrets won't rotate, and adding a new one in the right direction reduces the number of available constructions. Ugh! And Focus.. is.. just one more thing to keep track off. Why? What for? It just feels poorly thought out. The ability cool down timer is enough, there's really no need for a second timer/meter to fill. Once again, this is frustrating because the turrets won't rotate. The weapons also "feel" less awesome this time around. All in all, I can't say that I like this
Very difficult game, but also very addictive. It requires a lot of grinding, which becomes boring, but after some time and with patience, you can build strong weaponry and pass the missions of each star system more easily. The online mode offers you to transfer or sell materials with other players. It has nice soundtrack. During the game, you may also get various types of spacships, which are references to other games or movies (eg. I found shapes from a Battlecruiser from StarCraft, Millenium Falcon from Star Wars or the Enterprise from Star Trek).
Passtech games learned the WRONG lessons from the prequel. Why did they think, after hearing complaints/suggestions from the first game, that they would make this one longer, grindier, and harder? This is not a game you enjoy but one you work at. You restart mission after mission hoping the right combination of items they predetermined to be the solution will work. They intentionally keep mission times and rewards low to make it FEEL harder than it needs to be. This is not a game you win but one you give up through attrition.
Temporary shorter review, I'm very tired. If you liked the first game, you'll probably like this one too. I loved the first game... except for one glaring omission in features which is missing here too. There's one feature that many people have said they want (ever since the first game), including a paid reviewer of SRG mentions it very early in his video, and that is the ability to pause and be able to view information, to place turrets, sell them, rotate them, and use/aim their special abilities. There was a thread about this subject in the forum, several in fact, but they have been deleted. It's only a matter of hours before the same thread(s) pop up again. The first game you could slightly mitigate this issue because the missions were so very focused and polished; each had a lovingly crafted preset enemy pattern so you could mostly memorize which types there were and exactly where
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