Once Upon a Galaxy

Edit 3/27/2026: For various reasons, I would like to quickly elaborate that I think Once Upon a Galaxy is a good game, and you should play it. It’s cool. I don’t intend to change my actual writeup, but uh, rereading this today, I think it comes across a little less enthusiastic on it, and slightly more caustic then I actually feel.

We all remember Storybook Brawl, right? It was a cool card based auto-battler with a fairy tale theme by way of Shrek meets Grim. In 2022 it sold to scrappy little company called FTX, and in 2023 it was shut down when everyone involved in FTX was being prosecuted for 16 billion dollars in fraud.

As far as I can tell, at least some of the people in Good Luck Games went on to make Once Upon a Galaxy. It’s a cool little card based auto-battler with a fairy tale theme by way of pop culture references meet Grimm.

Write what you know I guess.

Making a game, getting it popular, selling it to a Crypto company1, then making a new company to make a new game that is pretty much just a better copy of your old game is a bold strategy. It seems to have mostly worked out for Matthew Place and the team at Million Dream Games, presumably because everyone who might be upset about them doing this is currently in prison2.

But I’m not here to recount the one time in the last 20 years that financial criminals were held even remotely responsible for their actions. I’m here to talk about Once Upon a Galaxy.


I’m gonna be honest, I feel like I should put an in-depth explanation of the games mechanics here, but I’d just be rewriting paragraphs 3 through 5 of my Storybook Brawl write up, so just go read those real quick. We can pretend I put them here.

It’s actually a little tricky to find good images of Once Upon a Galaxy, because the combat screen and shop screen look pretty much the same to anyone who hasn’t played the game. Anyway, please appreciate my 23k Snapping Hydra.

There’s a lot of things in Once Upon a Galaxy that were copied over from Storybook Brawl. The core conceit is pretty much the same: Pick a captain3/leader card, build a team of units, have them fight each other, stay alive the longest to win. But there’s also a lot of fat trimming going on here, places where Once Upon a Galaxy looks at Storybook Brawl and goes “No, I don’t think we need that.”

Most notable is probably board size and reserve. Storybook Brawl had 7 combat slots, and 3 reserve slots. Once Upon a Galaxy has 5 slots. There’s no gold to managed for buying units either, instead every shop is just a 4-pick-1 rogue-lite style set of choices.

Of course, there’s also a fair amount of stuff I haven’t seen before, or things that are tweaks from existing mechanics. Treasures existed in Storybook Brawl, but they were limited to a max of 3 per player, requiring you to throw one away when you got your fourth. In Once Upon a Galaxy, they are no longer locked down in that way, opening up a whole bunch of interesting space, such as dragons that care about creating them, and get buffs based on the number, to characters that manipulate the stat buffs they grant.

I could probably write multiple paragraphs about Candy, a cross card type mechanic that influences a global “Sweetness” value, and is used as both a modifier of spells and card abilities. It’s also a good example of how the game creates glue for it’s archetypes, with various candy cards adding the Candy type to non-candy cards, allowing them to be slotted into an archetype they otherwise might fall out of.

Generally speaking, the game feels fun to play even if a few strategies feel over represented, or good across multiple captains.

This was supposed to be an image of a Animals comp, but then I got this CRAZY Paul Bunyan/Echoing Fae synergy combo off, and I had to see what happened, and then I realized I needed to stop playing if I wanted to actually finish this article.

Probably the biggest mechanic (or the one I will attempt steal at some point) is slot buffs, where buffs can be applied to a slot, and not the characters in the slot, so that you can replace them without losing the picks spent on those buffs. And of course, some characters interact in a cool way with those buffs!

One of the genres core mechanics has also been adjusted in a pretty clever way. Most auto-battlers have a mechanic where drafting multiple copies of the same unit powers that unit up, usually three copies. This could put you in a difficult place if you got the first two, but never found a third. Once Upon a Galaxy, banishes this, instead making each copy after the first a promotion, first to silver, then gold. Picking a silver unit gives an extra shop, and picking a gold unit gives a treasure.

There are some things that are just copied, like the Slay4 keyword, which has been renamed to Hunt. I’m okay with that. I think it’s fine to copy your own mechanics.

Then there’s the things they copied that I wish they didn’t.


I have a limited number of complaints about Once Upon a Galaxy. Many of them are small to medium sized annoyances, like how some Captains have a single line of voice acting, and others don’t.

The games UI is clunky5, and signing in to make an account has been the biggest stumbling block to actually playing. Every time I press the launch button, there’s a 2/3 chance that Steam doesn’t actually launch the app. I’ve gotten a few bugs where the games just kinda… crashes out a bit, and shows me a card named “404 Shop Not Found”.

But none of these quite compare with the monetization.

The monetization is “hmm”. I dunno even know that it’s bad, in a traditional way? I am a sucker for garbage6. Despite the fact that I’ve played 15+ hours of Once Upon a Galaxy in three days, I’m uninspired to buy anything it. Partly because it feels like a bit of a bad deal, with characters/decks running for about five to six bucks each. Partly because it feels a bit pay to win.

It just feels kind of off.

Most of these are small things. The monetization isn’t even egregious. There’s no gacha, the battlepass is easy to farm, so while there is some FOMO, there’s no limited daily progression. Still, I wish it was a bit better.


I generally like Once Upon a Galaxy. It gives me the play experience that other people get from Balatro, that of just sinking into a small math puzzle of upgrades, builds, strategies and signposts.

I do think there’s a bunch of cool stuff here as well. A bunch of vestigial stuff that Autobattlers have involving things liked gold/level management has been cut. There are neat new mechanics.

So yeah. Go play it before it turns out Million Dreams Games hasn’t figured out how to monetize the genre yet, and they have to sell themselves to an AI company, then remake this game a third time.

Also, if two of your use my pyramid scheme referral link here7, I can get 500 more gems total.

I would like the gems.

  1. Good Luck Games was sold to FTX in 2022. ↩︎
  2. Or maybe not? Sure, Sam is still in prison, but some of these people only got 2 years. They say crime doesn’t pay, but apparently it does if you’re white collar enough about it. ↩︎
  3. Captains grant some sort of permanent build around passive or trigger-able ability. ↩︎
  4. Slay/Hunt is a trigger-able keyword that occurs whenever the unit attacks and kills another unit. The important bit here is “Attacks.” If a unit with slay is attacked, and kills the other unit on the defense, that doesn’t trigger the keyword. Using slay effectively means either gambling that your unit will get the first attack, or buffing it high enough to be able to take a hit, and smash back. ↩︎
  5. I had one friend who I showed this game to, who immediately stopped playing after 10 minutes because of how aggravating he found the on-boarding/UI to be. Knowing it was his sort of game, I persuaded him to give it one more shot.

    He proceeded to play for literally 12 hours in a row. I went to bed, woke back up, and he was still playing. The game is that good, and the UI is that bad.
    ↩︎
  6. I spent $50 on an arcade versions of Minecraft Dungeons yesterday, because it spat out collectible trading cards. The bright side to being an unemployed miser is that I now have a lot more free time to spend the money I spent the last 10 years shoving into a pile. ↩︎
  7. This is the only referral link in the article. All the other links are normal ones, and will just link to the Steam page. Figured I’d just put that disclosure out there. ↩︎

Q-Up

Q-Up is a lot of different things. It’s a incremental game. It’s a competitive coin-flipping eSport. It’s a weird satire of live service games and tech startups. Oh, and it has a really cool grid based node engine building system, and slightly less interesting, but still compelling item system. Finally, it’s a game that I feel weirdly conflicted about.

Before I go any further, I want to note that I do recommend Q-Up. It’s a weird one, but if you like incremental games/engine building experiences, and enjoy strangeness, you’ll probably have a good time. And if you’re on the fence because of that “incremental game” element, Q-Up generally respects the player’s time. It took me about 6.5 hours to reach the “end” of the game, and I suspect it would have been closer to the expected 8-10 hours if I hadn’t played a lot of the demo to get familiar with mechanics beforehand.

If you’re the sort of person who really loves incremental games… well, there are some absolutely busted end-game builds, and semi-competitive ladders, and the folks on the game’s discord seem to be having a good time.

A lot of what I’m going to be talking about here, I already covered in my writeup on Q-Up’s demo. If you want a spoiler free discussion of the game, I suggest you go read that instead.

Q-Side

The premise of Q-Up is simple: it’s the hottest new competitive game on the market. Games are 4v4, and after queuing up, and getting placed in a match, you’ll either be put on Q-Side or Up-Side. A coin will be flipped. If it lands on Q, Q-Side team gets a point. If it lands on Up, Upside team gets a point. First team to 3 points wins.

And yes, this does mean that you as a player have zero agency over who wins or loses any given game of Q-Up. That’s the point. Something something comedy, something something frog.

But just because you can’t influence the outcome doesn’t mean you can’t change the results. After all, it’s not about winning or losing. It’s about getting as much stuff as possible.

Oh The Stuff You Can Get

Q-Up has four main resources: Q, experience, gold, and gems. Lets start with Q.

After each flip in match, you’ll gain or lose Q. Winning the flip starts you out with a positive amount of Q, losing with a negative amount. Q determines your rank, with higher ranks giving more Q, and lower ranks give less.

This amount, however, will be adjusted by your character’s skills and items, which is as good a place as any to talk about experience and gold.

Experience points are… experience points. You get enough of them, you level up. When you level up, you unlock skills and skill points to use on the skill grid.

This is the engine building part of Q-Up. The skill grid is a set of interconnected trigger-able nodes. Nodes can trigger when you win, lose, or always. They can do a variety of things, including triggering other nodes. Nodes also have activation stock: a maximum number of times that they can be triggered during a given flip.

It will start out reasonable, and it will rapidly turn into something that is very much not that.

It’s a very fun and unique system, with each of the game’s eight characters having their own nodes and builds. Some want high numbers of combos, others generate Q by spending gold, or clone items.

Which brings us to gold and items. There’s a shop, you buy items in it. Then you equip those items.

They’re mechanically impactful, and very functional, but there’s nothing here that makes it different from any other item shop.

Which means it’s time to talk about gems! You get gems by ranking up, and recycling unwanted items. They’re used to unlock meta-progression-y style stuff, like the ability to stop shop items from rotating out, and extra item slots, and other things.

And this is the core loop of Q-Up. Play a match, get resources. Spend those resources to improve your build. Rinse, repeat. Often, in the middle to late portions of the game, that’ll involve reworking your build to generate a specific resource you might want, such as gems or experience points, or tweaking to maximize getting as much Q as possible.

So I’ve talked about the mechanics. I’ve talked about the theme. Which leaves the narrative.

Narrative

From here on out we’re talking spoilers. If you want to play Q-Up, this is a good time to leave.

Q-Up trades in a lot of different fields/themes. Fortunately for me, I think I recognize most of them, as they’re related to my job and interests.

This narrative starts out as one poking fun at what I’d generally group as “Live Service Games”, perhaps more specifically the “single match” live service game. League of Legends, Dota 2, Valorant, CS:GO, that sort of thing. This is where the game stays mechanically, but narratively, it’s going to become Mr. Toad’s Wild Ride real fast.

The writing is very good. I wish there was more of it.

I can’t think of a better way to dissect the narrative and the struggles I had with it, without laying the full structure, so here we go.

After you start playing Q-Up, at some point you’ll either get a 3-0 loss, or 0-3 win. This introduces you to Alice and Bob. Alice is the head of a quantum computing company and Bob is the head of the company running Q-Up. Alice and Bob are at least somewhat fighting over the company Bob is running.

This opens the second part of narrative, which is mostly about conflict between Alice and Bob. Notably, it’s also not told in any straightforward way, and most of the information you get given is filtered through the lens of “You just joined this project, and everyone is using terms you don’t understand, and acronyms no one’s explained” sort of energy.

Fortunately, I work in a tech company. I have LIVED this exact experience. Multiple times. So again, I was pretty in my element for this bit.

This is the sort of thing I think you can only write if you actually have worked at one of these tech companies.

Anyway, this culminates with Alice attempting a hostile takeover, and Bob using you, the player, to stop it by proving that Q-Up is a game of skill, and not a game of gambling. You enter the Q-Up championships, and attempt to win your way to novice rank.

Then things get odd.

I have a hard time summarizing what exactly happens next, because I’m pretty sure this is where the game starts playing around in the space of Information Theory. I don’t know anything about Information Theory.

Anyway, after you get banned from Q-Up by Alice, a sentient artificial intelligence intervenes in order to get you unbanned, and also to use you to free itself. At the same time, the server room for running Q-Up seems to start to collapse, because… again. I think something Information Theory related.

This leads to the finale of the game, where a pair of cosmic intelligences attempt to restart the universe.

It’s this last tenth or so of the game where Q-Up completely lost me. Not because it was bad, but more so because I was just incredibly confused. The sentient AI part is mostly fine, and foreshadowed pretty hard, but it’s also not really paid off to the extent I would like. The same is true of the cosmic intelligences. To me, they just come out of absolutely nowhere, but I suspect that the writers may be trading in themes or ideas that I’m simply not familiar with.

It left an unpleasant taste in my mouth, because the rest of the game is actually fairly interesting. I was much more invested in Alice and Bob of all things than I was in any of the “wacky hijinks” at the end. And in the last moments of the game, that story got pushed to the wayside for cosmic strangeness.

It also doesn’t help that this last section of the game feels very short and sudden. Things are escalating, escalating, getting exciting… and then it’s all over.

Putting on the introspective critic hat for a moment

Given that Q-Up is already trading in a bunch of specific themes in its aesthetic and narrative, I think that what is actually happening here is that I am just out of the loop for the joke. This last portion of the game probably isn’t “random wacky hijinks,” but is instead Who’s On First for quantum computing or information theory, or perhaps some third thing I’m completely unaware of.

Maximum insider baseball that I am no longer an insider for.

But it was incredibly jarring, because I had been an insider for the rest of it, and the result was that a narrative I cared about, that I was curious and excited about, suddenly felt like it pulled a Fish Guys.

It just left me feeling really weird about a game that I had, until that point, really enjoyed.

Hat is off, back to final thoughts

I like 90% of Q-Up. I like its mechanics, I love the theming and UI, and I love most of the story.

It’s the suddenness with which the story ends that really bummed me out more than the weirdness, if I’m being honest. Everything felt like it wrapped up too quickly. Q-Up is not a very long game narrative. The majority of the game takes place across 70 or so emails, and the finale across another 30. And that’s probably overcounting a bit.

Q-Up was $9. I think I got my money’s worth. But I wish I felt different about the ending.

I wish I could call the game a masterpiece, instead of just very good.

P.S. This is not my finest write-up. If it feels stitched together, that’s because, well, it is. I wrote 3-4 different versions of this, and none of them were exactly what I wanted. So instead, you get this mess. Sorry about that.

Have some gems.

Also.

Q-UP Demo

Okay. We’re back. I may have lost it a little talking about Unfair Flips earlier in the week, but now it’s time to talk about Q-Up, another game about flipping coins.

I really liked the Q-Up Demo. I actually played until I couldn’t anymore, because the demo stopped me. I thought it was great.


You may notice a slight tonal shift here between Unfair Flips and Q-Up, despite the fact that they’re both pseudo-incremental games about coin flips. This is because Q-Up is doing everything that Unfair Flips wasn’t.

I’ve mentioned before that I somewhat dislike idle/incremental games because if I’m not careful, they eat my time like a blackhole. I also don’t necessarily have any fun with them. To quote myself:

I resent idle games because for whatever reason, they work on me. I am entirely capable of looking at them, understanding how the mechanics work, and what they are going to make me do, why they are exploitive, and then I play them anyway.

Unfortunately for me, Q-Up has it’s hooks in me already, which means escape options are limited. Perhaps this writeup will be one of them.

There’s a lot of different layers to Q-Up, and I don’t think I’m even going to identify all of them, let alone write about them. The game is framed as a competitive e-Sport, with all the trappings of such, including ranks, stats, an in-game shop, skins, and a fake TOS that has to be agreed to on launching the game.

The team bit isn’t a joke by the way. You can in fact play the coin flip with your friends, and make synergistic builds. It’s incredible.

The E-Sport in question of course, is just a coin flip. But what a coin flip it is! Complete with matchmaking, exciting animations, and being put on either the Q or Up side. (Fun note: while playing with a friend, he audibly groaned when we got into a game, and were Up side, as he “prefers being Q side”. In a game that’s a literal coin flip.)

Of course, the faux esport/live service game feels like it’s just the tip of the iceberg in a sense. There’s also an in-game mail client where as you play, you end up somewhat accidentally agreeing to “work” for the fictional company making the game in question. I don’t think I can spoil too much from the demo, but even what I saw there seemed to get really weird quite fast, with a weird sci-fi narrative around corporate sabotage.

Oh, and I haven’t even talked about the gameplay! Because yes, there is gameplay. It’s not just a coin-flipper. Instead, fairly early on, you unlock a node based skill grid, different for each of the available characters. This grid is a set of triggers and chaining activation, and by moving nodes around, you can build sets of synergies to make it so that even when you lose, you still win!

I’d say something about my build, but I actually just realized looking at it that it’s a tad bit awful.

Look, it makes more sense if you play the demo, maybe just do that.

Oh, and there are items! To be honest, they’re probably the most standard part of the game, being constructed in such a way that you can build item sets and collections in order to grant yourself additional bonuses. What’s less standard is the incredible weird item shop upgrades, which at one point gave me gems instead of costing them?

Ah yes, the ability to roll for a 5-Star character with a zero percent chance of getting them. And the customer of the year is a whale. It’s all so perfect.

Q-Up, like Unfair Flips, is a game about coin flips. But unlike Unfair Flips, it’s not really about flipping coins. Instead, it seems to be a weird satire on live service games at every level, from the design, the development, and the weird nature of E-Sports.

And it absolutely nails the tone. Probably my favorite part so far was this message, with that absolutely perfect “Exec typing things into ChatGPT to summarize them” energy.

It’s just an incredibly fun and weird experience. I only stopped because I hit the level cap on the available characters.

In short: the Q-Up Demo is great, I hope the full game is just as weird, and has even more twists. I’m going to go see if I can get a code to cover it before it comes out, but I highly doubt that will work, in which case I’ll just have to buy it when it does release.

Landlord Quest

I’ve described a few games on this blog as “love letters to X.” The Plucky Squire, for its joy in the physicality of art. Holocure to all of Hololive. It’s a fairly common idiom I haven’t thought much about until I played Landlord Quest: the first game that I think might be best described as a hate letter.

I don’t mean Landlord Quest is bad. I just mean that if you took a love letter, and kept the passion, but inverted the feelings, this is what you would get. If love letters are sent with roses and chocolate, hate letters are probably sent with a mailbomb.

Landlord Quest is a short adventure game. And when I say short, I mean short. I feel fairly confident I saw the entirety of the game in about 42 minutes, and that was three separate playthroughs. I’ve never actually played an adventure game before, so it may have taken me longer than people who are actually familiar with the genre.

Because it’s so short, I don’t really have much to say on it that isn’t a spoiler for the experience. The art is good. I didn’t have to look up anything, which I’ve been told is some sort of gold standard for adventure games, but there’s also one a single room, and a finite number of things to “Look at.”

This is it. This is the experience.

I guess the one interesting thing I could talk about is that despite the game loathing the Doug character, from his bro-glasses and faux-cybertruck, I’m not sure I do.

There’s a few incredibly brief moments of him ruminating on his relationship with his father. They’re short, and I think the intent is mostly to show that Doug is a useless nepo baby. I’m sure they work if you’re the sort of person who had parents that cared about you and your interests. I imagine if I was that sort of person, I’d be able to look at Doug and laugh, visualizing a chain of shit heads stretching back years eternal.

Unfortunately for the designer, I haven’t spoken to my father in close to 10 years, so the attempt to paint him a shit brat who coasts on his father’s coattails fell flat. Instead, it made me a bit sad for him. Someone cared about him once.

Anyway, I think the credits for Landlord Quest do a better job of speaking to the game’s purpose than I could.

Landlord Quest is a short, and either horrifying or cathartic experience based on how you feel about landlords. It’s six bucks on Steam. It’s very well made for what it is, and it made me feel something.

I’m just not sure how I feel about those feelings yet.

One Piece Card Game

I had a busy weekend. I played a lot of Deadlock, I lost horribly at a Magic draft, and I fixed a lot of technology for one of my parents. I got absolutely none of the work I had hoped to do done, but I did get a chance to try out the One Piece Card Game.

Yes, it really is capitalized like that.

Wait, what’s One Piece?

One Piece is a manga series that’s been running since 1997, which is to say it’s only slightly younger than me. I could say a lot of things about it, but they’re not relevant to this review. All you really need to know is that it’s an adventure series, it’s been running for an incredibly long time, and… I quite like it.

No really, I’ve been reading this series on and off for probably close to 20 years. I check weekly for updates. Thinking about it, One Piece and Pokemon are probably the two longest-running franchises I have interest in.

So, a card game (I like those!) based on a manga (specifically a series that I really enjoy). I should love this right?

Right?

The Gameplay

Well, I love the gameplay at least, even from my limited exposure yesterday. There’s a bunch of cool systems here, and I’m going to try to hit the highlights.

First up, like all modern card games, One Piece CG sets out to solve the land problem. But it does so in a different way than some of its peers. You have a side deck of 10 DON cards. Then, each turn after the first, you flip out 2 of the them, and that’s the whole resource system.

In addition to being tapped for mana, DON can also be put onto your Character and Leader cards to temporarily buff them on your turn. I liked this, because it meant I felt like I always had something to do with my resources.

Other neat systems include the game’s life tracking. This is effectively Pokemon’s prize card system, but reversed to become a catch-up mechanic. Short version: when you take damage to your life, you get cards. I like it.

Combat also has combat tricks, and they’re done in a way that doesn’t require me explaining the stack to someone, while also making a vast number of cards multi-modal. I liked that as well. Combat is also a bit different from other games, but not in anyway that I feel compelled to elaborate. It provides lots of interesting choices, and I like it.

So. Bunch of great systems

The Things I don’t like

Let’s imagine there’s a Harry Potter TCG. Let’s imagine it’s very popular, and while we’re imagining things, let imagine JK Rowling isn’t a massive TERF.

I know, I’m asking you to imagine a lot.

But while we’re in this beautiful alternate universe, let’s say that one of the sets is based on book 6. Imagine it’s called “Snape Kills Dumbledore,” and the cover art is a great big picture of Snape blasting Dumbledore with Avada Kadavra.

That would feel kind of odd, right? Kind of spoilery?

This is something the One Piece TCG does. Absolutely huge plot points are just… completely spoiled/revealed in the names and designs of the sets? And the cards?

I dunno. It just feels weird.

There’s a bunch of other things that add to that weirdness, at least for me. I consider myself a One Piece fan, but I’m purely a fan of the manga. One of the decks that I played (And enjoyed playing!) was based around characters from a spin-off video game. A video game that reviewed quite badly.

I love One Piece as a manga, because of stuff like this.

Not 3D models that look like this.

Also, two other minor annoyances.

  1. Some of these card names are ridiculous.

Like, I’m sorry. What?

2. Many of the cards have character names displayed in the standard Japanese way, which is to say family name and then given name. The problem I have with this is that there is at least one archetype (Vinsmokes) where this makes it a bit of a pain to actually read and process the cards. This is minor, I’m sure I’d get used to it if I played enough, but it feels unnecessary to include the full family name because it’s also irrelevant to the mechanics of the game?

I dunno. Please don’t take this as me being culturally insensitive. But I’m just… frustrated by design decisions that while authentic, make the game harder to play.

Also, while this is just a hunch, and playing a few games of a TCG isn’t enough to really get a good read on something like this, I kind of dislike that the game seems to be following archetype-based design as opposed to color based design. It’s just a vibe, but it’s still there.

Overall

Much like with Star Wars Unlimited, I actually think these systems are great, but I’m a bit turned off by the theming. Which is weird, because I like One Piece and I don’t give a shit about Star Wars.

It feels weird to say that I’d excitedly play more One Piece, but have zero intention of picking up any decks or cards? Especially at some of the prices I’m seeing, like, $50 for the non-basic starter deck? I’m good.

Anyway. Great game. Cool systems.

Not sure I want to spend any money on it.