

To leave Rebel Galaxy’s first system, you have to pick up a Jump Drive for 75,000. If you want to sell something, you’ll always get all of your money back. Ship components (weapons, defenses and all the rest) sell for cost price, so you lose nothing by switching stuff around and experimenting. Any left-over stuff will be stored as spare supplies.
Galaxy on fire 2 vs rebel galaxy upgrade#
When you upgrade a ship, you get it ‘empty’ – and all your existing components carry over and fill out the slots as best they can. You can also set turret and mercenary behaviour here (more on that in the Combat section). These will show you what’s in your cargo bay, and allow you to jettison unwanted cargo – if you’ve accidentally picked up contraband, for example. You can access several extra menus via the Start button (again, that’s the default controller command). The game auto-saves every time you visit a space station, but you can also force a save if you just quit out in the middle of nowhere. These are Transponders which can be hacked with a little mini-game for additional information like bounty co-ordinates, or a resource-rich asteroid field. If you spot an Unidentified Signal while blasting around the galaxy, go and investigate it. Using the pulse can also reveal drifting cargo containers (either from destroyed ships, or floating space ‘valuables’). This can be useful if some stray pirates have followed you away from a mission zone. It’ll reveal if a given craft has a bounty on it, and if you activate the pulse near a mission marker, it will show you any mission-critical targets (no matter how far away they might be). The ‘Pulse’ scan (accessed through the radial menu brought by Y on the gamepad by default) is useful for more than just identifying nearby threats. They’re both worth 4,500 credits and you’ll quite quickly need whichever one you don’t opt for. Before we tackle those topics though, here are a few General bits and pieces that you might miss (or are not exactly spelled out) in the Rebel Galaxy tutorial.Īt the start of the game when you’re offered either a Tractor Beam or a Mk 1 Deflector Shield, it doesn’t really matter which you choose.

This article will try to cover everything you’ll be getting up to in the opening handful of hours, namely Trading, Combat, and a little bit on Mining. Not everyone is a born space gunslinger, but even grizzled galactic prospectors can stand to learn and extra tip or two. Double Damage’s Rebel Galaxy is cruising out of warp onto Steam today, so those who want to get off to the best possible start may wish to peruse this guide.
