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描述

Galacticare
Galacticare - Challenge Mode is available in the newest build.

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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#1. Galacticare (GOG) 由: CULT Games
#2. Galacticare (GOG) 由: CULT Games
#3. Galacticare (GOG) 由: CULT Games
#4. Galacticare (GOG) 由: CULT Games
#5. Galacticare (GOG) 由: CULT Games
#6. Galacticare (GOG) 由: CULT Games
#7. Galacticare (GOG) 由: CULT Games
#8. Galacticare (GOG) 由: CULT Games
#9. Galacticare (GOG) 由: CULT Games
#10. Galacticare (GOG) 由: CULT Games

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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

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