Galactic Junk League Reviews
Build anything. Fight anyone. In space. Highly tactical competitive sci-fi combat/building multiplayer free-to-play game. Bit of MOBA, bit of sandbox. Try it out to see for yourself!
App ID | 562590 |
App Type | GAME |
Developers | Pixel Federation |
Publishers | Pixel Federation |
Categories | Steam Achievements, Multi-player, Online PvP, Cross-Platform Multiplayer, In-App Purchases |
Genres | Casual, Indie, Action, Free to Play, Massively Multiplayer |
Release Date | 26 Jul, 2017 |
Platforms | Windows, Mac |
Supported Languages | Portuguese - Brazil, French, German, Spanish - Spain, Japanese, Russian, English, Czech, Hungarian, Polish, Portuguese - Portugal, Romanian |

2 Total Reviews
0 Positive Reviews
2 Negative Reviews
Negative Score
Galactic Junk League has garnered a total of 2 reviews, with 0 positive reviews and 2 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
1276 minutes
This game could be good but...
There is some horrible balance issues.
Creativity isn't even in the back seat compared to gunbeds, it's in the trunk, bound by duct tape.
There is no /ignore feature to mute the horde of idiots spamming.
Assists and Kill's seem to be broken where you don't get credit for your work 50% of the time.
The Gamemode gets stale after a few hours.
Low amount of content to unlock and all unlocked really early. You can pretty much access to everything during a 2 day premium.
Painting is a joke when it barely shows up on a few blocks.
Matchmaking? What is that?
The Good:
It's not Robocraft at least.
👍 : 16 |
😃 : 4
Negative
Playtime:
7 minutes
Game might be for you.
But it runs random commandprompt which i have no idea what is. Denied it.
And if you wanna uninstall it. Folders are locked and your permission is denied if you try to do it or even give your account full control.
I do not recommend even touching this game before this have been dealt with.
👍 : 27 |
😃 : 0
Negative
Playtime:
1695 minutes
[h1] A fun and more enjoyable alternative to Robocraft! [/h1]
After playing this game for a while, I discovered one thing:
[u] This game is one of the most addicting games I've played in a long time! [/u]
Let's take a look at some Pro's and Con's:
Pro's:
[*] Very easy to use editor, but sadly, the hotbar is very small.
[*] You dont have to buy anything more than once. You buy it for a sorta high price, and you can use it as much as you want.
[*] The crafts control feels very good, it doesn't feel like youre sliding all over the place.
[*] The Noob-Ship class doesn't feel underpowered at all. Of course, the specialised classes are better, but you can easily take down a shielded Battleship with a beginner ship.
[*] No pay to win. Most ingame purchases are for skins only. The rest is Premium and "Space Whiskey" for more XP and Currency.
[*] Class-specific abilities are surprisingly well balanced for a 2 week-old game, which is something a lot of dev's struggle with at first.
Con's:
[*] OMG the balancing is awful. Definetly something that has to be improved.
[*] As of right now, the Gauss Cannons are very overpowered, especially using the Destroyer class.
[*] The only gamemode so far is TDM, which is kind of a bummer, but I'm certain that that will change very quickly.
[*] Leveling up in the higher levels feels very slow to me personally, but in the end, it extends the fun, so it isn't necessarily that bad.
Long story short, this game hooked me really quickly and i cant wait to see it take off, 'cause it has a lot of potential. I can't wait to see it develop and get more fun after every update! It's definetly more fun if you play it with friends though, cause you can attack more efficiently. It's also very addicting. I keep telling myself: "just one more game and I'm done!", but that mostly just ends in me playing through a whole night (which totally didn't happen to me last night).
NOW GO! This game won't download itself!
👍 : 11 |
😃 : 0
Positive
Playtime:
1098 minutes
Its a good start for a game, but it could use a few updates. First of all i have this bug were about evrey 4 -5 matches it just glitches and stays on the loading screen forever. But, i also think there isnt enought content. what would be cool in this game if there is like a universre to explore, with lots of planets and we can fight npc or work together with other playes. Last thing i dislike is the fact hat you can only have 1 weapon type per ship. That really sucks, as all ships have a disadvantage against other. Other then that, its a great start.
👍 : 8 |
😃 : 0
Positive
Playtime:
1609 minutes
Gauss Cannon Artillery League more like it haha. In all fairness I really like the customizability of ships, but the weapons and ship classes are terribly imbalanced. All of these Gauss Cannons bring back PTSD of the R8 in CS: GO. You can't get anywhere close to the enemy without being sniped from nearly halfway across the map. That basically leaves you with the choice to either use Gauss Cannons and artillery mode on your ship to have a fair (albeit rather bland) fight, or be a flying target that no amount of armor can protect. There are so many cool weapons and ship classes in this game; to make one of them so OP that the others are irrelevant makes it a lot less fun.
👍 : 25 |
😃 : 4
Negative
Playtime:
1906 minutes
good
-simple
-graphics look cartoony
-easy to use editor
bad
-unbalanced, need to grind weeks for a decent weapon or anything
-performance, it consistently lags every 3-4 second , hiccup or something
-easy to use editor (not many possibilities)
-weapons are unbalanced, theres obvious which ones are inferior with just one quick look at stats
👍 : 15 |
😃 : 0
Positive
Playtime:
1622 minutes
So I'll give an honest opinion about this game...
1. Snipers are too strong, they can completely tear you apart in a few shots.
2. Snipers also don't travel very far from spawn meaning IF you manage to get through the enemy team and avoid said snipers fire, he's just going to spawn up and remove you.
3. Rockets, phasors or cannon is really the only way to go... you have to aim everything but why should I restrict myself to trying to lead in this game when rockets are so much better? The machine guns are TERRIBLE.
4. No regen so if you get your stuff shot out... even though you won the fight... you have to press K and suicide giving the enemy a point anyway.
5. Maps are too small and too big at the same time. All the terrain you can take cover behind is limited to such a small space, yet you can fly out of that to rediculous lengths making that annoying flankers capable of just riding the edge into your spawn, then fly behind your spawn and never get spotted by your team.
6. Progression is so painful. It take quite a few games of 2x exp with a 225% increase on the match to get enough junk to research one thing.
7. Matchmaking is broken. I was seeing ships much larger and much more well equipped than I early game. Indestrucible badasses just taking on level 3 rookies.
8. Since snipers are so powerful, this makes games focused around a few pillars, with snipers daring anyone to peek meaning if you are a close ranged damage dealer, you better be able to take on their entire team.
This game HAS potential but right now it just lacks the balance for me to recommend this to anyone.
👍 : 46 |
😃 : 2
Negative
Playtime:
197 minutes
The game has some balancing issues, but i believe it can be better than Robocraft, cause it has no random generate loot and it has FAR more rewarding match system
👍 : 15 |
😃 : 2
Positive
Playtime:
77 minutes
Its Meh
Ill start by saying its not a bad game for being in the early stages. A bit of fine tuning and it will be a great game.
My issues are, its really unbalanced, no moderation in the chat and the matches arent long enough.
Ship building takes me back to Kingdom Hearts in a good way. Keep working and Iron out the bugs and it will be good. But at the moment, I cant recommend.
👍 : 32 |
😃 : 2
Negative
Playtime:
775 minutes
UPDATE: Developers have mentioned in Dev Diary #22 that they are planning to redesign arenas among other things. Look it up on the official website in the "News" tab.
TL:DR for ex-robocraft players: You are playing Mars Crater and everyone is playing Rail Walkers.
TL:DR (for everyone else) - Small maps, little cover and auto-spotting [i]kinda[/i] favor the point and click nature of long range armor cubes.
The game itself has massive potential, though it's currently plagued by a couple of problems that complement each other resulting in a huge issue..
By reading other reviews you are probably aware of the "long range" builds issue with about 44.2% of the community focusing on two longest range weapons. You can find the data on the Dev diary #21 on the official site.
I mean Jesus, how do you end up with almost half the community using only two weapons out of 7 total?
We'll I'll tell ya, now buckle up, this is gonna be a long one.
(As usually happens with my rants when I have a love/hate relationship with something)
The major factors that are causing this issue:
1. Automatic spotting regardless of distance
2. Relatively small maps with huge open areas and very little to no cover
3. Simpler ship design when building a long range build. (fewer things to worry about)
4. The "buffer"
#1 - Automatic spotting regardless of distance
Looking at this alone doesn't seem like a huge deal, and in [i]some[/i] areas of [i]some[/i] maps its not a big problem. But it gets worse, or better in the case of 44.2% of players. xD
#2 - Relatively small maps with huge open areas and very little to no cover
Now when we look at the number 1 and 2 together, you don't need a PhD in map design to figure out which classes will benefit the most out of that. Add more stuff to maps, don't leave such massive open areas that allow the long ranged ships spot and engage threats the moment they get in range.
Some potential weapon solutions can be seen in Robocraft ( I know I keep comparing these two, but alot of the problems are pretty much interchangeable). The range advantage was was reduced by adding the laser indicator that lets the targeted player know that they are being targeted, so he can start dodging or engage back. Other things that reduced the effectiveness of the long range (railguns atleast) were the slow turn rate and somewhat long recharge time between shots, leaving them vulnerable to fast moving close range vehicles and forcing them to pick their shots and not just spam left click at the first name that turns white.
#3 - Simpler ship design when building a long range build.
It's like point building characters in RPGs, you will have dumpstats, aka aspects that will get neglected to the lowest possible state that doesn't overall compromise the build in a significant way.
You don't need insane speed, or incredibly fast turning rates, mostly because you can outrange or match anything that can threaten you the moment it's in your line of sight. Not to mention, you'll probably be aware of the threat long before they get to threaten you due to how the spotting works right now.
So the result is people simply making so called "Borg cubes" that cover a large portion of the map, particularly from the top.
4. The distance "buffer".
You will notice that gauss based builds end up dying far less often than average (in the graphs I initially mentioned). Atleast in the case of cannons, they have that buffer distance which allows them to engage the short/medium ranged enemy long before they are within range to respond. That usually results in you loosing a component, getting your core exposed or even getting outright destroyed before reaching cover.
Now some will argue that they "need to git gud" and dodge, which you can try, but as mentioned in 1. and 2. the maps are universally open if not to all sides then atleast from above. to amplify the problem further, you will be constantly marked as long as you are in the line of sight of any other enemy, which is pretty much all of the time, resulting in the long range ship being ready for you once you pop out of cover whether to engange him or run away.
Essentially the effective range importance goes up as the map size and complexity go down. You cover a much bigger portion of the map and you end up threatening other ships from further away, while they have no effective way of fighting back.
Imagine encountering a group of such long ranged ships (with ~44.2% of people playing like that, that is statistically unavoidable) that can virtually make the entire map their killzone, while being able to cover each other at the same time. Countering something like that, well it leaves you with with few options out of which the most popular one is "Leave match".
The change the devs did on these weapons is welcome (largely futile), but it's only treating the symptom, not the cause.
Nerfing the cannons is merely a bandaid measure. As long as the maps are designed with large open areas where you'd get spotted the moment you pop out the domminant weapon will be whichever weapon has the longest range and the lowest skill requirement to use. Nerf the cannons and ubers bellow 3000, cruise missles will become popular, nerf the missles, heavy lasers will become popular. Balacing weapons this way can only go so far as it turns into a race to the bottom.
Other issue I have to mention are the range/damage abilities. This is an issue I often see with games that have any sort of customization.
If you intend to give players utility, stick to utility. The moment you give them ways to shorten the TTK (TTK - Time To Kill) those abilities will become the go-to abilities.
Anyone who has played CoD4 MW1 knows this, with everyone picking Stopping Power perk +40% DMG, essentially shortening the TTK by 1 hit on average. And in a game where most automatic weapons kill in 3 to 4 hits, lowering that by 1 is a huge deal.
Warframe also fell into this trap of the "game of numbers" years ago, with all weapon and warframe builds being laser focused on dishing out the highest possible DPS and some CC (though CC is another story).
So these are all the problems, but what of solutions. Well those might be obvious at the first glance, but will take a lot of work and time.
Larger maps, add some complexity, like those holes in that rock platform that cant fit oversized ships (forgot the name of the map).
No auto-spotting, use radars and jammers if you have to have an automatic way of spotting. Rewarding scouting and supporting in general would be a good idea as well.
The reason I wrote the "Great Wall of China" of text is that I really like this game and I'd hate to see it go down the same road of mistakes I've seen so many games follow. You guys have a good thing going here, don't let it go down in history like another robocraft.
Also from the data devs gave in that table show other implications besides the sheer popularity.
Average K/D ratios
Gauss Cannon: 1.47
Gattling Gauss: 1.34 (despite having the highest average kills)
Heavy Laser and Uber Cannon: 1.75 (the difference is 0.01)
Cruise missle: 0.97 (Probabbly due to the fiddly nature of the rocket AI)
And then the interesting part
Phaser: 0.84
Rocket Launchers: 0.71
So it must be a coincidence that the weapons that have the lowest K/D on average are also the weapons with the shortest range.
👍 : 91 |
😃 : 5
Negative