
Game intel
Battlestar Galactica: Scattered Hopes
In Battlestar Galactica: Scattered Hopes, take command of a fleet escaping the annihilation of the Twelve Colonies. Manage crises on board as you prepare for t…
Licensed strategy games are usually a coin flip, but this one has a pedigree that matters. Dotemu knows how to handle beloved brands without butchering them (see: Streets of Rage 4, TMNT: Shredder’s Revenge), and Alt Shift already proved it can do bleak, spacefaring roguelites with Crying Suns. Now they’re teaming up for Battlestar Galactica: Scattered Hopes, a tactical, narrative-driven roguelite hitting Steam in early 2026. On paper, it sounds like the right kind of BSG game: constant pressure, tough calls, and fights that are less about winning outright and more about surviving long enough to jump.
Scattered Hopes splits play between two phases. First is the turn-based fleet layer where you plot a route, scrounge for fuel and ammo, triage damage, and decide which planetary points of interest you can afford to poke before the Cylons catch up. You’re working with a limited number of actions per sector, so every detour stings. VIPs-think key officers-can be assigned to tasks and level up, adding that familiar roguelite drip of long-term power and short-term decision stress.
Then the Cylons arrive and you drop into real-time-with-pause battles. The goal isn’t razing the enemy; it’s protecting your Battlestar and civilians long enough to charge the FTL and punch out. You’ll deploy fighter squadrons with distinct roles, use homing missiles or the occasional nuke to clear spikes, and set up makeshift chokepoints to funnel incoming threats. It’s an interpretation of BSG combat that emphasizes desperation over dominance, which is exactly where this license lives.
The roguelite layer wraps around it all: procedural runs reshuffle events, enemies, and opportunities; meta unlocks expand your squadron types, weapons, and traits; and permanent bonuses smooth early-game pain on future attempts. If you’ve played FTL or Crying Suns, you know the loop—learn, die, tweak, push further.

BSG isn’t just about missiles and metal. It’s about paranoia, scarcity, and ugly tradeoffs that haunt you three jumps later. Alt Shift has shown it can write event chains with bite, but roguelites live or die on variety. If “choose A, lose fuel; choose B, lose hull” repeats too often, the tension craters. I want to see events that flirt with social deduction—suspected Cylons in the ranks, high-stakes interrogations, maybe a risky option to keep a suspected traitor because they’re too valuable to airlock. If choices echo across a run rather than resetting cleanly, that’s how you capture BSG’s dread.
On the flip side, meta-progression can sand down the moral edges if it becomes a simple grind for bigger numbers. Dotemu typically respects a brand’s feel, so here’s hoping unlocks widen strategy (new squadron synergies, alternate FTL pressure systems) rather than just pump stats. A “pure” mode without meta buffs would be a smart checkbox for veterans.

If you loved FTL, this looks like a broader, more tactile take: you’re not just choosing node paths and managing crew fires; you’re actively juggling squadrons, missiles, and civilian protection in space. Compared to Crying Suns, the pitch sounds snappier and more survival-driven—less chessboard, more “hold the line.” And if you were into Battlestar Galactica: Deadlock, think smaller-scale engagements with heavier narrative and roguelite shake-ups instead of a grand campaign.
Things I’ll be looking for in previews: a clean command layer (queued waypoints, formation tools, and sensible targeting priorities), a smart pause that lets you plan without menu-diving, and clear readability when missile swarms and fighter arcs stack up. Also, resource pressure needs to feel fair. If nukes are the only answer to flagship spikes and refilling them is pure RNG, runs will feel decided by loot, not choices.
Difficulty options and an Ironman toggle would help both newcomers and masochists. And while no other platforms are announced beyond Steam, PC-first means there’s no excuse for skimpy settings. Give us proper keybinds, UI scaling, and performance headroom. Steam Deck support would be a lovely bonus if the interface stays readable at handheld size.

We’re seeing more big sci-fi licenses lean into roguelite structures because they fit modern playtime and streaming culture—quick runs, dramatic fails, water-cooler stories. BSG is arguably the perfect match for that format. The question isn’t “does it fit?” but “will the writing and systems be sharp enough to make the hard calls feel personal?” With an early 2026 window, there’s time to iterate. A public demo with telemetry-driven tuning would go a long way toward proving this isn’t just an FTL clone with a coat of Colonial gray.
Scattered Hopes could finally give BSG the tense, decision-heavy game it deserves: tight fleet management, frantic real-time battles, and runs shaped by your choices. The ingredients are right—Alt Shift’s experience, Dotemu’s stewardship, and a format that fits the IP. Now it needs variety, readable tactics, and consequences that bite without resorting to pure RNG. I’m cautiously excited—and already planning who I’m willing to sacrifice for one more jump.
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