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I bought this on Steam, had great fun, and beat it quickly. It's a fun game but short. I saw the Mods feature but it doesn't seem to work due to the Steam Workshop not being setup. I tried hacking in the awesomeMod. It was successful, but crashed when trying to display the cards. Are there plans to fix this?

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Hmm, I'll look into this.  The Steam Workshop should be set up, but as far as I know I'm the only one who's ever used it :p

In the mean time, can I see your mod code?  It will crash if there are errors or references to undefined images/audio.  I should probably work on something to properly display errors.

Thanks for checking the game out!

Thanks for the reply! I am not positive about the Steam Workshop aspect, because I was using Google Gemini and that's what it said was the issue.  Here's the explanation it gave me before switching to trying manually doing it locally.

The "Uncaught (in promise) Error: access denied" combined with a 0% hang is a very specific error from the Facepunch.Steamworks library. Since the game is so new that it doesn't have a public Workshop yet, this error actually confirms that the game's AppID is currently restricted by Steam.

🧩 Why this is happening

Even if a developer has added the "Upload" button to their game, Steam doesn't allow users to create Workshop items until the developer has:

  1. Fully Published the Steam store page.
  2. Enabled "ISteamUGC" for file transfers in the developer backend.
  3. Configured a Cloud Quota (the default is often 0 bytes, which causes an immediate "Access Denied" or 0% hang when you try to push files).

Because you are likely using a build where these "permissions" haven't been switched on by the developer yet, your account is being "denied access" to create a new item on Steam's servers.

Once I started manually injecting the mode I made progress. I was just using the "awesomeMod" that comes with the game. The settings seemed to align with your written directions on how to make mods and of course was provided by you. Since the built-in mods feature wasn't working, I accessed the Console and used the following commands to load it in. 

var script = document.createElement('script');

script.src = 'mods/awesomeMod/scripts/script.js'; 

document.head.appendChild(script);

Settings.mods.push("awesomeMod");

updateMods();

The game incorporates the mod, but when trying to open the Library or getting to a choice with one of those cards in the game it gives the error below.

TypeError

Cannot read properties of undefined (reading 'width')

TypeError: Cannot read properties of undefined (reading 'width')

at Card.draw (file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Galactic%20Overlord/js/Card.js:162:38)

at file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Galactic%20Overlord/js/CardViewer.js:96:30

at Array.forEach ()

at CardViewer.draw (file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Galactic%20Overlord/js/CardViewer.js:96:12)

at Object.draw (file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Galactic%20Overlord/js/states/Title.js:91:37)

at update (file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Galactic%20Overlord/

Hmm, that is a very strange error indeed, especially since I'm not using the Facepunch.Steamworks library.  I've confirmed ISteamUGC is enabled and the cloud quota is set to max, so I'm not sure what's happening here.  I might need to contact Steam to get the bottom of this, but I'll keep poking around!

Also, the game should automatically inject the tags corresponding to your mod if the files are just in the mods folder in the game's directory.  It looks like the error it's throwing is caused by the path to the card image being incorrect, so maybe doing it that way instead of the (admittedly cool) console hack?

Sorry this is a pain, you should definitely be able to mod.  I'll let you know when I work this out!

Thanks, I know you're focusing on your other game for release this year from what I saw.

When you say that the files are in the mods folder, do you mean the raw files or inside the folder for the specific mod? If it's the latter, that's what I currently have. Otherwise I can pull files out so that they're all in the main mods folder of the game.

I mean the folder of your mod should be in the mods folder, like: mods/awesomeMod/(files).  Are they not showing up without the dom injection when you load in?

(Saw you post in Juniper's server!)

I sacrificed a bunch of fish bowl head dudes and became immortal.

Pretty solid gameplay so far, every faction seems strong/useful. I feel like Green snowballs the hardest with the brood guy getting stronger for each green unit, especially with spores. Card art is cool, and text is easy to read.

As far as any other feedback, mostly just misc stuff lol. The high pitch card action sound effect is quite loud. The pitch variance on the 'pop' sound when selecting cards is good. The white tutorial boxes are very likely a placeholder, though it might be worth changing their color if it's a low priority. Some of the stars on the title screen are cut in half lol. 

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Thanks for checking it out!  Yeah, the tutorial stuff is def a placeholder.  Easy to turn down the card action sfx, so i'll get on that.  Glad you enjoyed it!

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The assassin with the rabit is broken. Causing almost 20 damage in turn 1. Wondeful game. Remembers me of Magic the Gathering. 

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Agree, so powerful

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We'll probably nerf that a bit if we continue work on this!