User Score
5.5

Mixed or average reviews- based on 15 Ratings

User score distribution:
  1. Positive: 4 out of 15
  2. Negative: 5 out of 15

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  1. Jun 26, 2016
    0
    This game is currently at 2.5 and that's a bit too high. While the developer "fixed" the network issues, users have a ton of issues with constant crashing.

    If you liked Space Run the Original, which I did, you're still probably not going to like this game. The tutorial is sketchy, the menu system is inefficient. So many clicks of the mouse to do basic things. After a mission, you
    This game is currently at 2.5 and that's a bit too high. While the developer "fixed" the network issues, users have a ton of issues with constant crashing.

    If you liked Space Run the Original, which I did, you're still probably not going to like this game. The tutorial is sketchy, the menu system is inefficient. So many clicks of the mouse to do basic things.

    After a mission, you might get four or five rewards which you need to click on each one to clear as well as all the other clicks you need that feel like they're for no reason. It feels like a game made by a developer that is so proud of itself, it forces you to pat them on the back every two seconds.

    The game play is lackluster. Lots of grinding and artificial difficulty for what feels like absolutely no reason. The game is just not enjoyable.
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  2. Jun 21, 2016
    3
    Usually for a game like this, you'd hear "If you like Space Run, you'll like this one." But it's not that easy...

    Of course they have made improvements like: - No longer the ship you'll use is fixed. Now you can buy new ship templates, add hexes (limited amount for each ship though, but get 2 new hexes and you can put them in every ships you own) and use any ship you want for a run.
    Usually for a game like this, you'd hear "If you like Space Run, you'll like this one." But it's not that easy...

    Of course they have made improvements like:

    - No longer the ship you'll use is fixed. Now you can buy new ship templates, add hexes (limited amount for each ship though, but get 2 new hexes and you can put them in every ships you own) and use any ship you want for a run.

    - You can put color on each hexes of your ship. So you can visually remember the spots you're planning to reserve for the thrusters, the weapons, etc.

    - You can play the same run multiple times. And if there's a contract on that run, you'll get payed each time you're successfully do it. A good way to get the few thousand credits you lack to progress, for example...

    But they also made some debatable decisions:

    - If you were hoping for a choice of difficulty (easy, medium, hard for example) this time, forget about it, especially now with multiplayer. Like Space Run, there are one difficulty and you have to live with it.

    - You have a limited pool of each modules you can put on your ship. You put a laser and en route it is destroyed and you don't have anymore in reserve, too bad no more laser to defend you for the rest of the run.

    - You can craft new modules (or more of the old ones) with the material you are given as a reward for a successful run, but the material is stuck on the planet you finished the run.
    If the Mechanic on that planet is too low level, or don't work on module of the color you've got then you can't do anything with the material.

    - And here comes the third problem. What can you do with unused material? Well, you can sell them to the merchant for credit or you have to make a run for yourself to a planet that can craft said material (1 material = 1 hex taken on your ship). And if what you want crafted is 3 planets away, you have to make 3 runs to carry your material to the destination, assuming you can put everything in your ship or else it's 6 run that is needed. Or 9, or 12.
    If you play Offline you must do it yourself, if you play Online you can gives a contract to another player to carry your material for you.
    They create this mess to include a multiplayer part to the game, but this mechanic is clunky at best.

    -The first Space Run was scripted, so you know what ship you had and where and when the enemies would come. Not anymore.
    Bits of randomness in each run gives more longevity to the game but also make it more difficult.

    - And now the Elephant in the Room:
    Of course, you still need to manually collect nuts and turning turrets making the game artificially more difficult than it should be without any satisfying reasons to do it.
    And with the developper unexplainable insistance to not add a slomo or a pause that lets you makes change then unpause, the game is not only more difficult, but more hectic as you progress through the game.

    In the end, more so than the first one, this game is too difficult to please everyone.
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Metascore
75

Generally favorable reviews - based on 11 Critic Reviews

Critic score distribution:
  1. Positive: 7 out of 11
  2. Negative: 0 out of 11
  1. CD-Action
    Sep 17, 2016
    60
    Every time I gave Space Run Galaxy a chance, I got tired of it after a couple dozen minutes. [09/2016, p.65]
  2. Sep 7, 2016
    85
    When you skip plethora of AAA games to spend your free time playing a small indie title, you know how good the experience is. Space Run Galaxy is just that - a simple, yet slick game, perfect little "time waster".
  3. Jul 7, 2016
    62
    Space Run Galaxy captured me in the very beginning. But too soon the missing depth in this interesting tower defense variation took its toll. It just doesn’t live up to its potential.