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About

The human behind GALSOV

One person, one oversized strategy-game idea, and a stubborn desire to see if it can become real.

GALSOV is being built by Tim: a long-time strategy-game player, systems thinker, and IT/service-delivery professional learning game development in public.

Short version: I am not a studio, and I am not pretending to be one. GALSOV is a serious attempt to build a strategy game openly, carefully, and honestly.

Who I Am

Strategy player first

The idea comes from years of wanting this kind of game to exist.

I have been playing strategy, space, management, and simulation games for years. GALSOV grew out of that familiar itch: wanting a galaxy that feels understandable, consequential, and alive without everything being hidden behind mystery numbers.

I like games where planning matters, where systems collide, and where the best stories come from consequences rather than scripted spectacle.

What I Bring

Process, risk, and systems

Not traditional game-dev experience — but useful instincts.

My background is in IT service delivery: suppliers, incidents, contracts, processes, risk, escalation, evidence, and the awkward gap between “the plan” and “what actually happened.”

That mindset suits GALSOV more than it might first appear. A good strategy game is full of causes, consequences, constraints, failures, trade-offs, and recovery plans.

Why GALSOV Exists

A galaxy with consequences

The aim is a 4X where expansion creates pressure, not just bigger borders.

GALSOV is my attempt to build the kind of space strategy game I keep wanting to play: one where colonisation, logistics, intelligence, research, economy, and survival all matter.

The ambition is not simply “more systems.” The ambition is readable cause-and-effect. If your empire changes, you should be able to understand why. If something goes wrong, it should feel like the result of rules, distance, information, pressure, and decisions — not just random noise.

The design target is simple to say and hard to build: a galaxy where the player can look at the outcome and think, “I see why this happened — and I already know what I want to try next.”

Why AI Is Involved

AI helps me build — it does not replace me

The ideas, priorities, judgement, and final decisions stay human.

AI is part of the project because it helps me do things I could not realistically do at this pace alone: organise ideas, explain code, challenge assumptions, draft text, structure tasks, and help troubleshoot problems.

But AI does not own GALSOV. It does not decide what the game is. It does not get trusted because it sounds confident. Every meaningful change still needs to be understood, tested, corrected, or rejected.

The point is not “AI made this.” The point is whether a human with a strong idea can use AI as a tool without losing authorship, judgement, or responsibility.

What I Am Not Claiming

No studio mask

This is not pretending to be bigger than it is.

  • Not a professional game studio.
  • Not a finished commercial product.
  • Not a public demo yet.
  • Not a promise that every idea will survive contact with reality.
  • Not a claim that AI makes the hard parts disappear.

What You Can Expect

Open progress

Wins, mistakes, course corrections, and visible growth.

  • Devlogs that include problems as well as progress.
  • Roadmap notes that show what is being worked on.
  • Testing routes when the build is ready for outside feedback.
  • Plain-English explanations of major decisions.
  • An honest view of a game slowly becoming real.