

Galactic Vault is a strong Shooter that delivers where it counts.
82
Verdict
91%
Steam
—
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (91% positive from 85 reviews)
Limited professional critic coverage
Build your weapon to its full potential in Galactic Vault, a fast-paced FPS roguelite. Discover endless upgrade combinations, craft diverse builds, and unleash devastating abilities. Get ready to infiltrate high-security vaults and recover lost tech.

Runs well on modern hardware.
System Requirements
Minimum
Recommended
Gun Mod
Equip your first gun upgrade
96%
unlocked
First Purchase
Buy your first gun
80%
unlocked
Rookie Operator
Complete a Starter Vault
77.5%
unlocked
Ping Pong Shot
Hit an enemy after 3 bounces
71.1%
unlocked
100k Is just a start
Deal 100.000 total damage
66.9%
unlocked
Barrel Bling
Augment your under-barrel
60.8%
unlocked
Fully Loaded
Equip an upgrade of each type at once
60%
unlocked
Scrapyard
Kill 1000 enemies
53.4%
unlocked
Adept Operator
Complete a Normal Vault
50.6%
unlocked
Wyr Mecha
Defeat 'Wyr Mecha' (Normal+)
36.7%
unlocked
Patch v1.0.11
Changelog v1.0.11 - Fixed not getting other T1 weapon blueprints when using another T1 - Fixed visual clipping in weapon selector - Fixed another pote
Patch v1.0.10
Changelog v1.0.10 - Fixed supply carts disappearing - Fixed exploder drone stuck under the big gun - Fixed enemy stuck outside level - Fixed some inco
The Galactic Vault Roadmap is here!
Since we launched, your feedback and support have been out of this world. We’ve been working hard behind the scenes to process your suggestions and ma
Patch v1.0.9
Changelog v1.0.9 - Fixed being able to craft T2 weapons without unlocking them - Reduced difficulty of Supply Cart - Tweak Starter Vault difficulty sc
Hotfix v1.0.8
v1.0.8 Fixed Gamepad 'B' button / Back key opening pause menu
Updated 1d ago
Gun Mod
Equip your first gun upgrade
96%
unlocked
First Purchase
Buy your first gun
80%
unlocked
Rookie Operator
Complete a Starter Vault
77.5%
unlocked
Ping Pong Shot
Hit an enemy after 3 bounces
71.1%
unlocked
100k Is just a start
Deal 100.000 total damage
66.9%
unlocked
Barrel Bling
Augment your under-barrel
60.8%
unlocked
Fully Loaded
Equip an upgrade of each type at once
60%
unlocked
Scrapyard
Kill 1000 enemies
53.4%
unlocked
Adept Operator
Complete a Normal Vault
50.6%
unlocked
Wyr Mecha
Defeat 'Wyr Mecha' (Normal+)
36.7%
unlocked
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I'm just copying my review over from the demo, all of it still applies only there's more stuff now. TL;DR: It's a roguelite FPS that gets all the fundamentals of FPS right, and is also a very good take on roguelites. Get it, it's good. So, I've only played the demo so far, and I've reached the limit of what can be done in it. Of all the shooters I have in my library, I keep playing this one. This confused me, so I had to think about it. Good animations and sounds are nice to have, and this does. Good movement is essential in an FPS these days. With an interesting sidestep mechanic (which I don't think I've seen elsewhere), and several modifications to movement as part of the roguelite loot elements, this has good, intuitive movement. But that's the basics, a lot of points in favor, but rarely enough to properly hook me. I think this one shines in three key aspects that set it apart. First is in the handling of upgrades in runs. At the end of a room, instead of a single chest, you're given 2-3 exits that each specify a type of upgrade, once you pick the type, you get 3 options based off of that. It feels like you as the player have much more influence on the build instead of being at the mercy of the loot pool. Underbarrel attachments and movement abilities are given at fixed points in the run, separate from your weapon. Given that you have them in every run and not just when you get lucky, it's much easier to remember to use them instead of getting used to operating without them. It's good loot. Second of which is visual clarity. All enemies in the game have designs that are easily identifiable, even across the arena. The color choices make them stand out from the environment and easy to keep track of. Being able to see things is nice. Third and finally, is arena design. The spaces you fight in feel designed specifically for it. There's a sense of flow in the routes around the arena, all of which take you around cover and break up sightlines. More of which open up with the various movement abilities. You're encouraged by the level design to actually make use of the good movement. In summary, it feels like the dev team actually learned lessons from games in the roguelite and shooter genres over the years and are making a concentrated effort to apply them well.
This is just like DEADZONE ROGUE... howerver Galactic Vault is more fast paced and dare I say alot more FUN. Excellent gun play, cool weapons and abilities and runs butter smooth. 10/10
I have very mixed feelings about this game. It’s definitely a better FPS than a roguelite. The gunplay feels good, the color identity is very well executed, and the fact that our weapon changes visually when we buy upgrades adds a nice touch to the game. My first impressions were very positive, but the longer I play, the more flaws and limitations I start to notice. 1. Melee upgrade in the attachment upgrade room I have to admit that I practically never use melee, because the range, speed, and damage don’t really encourage me to do so. Not to mention the melee upgrades themselves, which didn’t really add much to my runs. A separate room dedicated to melee upgrades would be a much better solution. 2. Shared reroll price Considering how slowly the economy builds up in this game, having a shared reroll cost between rooms makes rerolling become not really worth it after a short while, especially given the types of upgrades available (more on that later). Shop pricing is also too high. 3. Quality and quantity of upgrades I got the impression that the developers intentionally tried to prevent the player from becoming too overpowered, which in my opinion (especially on the hardest difficulty where hordes of enemies rush you) is a mistake for this type of game. Upgrades like reduced magazine size that grows with each enemy killed are interesting, but something like a small damage boost at the cost of not being able to move forward while shooting because it's pushing you backwards feels like overkill. If it could be used in some kind of Jetpack Joyride–style gameplay, it might actually increase the fun factor, but unfortunately that’s not the case. There are too few upgrades that allow a run to feel truly unique, and too many that simply increase damage or firerate by a percentage without adding any additional effects. In my opinion, the game should allow for more abstract combinations where, through the right upgrades, a player could turn a shotgun into something that essentially functions like a one-chamber sniper rifle. Yes, there is an upgrade that makes your weapon fire a shotgun-like spread instead of a single projectile, but from my experience that upgrade ruined runs more often than it defined them. 4. A wall of text that doesn’t say much Addon descriptions are very often presented as long blocks of text, but they rarely clearly explain what they actually do. What is Luck? What is weapon handling (especially considering that, by default, weapons have almost no recoil or bullet spread)? Why not add icons and provide a detailed description when hovering over a given upgrade? This would speed up the item selection process (fast-paced games need to maintain their tempo somehow). An additional option could be a question mark icon next to each stat in the menu that explains how it works. 5. Price to Quality This is the studio’s first game, and there are several oversights for example, enemies sometimes spawn in the hall the player is leaving, which causes them to get stuck behind the door and makes them impossible to kill (blocking the ability to complete the room). There’s also a default project Unity background scene visible in one of the rooms. In its current state, in terms of both content and quality, if the game had released as early access I probably wouldn’t have had an issue and would have had much higher expectations for its future, but since it’s a full release at full price, I’m approaching it much more critically. 10$ could be much better choice for many reasons. 6. Variety The activities within the rooms themselves are quite decent, capturing a point, shooting cargo, fighting waves, or clearing a room, but I definitely feel there’s a lack of greater variety in the rooms or their types. A few platforming elements, environmental hazards, or boss arenas could have more variants, because right now it feels like I’m doing the same thing and same places every time. The enemies are quite generic and don’t stand out much, aside from a few exceptions. That would be fine if the game (as I mentioned earlier) focused more on greater variety in each run by progression. I realy want this game to be "my next balatro" but there is just not enough content (or content is not that well exectued) to be there. I hope that devs will improve this game in future, I really do, it could be realy fun, but just not yet.
Reviews sourced from Steam. All reviews belong to their respective authors.
Data sourced from RAWG, Steam, IGDB, CheapShark, Wikipedia, HLTB, and GX Corner. Sources: rawg, steam, igdb.
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