Galaxy Unwritten
Par ExopointInitiative
Statut actuel
ONE SHIP. A LIVING GALAXY. YOUR LEGACY.
Start at the controls of your own ship. Mine an asteroid, take a contract, recover a wreck, or make your next profit on a trade route. Then decide how far you want to go: a better ship, a working fleet, a chain of factories, or territory of your own.
Galaxy Unwritten is a single-player space sandbox for Windows PC, developed by Exopoint Initiative. It connects hands-on flight and combat with the decisions behind a growing spacefaring company. This campaign supports its path into Steam Early Access and the development that follows.
Gameplay trailer — actual development-build footage, AI-assisted narration and cinematic endcard.
FIND YOUR WAY THROUGH THE GALAXY
Explore a procedurally generated galaxy and choose the work that suits you. Become a miner, trader, freelancer or pirate. Take contracts, choose your allegiances and venture beyond familiar routes. The same resources that earn your first credits can later feed the industry behind your fleet.
Mine directly, put drones to work, and turn wreckage into materials or valuable equipment. Compare a recovered module with your current loadout before deciding whether to fit it, sell it or keep it for another ship.
Actual development-build gameplay — mining drones at work.
Actual development-build gameplay — turning wreckage into resources.
BUILD SOMETHING THAT KEEPS MOVING
A living economy gives your choices consequences. Ships require materials; production depends on supply. Traders, miners and industrial facilities connect those needs. Build modular stations from a foundation, organise their supplies, and turn raw resources into the output your company needs.
Hire captains and crew, develop their strengths, and assign ships to useful work. You can build beyond the vessel you personally fly while still taking its controls when the next fight is yours to lead.

Actual development-build gameplay — connected industry and production.
Actual development-build gameplay — modular station construction.
CHOOSE YOUR SHIP. EARN YOUR SURVIVAL.
Fit weapons and equipment for the job ahead. Chase a target in a fighter or bring heavier ships into the battle. Shields can fail, hulls can take visible damage, and losing an armed part of your ship can change the fight.
Rare equipment, character progression and experienced crew add decisions beyond the next shot. Boarding takes the conflict inside: recruit and equip assault teams, commit reinforcements, and fight to capture a valuable vessel. Large ship engagements can involve substantial boarding forces.

Actual development-build gameplay — ships, weapons and visible damage.
Actual development-build gameplay — tactical boarding combat.
WHAT IS BUILT, AND WHAT WE ARE BUILDING
The project already has a working development build, captured in the gameplay shown here. Flight, combat, mining, salvage, trading, modular industry, equipment, crew systems, boarding and visual data-editing tools form the foundation.
The intended feature set also includes founding your own faction, taking and managing sectors, and capturing stations or bases. These remain part of the development plan. They are not additional paid stretch-goal unlocks. Availability and completeness will be stated in the Early Access feature list before release.
Early Access means an evolving game. Balance, interfaces and content will change, and some systems will be less complete than others. We will describe the release build itself, rather than presenting every planned feature as finished.

Existing visual modding tools — the GALAXY FORGE milestone expands this foundation.
BACK THE GAME FROM €20
PILOT — €20: one Windows PC copy of Galaxy Unwritten, available from its Steam Early Access launch, including updates to the base game through version 1.0. This is not a paid Steam Playtest. The first DLC is included in every reward tier, with delivery planned for March 2027. Later DLC and any season pass are not included.
All pledge amounts are stated in EUR before applicable taxes. The Pilot pledge is €20 net; any applicable taxes are calculated and shown at checkout. All rewards are digital, with no physical shipping.
Planned delivery: Steam Early Access in December 2026; Supporter credits and the stated personalised rewards in January 2027, following timely approved submissions; the first DLC in March 2027. These are separate production estimates and can change with development progress, Steam approval and reward workload. Version 1.0 is included in base-game updates but is not promised for any of these dates. The first DLC is included in the reward price and is not conditional on a stretch goal; its content and final title will be announced separately.
Backers may receive invitations to earlier closed-beta tests, subject to testing capacity and platform approval. These optional invitations do not replace the included game copy or access from its Steam Early Access launch. A Steam account and an internet connection for game activation are required.
Higher tiers offer Supporter credits, a name in the crew or hero name libraries, an optional crew portrait based on your face, or a ship developed from your original 2D concept. Each ship-design tier includes one ship from its specified class options. Ship-design rewards do not accumulate across lower tiers.
Every approved design must fit the game's setting and technical requirements. We handle the playable model, fitting points, statistics and balance. We agree on the concept before production; the reward includes one concept review and one minor revision round. Accepted ships become part of the game for players to encounter or acquire.
Names and portraits require approval and permission to use. A name enters the relevant generation library; encountering it in every playthrough is not guaranteed. Portrait submissions are reference material, not photographs published as campaign updates. Personalised rewards have a separate production schedule and may arrive after Early Access begins.
FUNDING GOALS
€20,000 — FIRST FLIGHT: support preparation of the defined Early Access release and continued development. Funding supports implementation, testing, optimisation and reward fulfilment. Platform fees, payment fees and taxes reduce the amount available for development.
- €50,000 — A GALAXY WITHOUT BORDERS: text localisation into the 29 languages or language variants listed in the FAQ, including interface and subtitles. This is not 29-language voice acting.
- €200,000 — STORIES AMONG THE STARS: a deeper, optional story campaign with cinematic sequences and a ship reward. Open-ended sandbox play remains available independently of the story.
- €500,000 — ENLIST: serve as a nation's pilot in a mode centred on deployments and combat, without running the economic micromanagement yourself.
- €1,000,000 — GALAXY FORGE: expand the existing modding tools into a comprehensive visual framework. The aim is to make most common modifications possible without programming, with prepared, compatible ship models importable in around ten seconds.
- €5,000,000 — COMMAND FROM WITHIN: individual cockpits or command bridges for the ship roster defined for this milestone.
- €10,000,000 — BEYOND HUMANITY: five additional alien species, with their scope and associated content defined in the milestone plan.
A GALAXY WE CAN SHARE
Exopoint Initiative is the developer and publisher of Galaxy Unwritten. Follow development at GALAXYUNWRITTEN.COM, join the Discord community, and add the game to your wishlist on Steam. Your support helps us bring the next stage of this working project to players.
AI USE AND MEDIA TRANSPARENCY
This campaign's writing and editing were AI-assisted. AI-assisted cinematic artwork is used for selected cover images, thumbnails and promotional sequences, based on the project's visual references. These illustrations are labelled separately from footage captured in the development build. AI assistance has also been used for selected in-game UI portraits and promotional trailer narration. Cinematic illustrations are not presented as playable gameplay.
DEVELOPMENT AND DELIVERY RISKS
DEVELOPMENT SCOPE
Early Access systems, balance and presentation can change. The playable-build description will distinguish available content from future plans. Larger story, Enlist, localisation, modding, cockpit and species milestones add production work and have separate delivery schedules.
REWARD WORKLOAD
If every limited tier fills, the campaign can require 385 custom ships, 1,000 optional crew portraits and up to ten optional capital-ship captains, as well as name-library submissions. Personalised content will be produced in scheduled batches. Its scale can affect completion times, and production capacity must grow with demand. These rewards may be delivered after the base game's Early Access launch.
DISTRIBUTION
Steam release review and key distribution depend on a separate platform. A store-page approval does not itself approve a game build. We will communicate changes affecting access or delivery.
RIGHTS AND LIKENESS
Names, art concepts, faces and voices require moderation, appropriate rights and explicit consent. We may ask for an alternative submission if the original cannot be accepted or adapted to the game. Reference material will be requested through a controlled submission process.
INTEGRATION AND PERFORMANCE
New content and large-scale simulations need compatibility, balancing and performance testing. The work can reveal issues that change schedules. Updates will explain material changes rather than treating an estimate as a guaranteed completion date.
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