開發人員: | CULT Games (12) | ||
價錢: | $29.99 | ||
排名: | 0 | ||
評測: | 0 寫評論 | ||
清單: | 0 + 0 | ||
點數: | 0 + 4 (3.8) ¡ | ||
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描述

You are the Director of Galacticare; manage your own interstellar healthcare company and (try to) save the Galaxy - just make sure to get paid first!
Design, furnish, and upgrade your hospital.
Hire doctors with distinct traits and backgrounds.
Keep everyone relatively content by satisfying their various needs.
Build and improve experimental treatment facilities.
Meet and recruit a variety of unique Consultants (DJs, monks, you name it!)
Explore their mechanics, levelling choices, and personalities.
Consultants stay and grow throughout the campaign, unlocking new skills and playstyle options as you progress.
Discover, research, and cure alien conditions.
Treat patients of all shapes and sizes: from puppy-sized lemurs to entire planets.
Provide healthcare for musical festivals, deep-space prisons, communal space farms, and industrial disasters; or go wild in sandbox mode.
Develop your relationship with each species, earning rewards from their respective cultures.
Use holographic doctors, short-range teleporters and subspace portals to micromanage your hospital’s performance.
Upgrade rooms, read the thoughts of everyone aboard your station and purchase equipment from a colossal wandering trader.
Raise your Hospital Rating - the only goal that truly matters.
Galacticare takes you on a colourful and bizarre journey- from humble beginnings orbiting 23rd-century Earth, to the internal world of an extra-dimensional deity.
It’s time to save the galaxy - one patient at a time!
DISCLAIMER:Galacticare contains some mature references, innuendo and at times dark humour.
Galacticare is brought to you by Brightrock Games, the team behind War for the Overworld. We’re an independent and passionate team of developers making the games we’ve always wanted to play. Inspired by the classics of the golden age of management games, and hungry to push that genre’s character and complexity forward, we hope Galacticare will appeal to the players who care about these games as much as we do.
Does death tickle your fancy but your “friends” keep asking you to change the topic of conversation? The Challenge Mode is here to satisfy your frankly bizarre tastes with mortality rates that only a Hardcore Hospital Gamer can subdue! If harrowing difficulty isn’t enough, Challenge Mode also brings shiny, golden trophies for the fraction of Directors who survive succeed.
Mutated Conditions!
Conditions have begun to mutate into deadly new strains, and it’s a race against time to research the cures before your hospital is flooded with death and disaster. Put those nerds in the Research Lab to work before it’s too late!
Conditions now randomly mutate, massively increasing their mortality rate and infectiousness – meaning a lot of patients who’re much more likely to kick the bucket
To overcome the mutation, you'll need to treat a large number of affected patients, study the mutation in the Research Lab, or make good use of your consultants
Focus your efforts on these new dangers to keep fatalities to a financially-tolerable minimum while you work on the cure
More Patients!
Infection rates have surged and HEAL’s “KPI safeties” were switched off because they were illegal, so keep an eye on the shuttle bays – the goddamned patients are coming in hordes!
In Challenge Mode, you’ll have to cope with many more patients than usual – and their swarms will steadily increase over time, whether you’re ready or not
Patients are more likely to be disruptive and inconsiderate, requiring rooms you haven’t yet built, or rooms that already have heavy queues
Sandbox events will spawn patients in much greater numbers to swarm your hospital
More Death!
The cost of MEDI’s body-disposal tech was extortionate but, with the state of these patients, it’s about to save us a fortune on body bags.
Patients in Challenge Mode can arrive with much lower health, requiring swifter treatment
Patient health deteriorates much faster, and you’ll need your full suite of tools in order to prevent their untimely deaths
Treatment difficulty is increased, requiring the use of happy, high-level doctors to keep patients consistently alive
More Poverty!
By 2049, medical debt exceeded 1,800% of global GDP, and the entire economy turned into mashed potatoes. The ghost of that terrible time has returned, and both we and our patients are flat broke.
Income from treatments is reduced
The travelling merchant is much less generous with their freebies - no more free holo-docs!
Level 3 doctors can no longer be recruited directly – you’ll have to train them up yourself
More!
Every mechanic has been tuned to provide a more challenging experience from the baseline difficulty. With adjustments to spawners, patient needs, economic balance, patient health, and more, you’ll need to utilise every tool to succeed.
New loss condition – too many deaths! If the patient survival rate falls too low, your hospital will be yoinked by the “Space Cops”
The Research Lab, Training Room, Recovery Ward and Craftech upgrades are all available from Chapter 1 - rest assured, you’ll need them
Disasters are more frequent and intense
Patients are… less patient, and much harder to keep happy, requiring keen administration to fulfil their needs and desires
If you manage to thrive under these harrowing conditions, you’ll be rewarded with a fancy set of golden trophies to help you remember all the patients who died for your success!
Challenge Mode is our response to your masochistic requests for more difficulty, suffering, and general misery. Built to be unforgiving and push players to utilise their full toolset, it’s intended for those who want their Galacticare experience to have a little more bite to it.
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視頻
新功能
- 版本: Windows
- 發佈日期:
- Update v.1.0.4 (31st May 2024)
Greetings Directors! We've been very very busy so this will be a big one.
Game Systems & Balance Economy & Fines
Overall, we feel players are currently receiving too much income from treatments, especially when they optimise their hospitals with upgrades and consultants. We’ve lowered the base treatment income a little bit, and increased the starting amount of credits you start with to ensure the initial construction phase isn’t too punishing. Income from treatments reduced by 12% Starting credits increased from 75,000 to 100,000 You can no longer set staff salaries to negative amounts (regardless of how passionate they may be about their job) Fixed fines not applying when kicking patients out of the hospital
Treatment & Patient Health
The impact of both research and higher level doctors wasn’t being felt quite enough, so treatments are now overall a bit harder, and patients will lose more health whilst waiting - whereas doctor levels and research levels now both provide larger bonuses.
Base treatment difficulty increased from -30 to -35
Treatment bonus from doctor rank increased from +5 to +6 (per rank)
Treatment bonus from research increased from +5 to +6 (per research level)
Danger Level 1 condition health decay increased by 36%
Danger Level 2 condition health decay increased by 36%
Danger Level 3 condition health decay increased by 36%
Danger Level 4 condition health decay decreased by 2.5%
Disruptive Patient Spawner
_The disruptive patient spawner is responsible for disrupting your hospital, but these disruptive patient waves weren’t being felt enough once your hospital reached a certain size. This system is now slower to ramp up, but later in it will spawn larger, more dangerous waves of patients for you to deal with._
Now more likely to spawn patients with lower starting health
Minimum wave size reduced (when the hospital is small)
Maximum wave size increased (when the hospital is large)
No longer kicks in immediately when the hospital is opened in sandbox mode
Character Mood & Needs
_Simply put, doctors were not using the Staff Lounge enough. We’ve made a round of changes to nudge them towards taking more regular breaks focused primarily on the staff lounge. Additionally, you now need to work slightly harder to keep everyone happy._
Adjusted the needs system so staff will now primarily take breaks to visit the Staff Lounge, and will make use of vending machines and toilets far less often
Patients will now make use of toilets and vending machines much more often
Patients are now more likely to use toilets and vending machines shortly after entering the hospital
Staff are less likely to need to use toilets and vending machines shortly after entering the hospital
Vizarj now need to use the toilet more frequently than other species (as it's their only physical need)
Congestion
_The congestion system was being hampered by a number of bugs. These have now been resolved, and we’ve made a few minor balance changes to smooth the system out._
Fixed an issue which caused Kouber Baly characters to never forget about any congestion they observed
Tweaked some thresholds to make congestion overall a bit less sensitive
Fixed an issue which caused Loamgates, escalators and elevators to produce a large amount of congestion
Improved some text, tooltips, and icons associated with the congestion system
Hospital Rating
_We’ve made some adjustments to the hospital rating system to better balance the difficulty of each category, instead of some categories being universally much easier than others to max out. We also fixed a very impactful bug which caused decorations inside rooms to not count towards species desires._
Throughput rating requirement reduced by ~20% (this requirement scales based on the size of the map)
Finance rating requirement reduced by ~20% (this requirement scales based on the size of the map)
"Good" threshold for Patient Mood increased from 80% to 85%
"Good" threshold for Staff Mood increased from 80% to 85%"Good" threshold for Success Rate reduced from 95% to 90%
Patient Health rating now has a larger impact on your overall Hospital Rating
Additional minor adjustments to other thresholds throughout the system
Fixed deaths in treatment rooms not being tracked most of the time (now those deaths really are just statistics)
Fixed an issue which caused decorations in rooms to not count towards species desires & hospital rating
Fixed hospital rating sometimes erroneously being rounded up in the UI, making it seem like you have reached 5 stars when you actually haven't (sorry, you'll need to try a bit harder!)
Pricing Changes
Medibot: 20k (200 Craftium) → 40k Credits (400 Craftium)
Stabilising Solution: 3k (30 Craftium) → 2k Credits (20 Craftium)
Repair Kit: 3k (30 Craftium) → 2k Credits (20 Craftium)
Technique Monitor: 30k (300 Craftium) → 20k Credits (200 Craftium)
Bio Analyser: 30k (300 Craftium) → 20k Credits (200 Craftium)
Subsonic Dampener: 30k (300 Craftium) → 20k Credits (200 Craftium)
Regenerative Nanites: 40k (400 Craftium) → 30k Credits (300 Craftium)
Critter Lure: 30k (300 Craftium) → 40k Credits (400 Craftium)
Genetic Replicator: 25k (250 Craftium) → 20k Credits (200 Craftium)
Training Room: 10k → 3k
Training Room Matrix: 1k → 1.5k
Recovery Ward: 10k → 3k
Recovery Ward Bed: 1k → 1.5k
Other Balance Changes
Reputation gains from treatment increased by 25%
Loamble collection reward: 1 Loamite → 2 Loamite
Holo-Docs now generate 50% reduced income from their treatments
Regenerative Nanites health boost: +15 → +20
Subsonic Dampener damage protection: 85% → 95%
Nourishment Module need reduction: 75% → 90%
Ohde Energy Collector: 15 credits per second → 5 credits per second
Campaign Chapter 1
Various tweaks and updates to prevent overlapping dialogue sequences
Chapter 3
Fixed an issue which caused Klem Banzig's truck to occasionally block the track for longer than intended
Chapter 4
Fixed some minor dialogue timing issues
Chapter 5
Updated the final event patient wave to spawn 20 patients, rather than just 5
Fixed some scorch marks that were placed incorrectly
Fixed some minor dialogue timing issues
Chapter 6
Fixed some minor dialogue timing issues
Fixed security drones being attracted to Critter lures, despite not being critters (don't listen to them if they tell you otherwise)
Chapter 7
Fixed some canister objectives not displaying the full information
Chapter 8
Improved the animation of Xil shuttles
Improved the appearance of the generator
Chapter 11
Improved the appearance of some background elements
Fixed some canister objectives not displaying the full information
Visuals Visual Improvements
Improved the appearance of the Memory Tank decoration
Soft drink cans now attach to hands (and other appendages) in a more pleasing manner
Visual Fixes
Fixed an issue which caused Tenki patients to occasionally violently detach from beds mid-treatment
Fixed Parasitology VFX issues when the room was built on the upper floor
Fixed the dot-matrix displays on the exterior of the hospital occasionally skipping
Fixed a visual issue on the 'brain vomit' in the Dreamarium
Photonymphs extracted in parasitology will now actually be removed from the patient. Timing updated on visuals.
Fixed some missing VFX on the Electromagnetic Pest
Glubs extracted by the Doctopus in Parasitology will no longer remain floating in the air
Fixed canister avatars in the Dramarium not receiving the correct material
User Interface UI Improvements
Doctors now display their currently-assigned room in the staff management panel even when they are on break (and you can also lock and unlock them whilst they are on break)
Added a dedicated "default" cursor mode button next to the other cursor mode buttons (this improves the flow when switching in and out of other modes, such as the crafting mode)
Clicking on any of the "Inspect [X]" in the objective panel will now pan the camera to that thing
Added a Support link to the pause menu (PC only)
The initial loading screen will now display "Loading..." in your own language, instead of internal debug messages
Mousing over any whereabouts text will now display the full message in a tooltip, even if the original text was truncated due to its length
Most room upgrades and consumables now list numerical information in their tooltip (eg: how much of an XP boost you gain from the Technique Monitor) (Note: this change is English only for now, other languages will gain this in an upcoming update)
Character skins are no longer categorised as art in the galactic exchange
UI Bug Fixes
Fixed an issue which caused some UI panels to refuse to open (or close immediately upon being opened)
Fixed the research room build wizard erroneously suggesting that you place another Hyper Computer (you can not, in fact, place another Hyper Computer)
Fixed hospital rating reward toasts not popping up in sandbox mode
Fixed the galaxy menu transition effect sometimes appearing behind certain screens (like the galactic exchange)
Fixed in-game Loamite counter not updating after spending Loamite in the galactic exchange
Fixed staff trait icons being coloured incorrectly in some circumstances
Fixed only the top half of the consultant hero portraits being clickable
Fixed a rare issue where the hospital rating panel wouldn't close
Fixed consultant rank up toasts missing not actually including the name of the consultant that's levelled up
Fixed the reward trail VFX not playing properly when the game was paused
Fixed an issue which caused the holographic brains in Cerebral Rehab to be completely invisible
Fixed staff level labels spilling out of their box in the staff management screen
Additional safeties added to the recruitment panel portraits
Other Game Settings
Added an accessibility option to disable screen shake effects
Added a control option to enable free look when holding the middle mouse button
Added control options to invert pitch & rotation
"Subtitle Size" has been renamed to "Dialogue Text Size"
"Environmental Dialogue Volume" has been renamed to "Environment Volume" (it always was environment volume
Localisation
Updated some German localisation to use slightly more modern language
Fixed some text in the room creation panel bleeding out in certain languages
Improved the appearance of the consultant skill tree when playing in some languages
Fixed some missing localisation in the hospital rating panel
Fixed the "save template" button text bleeding out in some languages
Fixed some typos in the French localisation
Other Changes
Improved the way recruits are generated - the frist recruit can now be anything, instead of being a guaranteed trainee (instead, the last recruit will now be a guaranteed trainee if you don't already have one available)
Babylo Getaway (the first sandbox map) is now unlocked after completing Chapter 2 (not Chapter 1)
When starting Sandbox a new sandbox you now begin with 500 Craftium
Additional Bug Fixes
Fixed canisters very occasionally not being able to find a path to a treatment room
Fixed a rare occurance of calls not appearing when they should
Fixed some occurrences of patients sitting in the air, opposite a bench
Fixed an issue which caused patients to attempt to vomit mid-treatment
Fixed an issue which caused patients carrying Ultra's Warp Buddies to occasionally teleport mid-treatment
Fixed an issue on console where the game could lock up when opening the consultant roster
Fixed an issue which caused litter underneath placed objects to stick around forever, causing complaints of mess that never went away (as they couldn't be cleaned up)
Fixed the Overflow Tank decoration not being placeable anywhere but a Skin Lab
Fixed patients killed by malpractice being incorrectly marked as being killed by a malfunction (own up to your mistakes, please)
Stabilising Solutions can no longer be used on patients that are mid-death (it's too late for them, sorry)
Fixed some of Twiggy Pop's dialogue being a bit too quiet
Fixed an issue where 3 star hospital rating rewards would sometimes not be unlocked despite your rating being significantly higher
Fixed an issue where sometimes interaction points in rooms could be blocked by decorative objects, making the room non-functional
Fixed various issues with the system that teleports characters and other objects away from newly-constructed rooms
Fixed an issue where consultants would sometimes not enter the hospital with their previously-selected skin
Fixed long queue notifications for reception desks being offset from the desk
Fixed an issue which caused staff to not train in the Training Room despite being manually assigned there
Fixed a very rare issue which caused all movement logic in the game to cease functioning
Fixed lenses painting tiles in outer space, instead of just inside the hospital
Fixed various issues with consultant personal goals
Fixed several sandbox events showing the wrong condition icon in the objective panel
Fixed an issue which caused Medibots to sometimes be highlighted in red when placing them
Lens highlights should now correctly disable during cutscenes
Fixed an edge case where returning shuttles would not be detected by the level script - after a short window the script will now continue regardless
Fixed Baz's Lucky Tooth not actually speeding up the merchant cooldown
Fixed characters sometimes not facing forwards in their character portraits As always, please keep reports coming in via our Official Tracker and please read our Instructions for best quality reports.
Until next time Director, Brightrock & CULT Join the Conversation on Discord Sign up to Our Newsletter
價錢
- 今天: $29.99
- 最小值: $29.99
- 最大值: $29.99
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開發人員
- CULT Games
- 平台: Windows 遊戲 (2) Steam 遊戲 (5) GOG 遊戲 (3) Xbox 遊戲 (2)
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