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Have questions that only the devs can answer? Join the team behind Rebel Galaxy for a special Q&A session!

The team from Double Damage Games, is here here to answer all your pressing questions about the game, the life behind game development, and their pretty extensive experience in the industry.

Double Damage Games is a two-man indie studio created by the guys who came up with and created the Torchlight series:

Travis Baldree:
Hi! I'm Travis Baldree. I've been a professional game developer for nearly 20 years, and it's been my hobby since I was a kid on my C64. I'm best known for Fate and the Torchlight series. I'm the only person I know who has more CRTs than flatscreens in their office. I stay warm in the nostalgic glow of my A500, IIgs, and C64.
---Rebel Galaxy Responsibilities:
As the only engineer on Rebel Galaxy, Travis did almost everything to make the game work. He was also responsible for the art direction, the sound design, the story and more.
---Notable Previous Titles:
Fate, Mythos, Torchlight, Torchlight 2 (all as Team Lead and Lead Engineer)
--Favorite Games:
Wasteland, Darklands, Ocarina of Time, X-Com, and Just Cause 2
---Weird anecdote from development of Rebel Galaxy:
Most of the character gesture and idle animations were done on the cheap by using a Kinect for motion capture.






Erich Schaefer:
Hi, I'm Erich Schaefer. I've been in game development since about 1990, always starting my own company because I don't deal well with authority. Double Damage Games is my fourth company, and by far the smallest. It's also my favorite!
---Rebel Galaxy Responsibilities:
Erich was the designer and tester. He worked on combat balance, economy, random missions and fed millions of good ideas (and millions of bad ones) to Travis.
---Notable Previous Titles:
Diablo, Diablo II, Hellgate: London, Torchlight and Torchlight 2 (all as Team Lead and/or Designer)
---Favorite Games:
Civ 5, Ultima Online, World of Warcraft, Minecraft and X-Com
---Weird anecdote from development of Rebel Galaxy:
I've been trying to make a space game since pre-Diablo times. I've started and failed at least 3 times significantly. Finally this one took hold!






Now that we’ve gotten introduced to the Rebel Galaxy side, here are some ground rules for this Q&A to work as smoothly as possible:

Not all questions might get answered during the Q&A. This means your specific question might go unnoticed or unanswered, but feel free to read along anyway and hang out with us - it’s gonna be fun anyway!
Be nice. This means no abuse, harassment, name-calling and the like.
Don’t spam or take over the thread to go off-topic. This will help us all keep track of incoming questions and help you get the most out of this event - and keep our guests involved!
Try to look through some recent questions before asking a new one. If the Q&A has been going on for a while, it’s likely your question has already been addressed.
Try to keep it about Rampart. Just kidding, we’re sure the devs have lots of subjects that they’d love to have a chat about with you guys!



Let’s get this show on the road!
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coffeemike: * Buy for Windows on the SP3 and keep an Xbox controller handy (I'm right that this has controller support, yes?)
anybody with hands-on time - what say you?
its best played with a controller I found, so I say this.
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Sachys: Oh, actually I do have one question - and its about something that really impacted my enjoyment of the game negatively.

I noted (on steam at least) some people applauding the voice acting. On the whole I'm quite happy with it (and I say that a a long term audiodrama fan and someone who has worked in sound and in the music industry), but who is it that decided those weird sounding "British" accents were a good idea?! - and will you please do something about them as they're actually a little offensive?!
nope, don't think we'll do anything about that. sorry you are offended.
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coffeemike: Hey, guys! I alluded to this on Twitter, but I can explain more here.

I'm a HUGE fan of the idea of this game. I was around for Privateer back in the day, and would love to sink my teeth into something similar. My stepson actually purchased this before I could talk to him about it, and I've been watching over his shoulder.

My big question comes on platform. As much as I love the game, I don't need it on multiple devices. :) He does well enough with mouse and keyboard, but he's got a gaming-class tower, and I run a Surface Pro 3. So, I figure I have three choices:
* Buy for Windows on the SP3 and do my best;
* Buy for Windows on the SP3 and keep an Xbox controller handy (I'm right that this has controller support, yes?)
* Wait and buy for Xbox (this is coming to Xbox One, right?)

I love the hell out of GOG for bringing back the games of my past (although sadly, just like me, many of them are showing their age...) and for giving new developers a platform, but there's the decision I face.

So, from the devs - or anybody with hands-on time - what say you?
Sorry I don't have any experience with the SP3. Maybe someone else will chime in?

I play with an Xbox 360 controller 95% of the time, but I slightly prefer the PS4 controller for the location of the joysticks. Why do I play with the 360 controller, then? I don't know.

Yes, we will be coming out on the Xbox one and PS4. Soon, but hard to know how soon.
Post edited October 28, 2015 by mediumheadboy
For the Steam version of the game, are you going to make it so that we can just bypass the launcher? All it does is set graphics options, and most people only do that once. After the first time, it's just another obnoxious button-click between us and the game, and worse for those who happen to use Big Picture and can't really navigate it with a gamepad.
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sabledrakon: For the Steam version of the game, are you going to make it so that we can just bypass the launcher? All it does is set graphics options, and most people only do that once. After the first time, it's just another obnoxious button-click between us and the game, and worse for those who happen to use Big Picture and can't really navigate it with a gamepad.
A quick tip - the launcher is gamepad navigable.
Press A and skip it - the dpad also navigates it, and shoulder buttons change dropdown settings.
I'm 10 hours in and loving it - told several colleagues about it ...

Mk2 everything, Merchants Guild rank 5 and rocking a Tennhausen

I'm not even out the first system yet...

Hoping this is a big success for you as I'd love to see DLC/expansions with new ships, weapons, factions, systems , stories and so on.

Edit: Oh wait a question ... Any thoughts of adding some mod support to this for the community to create new ships/weapons/missions/systems ?
Post edited October 28, 2015 by jimbob0i0
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jimbob0i0: I'm 10 hours in and loving it - told several colleagues about it ...

Mk2 everything, Merchants Guild rank 5 and rocking a Tennhausen

I'm not even out the first system yet...

Hoping this is a big success for you as I'd love to see DLC/expansions with new ships, weapons, factions, systems , stories and so on.

Edit: Oh wait a question ... Any thoughts of adding some mod support to this for the community to create new ships/weapons/missions/systems ?
Glad you're having fun! :)

We love mods, but didn't (and still don't, with console builds still getting prepped for cert) have time to make any real public tools. We're happy to help out as we can, and give out our model exporters for 3dsmax, for instance, but it'll require some muscle from people who actually want to mod, I'm afraid.
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mediumheadboy: nope, don't think we'll do anything about that. sorry you are offended.
Will you at least pass on my disgruntlement to whomsoever might be responsible so that in future, they might at least consider a different path / better research etc?
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mediumheadboy: nope, don't think we'll do anything about that. sorry you are offended.
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Sachys: Will you at least pass on my disgruntlement to whomsoever might be responsible so that in future, they might at least consider a different path / better research etc?
What's wrong with the accents?
Hey everyone, thanks for the support and the good questions!

We are going to stop real-time monitoring of the thread, but will definitely stop by to look for more questions.

We're also pretty active on and [url=reddit]https://www.reddit.com/r/RebelGalaxy/, if you want to communicate more.
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tbaldree: Glad you're having fun! :)

We love mods, but didn't (and still don't, with console builds still getting prepped for cert) have time to make any real public tools. We're happy to help out as we can, and give out our model exporters for 3dsmax, for instance, but it'll require some muscle from people who actually want to mod, I'm afraid.
Ooh console builds? Can you say what you're targeting? The WiiU gamepad would work great showing a map or details/scans of ships targeted etc ... If you do decide to build for that though please include off screen play ... it really is a feature where I've played more on the gamepad than my TV ... and for what it's worth yes I'd rebuy this there for the convenience (and any bonus features).

A few colleagues are console rather than PC gamers and have asked if it'll be on PS4/Xbone when I've described the game to them ...

Any thoughts on adding in a component (so there is trade off about buying and equipping it and using up a slot for this) for 'long range economy radio' or something to facilitate trading a bit? Right now I find that I see a commodity at ~50-60% average and it seems a good idea to buy it ... but then finding where to sell it is a pain. Likewise the missions that require you to acquire X yak meat or ore etc it can be a pain spending ~10-25 minutes flying between planets trying to find it in stock.
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tbaldree: We definitely want to make games that people can play without too much hassle. We think there's a good place in the world for small devs who make moderately priced games that can still be ambitious and look pretty good. Maybe not in league with something that the big AAA houses can produce, but attractive without being pixel art.
That's great guys! It gives a good feeling to read how you are going in a player-friendly direction. Working on a game myself (writing the narrative part) I can see the difficulties a small team have to face... well, ok, you're professionals, nevertheless Rebel Galaxy is a giantic achievement for a two men team, it gives hope to us -beginners- looking to what you did.
I'm really happy on how I spent my "20 friggin' dollars"!
Post edited October 28, 2015 by Ulfednir
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mediumheadboy: nope, don't think we'll do anything about that. sorry you are offended.
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Sachys: Will you at least pass on my disgruntlement to whomsoever might be responsible so that in future, they might at least consider a different path / better research etc?
Well there are only two of us, Double Damage, and we're both answering here, so yes, your opinion was heard.
Thanks for putting your passion into great games. Rebel Galaxy feels like something special.

I would like to ask whether you have thoughts about letting the player carry fighters onboard, eventually. Or maybe it would not click with the rest of the gameplay and detract from it?

Keep up the good work! You made it again.
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tbaldree: Glad you're having fun! :)

We love mods, but didn't (and still don't, with console builds still getting prepped for cert) have time to make any real public tools. We're happy to help out as we can, and give out our model exporters for 3dsmax, for instance, but it'll require some muscle from people who actually want to mod, I'm afraid.
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jimbob0i0: Ooh console builds? Can you say what you're targeting? The WiiU gamepad would work great showing a map or details/scans of ships targeted etc ... If you do decide to build for that though please include off screen play ... it really is a feature where I've played more on the gamepad than my TV ... and for what it's worth yes I'd rebuy this there for the convenience (and any bonus features).

A few colleagues are console rather than PC gamers and have asked if it'll be on PS4/Xbone when I've described the game to them ...

Any thoughts on adding in a component (so there is trade off about buying and equipping it and using up a slot for this) for 'long range economy radio' or something to facilitate trading a bit? Right now I find that I see a commodity at ~50-60% average and it seems a good idea to buy it ... but then finding where to sell it is a pain. Likewise the missions that require you to acquire X yak meat or ore etc it can be a pain spending ~10-25 minutes flying between planets trying to find it in stock.
We've got both the PS4 and Xbone versions done, in pre-cert now. We don't know how long that takes.

We'll consider more/better economic information in the future, but it probably won't be real soon.
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Sachys: Will you at least pass on my disgruntlement to whomsoever might be responsible so that in future, they might at least consider a different path / better research etc?
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JudasIscariot: What's wrong with the accents?
Hmmm... well without wanting to derail the thread:

1) typical "limey" accent as usually done by Hollywood. In this case a horrible mash of aussie and mockney sounds.
2) if I remember correctly, you're from the south (and also spent a time in NYC?!). So... if you played a game made by a brit, where 50% of NPCs had a weird mish mash accent of Canadian meets Irish - but pose in game as texan... wouldn't you find that very "off" at the least.

(and as a fun comparison)
3) Sean Bean aint no "aussiemockney" - hes a YARKSHER BASTA! - and hes far more famous (I'd guess) than Dot Cotton from Eastenders... so why go with the latter, eh?! O_____k

Edit: or I could just say its an awful, overused an inaccurate stereotype - one that the world needs less of and it is (in the eyes of others in other nations) meant to refer to me somehow. Don't get me started on the scots / irish / jamaican / nordic hybrid merc.
Post edited October 28, 2015 by Sachys