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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!
Hi,

Will there be a Linux version of the game coming out sometime in the future?
Are there any plans to release it for Linux?

Thank you very much.

Cheers,
Will there be future add-on content/expansions for the game?
No question here but I just wanted to say what a wonderful job you did on the game, and with such a small "team" (if you can even call it that LOL - well I guess doubles tennis ;) ).

I first saw the game months ago on the "Upcoming" tab here and had been eagerly awaiting it. Picked the game up as my second only Day One purchase and haven't been disappointed in the least.

It's just "deep enough" to keep it interesting and feel like some of the old classics but the action oriented combat and ease of play make it great to just jump in for a little pick up and play. Really fills in a niche nicely. And I can't believe how beautiful and polished it is - those character animations and voice workovers are great! I swear one of the bartenders is the venerable Michael Caine ;)

Anyway, great work, loving the game and can't wait to see what's next!

*edit to add Oh, true or false - the Tennhausen is the most awesome-est, best-est cheapest(est?) ship in the game and nothing is better?
Post edited October 27, 2015 by Ixamyakxim
I really enjoy the game but now I wanna goof around. Is there a way to cheat in game giving a stupid amount of money, etc.

Thank you for a great game!
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Manawyddan: Hi,

Will there be a Linux version of the game coming out sometime in the future?
Are there any plans to release it for Linux?

Thank you very much.

Cheers,
I was going to ask the same :D
Any chance of adding some content for people with a full set of mk5/6 weaponry? I found that I reached a point that my weapons outscaled whatever my opponents were using.
RG was a really pleasant surprise for me. Saw the announcement & bought it. The last time I got a game on release just based on gut-feeling... don't know. Long time; before digital distribution was a thing. So: Thank you for that! :)

On to the question: Do you plan to add more to the game in the future? Not necessarily in form of "just" more solar systems; that would probably become stale in the long run. But in the form of diverse layers of gameplay. Maybe some basic form of crew-management or a playercharacter portrait generator (unless the first Alien was not a xenophobe and the player does REALLY look like a young aunt Juno ;) ).

2. Question: I love that you did big ships. In some cases surprisingly big; the Destroyer feels like other games cruiser or even battleship. But what made you go for that route instead the (i guess) by the majority more popular flying coffins (aka small fighters)?
Post edited October 27, 2015 by anothername
Something that immediately stuck to to me when I played the game for the first time was the fact that I had no free flight, so I've been wondering:

Why did you guys choose to make the game locked onto a linear grid instead of making it a 6 degrees of freedom space flight game?

Was it a design choice to complement the naval broadside style combat system? Was it because your focus on large capital ships made it too troublesome or slow to do really good 6 degrees of freedom combat? Or was it just because you had a specific control scheme in mind for piloting and didn't want to over-complicate the controls of the game?

I personally imagine it's the second. I've been in big ship battles in EVE Online and the six degrees of freedom just end up slowing everything down, not making it engaging at all.
Post edited October 27, 2015 by TheTome56
Hi Travis and Erich (and thanks GOG -I know it sounds weird- to give us the chance to ask questions to Rebel Galaxy devs),

Looking to your game requirements I see you allowed mid-to-low end machines to run it, but hey, the graphics are solid, gameplay is fun and -last but not least- price is very affordable (and I'm really grateful to you guys for both requirements and price, hard times here in Italy!).
So that's my question: Is the choice about requirements and price a matter of mere marketing or is it a matter of "philosophy" in making games accessible?

P.s.: I'm having great times around the galaxy, way to go guys! Looking forward to your next project!
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TheMrSolaris: I really enjoy the game but now I wanna goof around. Is there a way to cheat in game giving a stupid amount of money, etc.

Thank you for a great game!
Well, Cheat Engine allows for that. :)
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TheTome56:
Well, you pretty much asked what I was thinking of, so...

Anybody else fancy an extra hard "permadeath" mode?
Congrats on a great game. The space combat is a lot of fun (glad you didn't go to a 3-axis combat model). Also really enjoy the soundtrack.

I was wondering if there may be any additional DLC ships in the future? thanks
Right off the bat Rebel Galaxy does a great job of instilling a very grovelly Space Western vibe, with music and design working hand in hand to deliver an immersive experience. Since that would be the best known franchise in this genre: DId you at any point consider setting the game in the Firefly universe, or was licensed IP never an option?
Are there any plans of implementing multiplayer in the game, or within the sequel? I really did love the Freelancer feel of the game, but was very disappointed that it lacked one of Freelancer's best aspects.