Battlestar Galactica: Scattered Hopes Resurrects This Series As A Promising Strategy Roguelike

If you hadn’t heard the news, Dotemu just announced Battlestar Galactica: Scattered Hopes, a strategy roguelike based on the legendary TV show that’s headed for PC. If this announcement caught you off guard, you wouldn’t be alone. On the one hand, Battlestar is one of the most well-known sci-fi series in recent memory. On the other, this program hasn’t been on the air since 2009 and isn’t exactly at the forefront of the cultural conscience. While Peacock had been working on a follow-up, Variety reported last year that development had been shelved. In short, this game reveal is quite out of left field.
However, this distance between the game and the show comes with a benefit: it makes it much less likely that this would be a quick-to-market licensed game intended to cash in on the “brand’s” popularity. Instead, based on my 70 minutes or so of hands-on time with Battlestar Galactica: Scattered Hopes, this seems to be the case of a license-holder going out of its way to find a studio that’s a sensible fit.
Alt Shift’s last game, Crying Suns, was a tactical rogue-lite where you played as a space commander searching the stars. As it so happens, Scattered Hopes has a similar premise, even as it fits into an existing space opera. You play as the leader of a group of survivors looking to link up with Commander Adama’s Battlestar Galactica after the Cylons (robots created by humanity) carry out their devastating attack that wipes out the vast majority of human life.
To find Adama, you’ll need to make a series of FTL jumps, fighting off waves of invaders for two real-world minutes until the engines are ready for takeoff. The game has two main phases: in the first, you prepare for your upcoming battle by making tough decisions about resources, upgrades, and which political factions to appease. In the second, you carry out the previously described battles, all so you can inch closer and closer to the Galactica and the other survivors.
As for the first phase, it plays very much like a board game, or more specifically, like a Eurogame. Basically, you juggle a variety of resources, all with the ultimate goal of leaving your fleet best prepared for future battles. There’s fuel, which you need to make jumps and partake in “Positive Situations,” which can grant other resources. There are supplies, which are primarily used to resolve “Negative Situations,” which will take away resources if unresolved. There are nukes, which you use to, you know, nuke guys. And lastly, there’s scrap, which is primarily used to buy from the shop and bankroll upgrades from the R&D department.
Each turn, you have a choice of performing one major action, which includes dealing with a positive or negative situation, training your crew, or inefficiently scraping up resources through recycling. You also have VIP characters who can help you with these tasks, either allowing you to spend fewer resources or earn more of them, depending on what they’re being used to do. Mixed in are crises that will force you to align with different factions, which can then impact future events.
If that sounds like there’s a lot going on, again, it’s much like a good board game where, after being barraged with a whole bunch of info upfront via the tutorial, the rules don’t feel overwhelming once you understand how everything works. From what I played, this phase did a good job capturing the sense that you could always use more time, giving the decisions you’re constantly making a sense of weight. Do you use your scrap to create a new dock that will let you deploy multiple units, at the cost of not being able to pay striking workers the scrap needed to meet their demands? Who do you assign to which mission? How do you plan out your next jump location to best make use of the resources you have and those you need?