Commander Keen: Galaxy Reimagined (1.0.3.0 update released)

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Commander Keen: Galaxy Reimagined (1.0.3.0 update released)

Post by namida »

Image

Introduction

Hi all! While it's been available as an open beta for ages now, I'd like to officially announce the release of Commander Keen: Galaxy Reimagined.

Those of you who have been in the forum for a long time, like, a very long time, might remember me from when I was a kid by the alias Shocks(h)und, and would come up with a new fangame idea every week only to abandon it (and get quite angry if any other fangames had ideas even remotely similar). Well, I'm a lot older now, and thought I should fulfill that goal of making a Keen fangame at some point (there was also intent for it to serve as practice coding a platformer in MonoGame, but further experience since then has meant I'm probably not going to use MonoGame going forward for future projects).

And those of you who are familiar with the Lemmings community - yes, I'm the same namida who's an admin there and the developer of NeoLemmix, Loap, and the Lemmings Plus level pack series.

------------------------

Download Link

Download: https://nv.wtf/GalaxyReimagined_1.0.3.0.zip
Help/Manual is available here (also included in the download): https://www.nv.wtf/ckgrhelp/

1. Download and extract the Galaxy Reimagined ZIP
2. Double-click GalaxyReimagined.exe

That's it. You do not need to provide a copy of any Keen game, you do not use DOSBox, etc. It's a standalone game built for modern Windows PCs. If upgrading from an older version of the game, simply extract the new version over the top of it.

The binary is only available for Windows; however it should be possible to run on Linux by using WINE. It should also be possible to build from source for both Linux and Mac (possibly also Android and iOS, with additional work).

A note regarding difficulty selection: I highly recommend playing on Normal. That's the "as the developer intended" setting. Easy and Hard are there if you really want them, but do note that they're not nearly as thoroughly tested.

You can also watch my own playthrough of the game (on Normal) here. Recording this is a WIP: https://www.youtube.com/playlist?list=P ... o5PPsoQkj5

------------------------

The Story

Commander Keen had just returned from foiling the Vorticon attack on Earth, and settled into bed, when he heard suspicious noises outside his window.

Upon dragging himself to the window and pushing aside the curtains, Keen saw some strange creatures messing around in his clubhouse.

"Here we go again," Keen thought to himself, as he raced outside to take a closer look. By the time he got outside, the creatures had left and Keen could barely make out their spaceship in the distance, flying away. Spot, of course, was no help.

Worse, Keen noticed that much of his gear, so crucial to his heroic quests, was missing. His pogo stick, his raygun, all appeared to be missing. With no time to spare, Keen decided to chase these invaders armed only with the neural stunner on board his rocket.

Keen's fortunes only continued to worsen when, having forgotten to refuel after his last adventure, his Bean-With-Bacon Megarocket ran out of fuel and he was forced to make an emergency landing in the Shadowlands. Even worse, his stunner was defective.

Unequipped and with no fuel, all Keen could do was explore in the hope he'd find some help.


------------------------

About

Commander Keen: Galaxy Reimagined is a fangame based on a self-developed engine (using MonoGame as the underlying framework), and follows on from the Invasion of the Vorticons trilogy as an alternate continuity - although really, the plot is just an excuse to create some gameplay and levels. ;)

Galaxy Reimagined takes place across three worlds - the Shadowlands, Fribbulus Xax, and the Shikadis' Omegamatic. While staying close to Goodbye Galaxy's gameplay in most ways, there are some features that set Galaxy Reimagined apart from the official games' gameplay:
- Levels are replayable - and sometimes, you'll need to come back to a level later in order to obtain everything in it. (In fact, while it is possible to beat the game without ever replaying a level, you'd likely need to already know the game well and plan your route carefully in order to do so.)
- Lives now function more like a health meter. Keen loses a life when he gets hit, but only dies if he runs out of lives (at which point he must exit the level, or restart it from the beginning / a checkpoint).
- Keen does not start the game with a pogo or neural stunner; Keen must find these in levels before he can use them. There's a few more items he can find that give him extra abilities too.
- There is no manual saving. The game autosaves whenever Keen enters or exits a level, as well as whenever Keen reaches a checkpoint.
- Enemies that took multiple shots to stun in the official games, generally are stunned with a single shot but only remain stunned temporarily. (There are exceptions.)
- Difficulty selection has effects beyond just the number of enemies that appear (detailed below).
- You can see an estimate of how difficult a level is before you play it - look at the number of stars it has under its name on the world map.

------------------------

Default Controls

Commander Keen: Galaxy Reimagined can be controlled with either a keyboard or a gamepad. Controls can be customized in the Settings menu, however the defaults are:

Keyboard
Arrow keys - Move
Ctrl - Jump
Alt - Pogo (must be obtained)
Space - Shoot (must be obtained)
Shift - Grappling hook (must be obtained)
Enter - Minimap (must be obtained)
Esc - Pause (also gives option to exit / restart level)

Gamepad (button labels are based on Xbox controller)
DPad or Left stick - Move
A - Jump
B - Pogo (must be obtained)
X - Shoot (must be obtained)
Y - Grappling hook (must be obtained)
Menu (Start) - Minimap (must be obtained)
View (Back / Select) - Pause (also gives option to exit / restart level)

------------------------

Help, which level should I go to?!

Part of the fun is exploring and figuring this out, but I realise some people might want some pointers, or at least to know when they'll get certain items.

The first thing - you might notice (unless you turned hints off in the settings) the colored ! icons above levels on the world map. These tell you that playing the level is currently useful in some way:
- A red exclamation mark means that the level blocks your path, or in other words, simply beating this level (without needing to collect any particular items etc in it) will unlock more levels.
- A green exclamation mark means that the level contains a gnosticene, battery or fuse. This will only show up if either (a) you currently need more of the thing it contains in order to make progress, or (b) you've completed the final level, at which point all remaining gnosticenes / etc will be marked.
- A blue exclamation mark means the level contains an item that grants Keen a new ability.

These icons will only show up if you're actually able to beat the level and obtain the relevant item. For example, the red exclamation mark on Bloogwaters Crossing will not show up if you don't have the pogo yet (as the level is impossible to beat without the pogo).

If that's not enough and you still want to be at least pointed in the right direction for the first few levels:
- You must play Slug Village first. No way around it.
- You can obtain the pogo stick in Lifewater Oasis, and once you've got that, the stunner in Pyramid of the Moon.
- You need to rescue two Gnosticenes in order to be able to travel to Fribbulus Xax.
- The Gnosticenes that can be rescued at this stage are in Hillville (possible and reasonable without the pogo), Crystalus (possible but insanely hard without the pogo), Sand Yego and Pyramid of the Sun (both only possible with the pogo).
- Bloogwaters Crossing cannot be completed without the pogo.
- You can get pretty far without the stunner if you really want to, though you will eventually need it in order to complete the game.

------------------------

Screenshots

Image Image

Image Image

Image Image

------------------------

Differences between difficulty settings

General
- More enemies appear on higher difficulty settings. Unlike the official games, sometimes different enemies appear (eg. a Bloog may be replaced with a Blooguard on Hard).
- Keen begins levels with 6 lives and 6 ammo on Easy; 5 each on Normal; and 4 each on Hard.
- There are fewer checkpoints (and occasionally, their locations are changed) on higher difficulties.
- 1up / Ammo pickups give two extra lives / ammo respectively when playing on Easy, compared to only one on Normal or Hard.
- All enemies that can only be temporarily stunned, remain so for 25% longer when playing on Easy.
- A certian aspect of the final level is more generous on lower difficulty settings.

Keen 4 Enemies
- Berkeloids throw fireballs more often on higher difficulty settings; they don't throw them at all on Easy.
- Blue Birds fly slower on Easy.
- Dopefish swim slower on Easy.
- Mimrocks have a longer cooldown between steps on Easy.
- Skypests land more frequently on lower difficulty settings.
- Poison Slugs leave slime puddles less frequently on Easy.
- Sprites take longer to fire their shots on lower difficulties.

Keen 5 Enemies
- Little Amptons deal contact damage even when not on a pole when playing on Hard.
- Robo Reds fire less shots per barrage on lower difficulties.
- Shikadi only send sparks up or down a pole (instead of both at the same time) on Easy.
- A certain aspect of the Shikadi Master is more generous on Easy.
- Shockshunds are permanently stunned by a single shot on Easy or Normal; but only temporarily stunned on Hard.
- Slicestars require fewer shots to destroy on Easy.
- Voltefaces move slower on Easy.

Keen 6 Enemies
- Babobbas don't take breaks on Hard; on Easy, they're harmless while taking breaks.
- Bobbas fire shots every 3rd jump on Easy, every 2nd jump on Normal, and may fire (randomly) after either 1 or 2 jumps on Hard.
- Flects merely block, rather than reflect, shots from the front on Easy.

------------------------

Cheats

If you really want to use cheats...

To enable cheats: Press A-2-Enter (must be in-game, not in a menu screen; this can be either a level or a world map)
To enable dev cheats: First enable regular cheats, then press F10-A-3-Enter

(To activate cheats in versions prior to 1.0.2.0: Run the game with the command line parameter "-enable-cheats" for regular cheats only, or "-enable-dev-cheats" for regular and dev cheats.)

F10+A - Infinite ammo. Press again to disable; Keen's ammo will remain at 9 but will decrease when used.
F10+C - Checkpoint cheat. Gives an instant checkpoint. Do NOT use on the world map.
F10+D - Instant death. Kills Keen and sets his lives to zero. Do NOT use on the world map.
F10+E - End level. Finishes the current level and marks it as completed. Do NOT use on the world map.
F10+G - God mode. Keen cannot be killed. Press again to disable.
F10+I - Item cheat. Makes all collectibles (pogo, stunner, gnosticenes, etc) in the current level teleport to slightly in front of Keen.
F10+J - Jump cheat. Gives infinite jump height and allows jumping in midair. Press again to disable.
F10+K - Gem cheat. Gives one gem of each color plus a keycard.
F10+L - Infinite lives. Press again to disable; Keen's lives will remain at 9 but will decrease when hit.
F10+M - (Dev cheat) Map dump mode. Cycles through every level and saves an image of the level map (taking into account current progression and difficulty selection), including entities such as enemies.
F10+R - (Dev cheat) Record demo. Activates the next time you enter a level.
F10+S - (Dev cheat) Stats dump. Creates a CSV file with some stats about the levels.
F10+T - Tool cheat. Gives Keen all "powerup" items (pogo etc). WARNING, this cheat can permanently harm your save file. Also it only works when used in a level (not the world map).
F10+U - Unlock all secret levels. If used on the world map, doesn't take effect until you enter and exit a level.
F10+W - Warp cheat. I advise against warping directly to world map levels; warp to their respective BWB Megarocket levels instead. Level list here: https://www.nv.wtf/CKGRLevelList.txt
F10+X - (Dev cheat) Opens the tile properties editor.
F10+Y - Show tile solidity. Press again to disable.

------------------------

Source Code / Editing

The source code (written in C#) is available here: https://bitbucket.org/namida42/galaxyreimagined/

The source code is distributed under the MIT licence, not the GPL licence that most Keen-related open-source projects use. The most important difference is that this means derivative works are not obligated to also be open-source (but I do still encourage them to be). The MIT licence is GPL-compatible, so you can use Galaxy Reimagined's code (or portions thereof) in a GPL project.

The base folder of the repo contains a file "Editing Notes.txt" which contains some information on how to create and import custom levels using Tiled (a widely-used open-source tilemap editor available for multiple platforms). There is currently no documentation on the formats of data files, but they are all text-based and follow a similar structure (based on the NeoLemmix text-based data file structure) and should not be overly difficult to figure out; I'm also happy to answer any questions as they come up (either here or on Discord).
Last edited by namida on Tue May 06, 2025 8:53, edited 17 times in total.
Commander Keen: Galaxy Reimagined - a reimagining of Goodbye Galaxy and Aliens Ate My Babysitter
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Re: Commander Keen: Galaxy Reimagined

Post by יצחק »

Can't run the game. How do you activate after downloading the links?
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Re: Commander Keen: Galaxy Reimagined

Post by namida »

יצחק wrote: Thu Sep 19, 2024 21:50 Can't run the game. How do you activate after downloading the links?
Make sure you've installed the .NET 8.0 runtime (doesn't have to be 8.0.8 exactly, anything 8.0.x should work), then just extract the ZIP and run GalaxyReimagined.exe. You do not need to supply any files from any of the official Keen games.

If it doesn't seem to run, does it create an error log file? If so, what are the contents? (There was one user who I identified earlier as encountering a crash relating to the graphics device; I tried making a customized build that should help but I never got any feedback on whether it did or not - unfortunately there's no way for me to tell if this means it worked, or just that they lost interest.)
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Re: Commander Keen: Galaxy Reimagined

Post by יצחק »

Here are two screenshots after I pasted the said file into Dosbox:
https://postimg.cc/R6TZkJDG
https://postimg.cc/MnjKWFLn
Do you see the photos? What to do now? thanks!
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Re: Commander Keen: Galaxy Reimagined

Post by namida »

יצחק wrote: Sat Sep 21, 2024 17:24 Here are two screenshots after I pasted the said file into Dosbox:
https://postimg.cc/R6TZkJDG
https://postimg.cc/MnjKWFLn
Do you see the photos? What to do now? thanks!
It's a Windows app. You run it directly in Windows (ie: by double-clicking GalaxyReimagined.exe in File Explorer), not in DOSBox.

Basically, treat it like the older (TGF / CNC / etc) fangames. Although the engine is custom, and it requires .NET 8.0 instead of cncs32.dll, it otherwise works the same way in terms of "how do I actually play it?".
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Re: Commander Keen: Galaxy Reimagined

Post by יצחק »

I was able to play. thanks! But I can't play like that when there is no save option. I need you to install a save like in all Cain games! Is there such a possibility?
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Re: Commander Keen: Galaxy Reimagined

Post by namida »

יצחק wrote: Wed Sep 25, 2024 22:25 I was able to play. thanks! But I can't play like that when there is no save option. I need you to install a save like in all Cain games! Is there such a possibility?
The game automatically saves every time you enter/exit a level or reach a checkpoint. I don't intend to add save-anywhere like Keen 4-6 have. If you really want close to that, you could use the Checkpoint Cheat.
Last edited by namida on Thu Sep 26, 2024 20:54, edited 1 time in total.
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Re: Commander Keen: Galaxy Reimagined

Post by Syllypryde »

namida wrote: Fri Sep 20, 2024 18:47
יצחק wrote: Thu Sep 19, 2024 21:50 Can't run the game. How do you activate after downloading the links?
Make sure you've installed the .NET 8.0 runtime (doesn't have to be 8.0.8 exactly, anything 8.0.x should work), then just extract the ZIP and run GalaxyReimagined.exe. You do not need to supply any files from any of the official Keen games.

If it doesn't seem to run, does it create an error log file? If so, what are the contents? (There was one user who I identified earlier as encountering a crash relating to the graphics device; I tried making a customized build that should help but I never got any feedback on whether it did or not - unfortunately there's no way for me to tell if this means it worked, or just that they lost interest.)
I still can't run the game, even your official release. I already had 8.0.8 and your fix didn't work, and yes I lost interest. There has to be a more efficient way to load this game.
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Re: Commander Keen: Galaxy Reimagined

Post by namida »

Syllypryde wrote: Thu Sep 26, 2024 16:45
namida wrote: Fri Sep 20, 2024 18:47
יצחק wrote: Thu Sep 19, 2024 21:50 Can't run the game. How do you activate after downloading the links?
Make sure you've installed the .NET 8.0 runtime (doesn't have to be 8.0.8 exactly, anything 8.0.x should work), then just extract the ZIP and run GalaxyReimagined.exe. You do not need to supply any files from any of the official Keen games.

If it doesn't seem to run, does it create an error log file? If so, what are the contents? (There was one user who I identified earlier as encountering a crash relating to the graphics device; I tried making a customized build that should help but I never got any feedback on whether it did or not - unfortunately there's no way for me to tell if this means it worked, or just that they lost interest.)
I still can't run the game, even your official release. I already had 8.0.8 and your fix didn't work, and yes I lost interest. There has to be a more efficient way to load this game.
Unfortunately, there isn't much I can do in your case besides suggest updating (or perhaps, downgrading) your GPU drivers, or trying it on another PC if you have the option of doing so. The error that was occuring in your case is outside my control; it's happening when MonoGame (the underlying framework) is initializing - it's comparable to if you had trouble running mods because DOSBox didn't work on your PC, there would be not much mod authors could do about it. Trying a DirectX instead of OpenGL build was the only thing I could think of to try, and seems that didn't help either.

Likewise, it's not that it's "inefficient to load this game". There just seems to be something about your PC in particular that's not playing nicely with this game, and unfortunately, there isn't much I can do about it.
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Re: Commander Keen: Galaxy Reimagined

Post by Syllypryde »

namida wrote: Thu Sep 26, 2024 20:45Unfortunately, there isn't much I can do in your case besides suggest updating (or perhaps, downgrading) your GPU drivers, or trying it on another PC if you have the option of doing so. The error that was occuring in your case is outside my control; it's happening when MonoGame (the underlying framework) is initializing - it's comparable to if you had trouble running mods because DOSBox didn't work on your PC, there would be not much mod authors could do about it. Trying a DirectX instead of OpenGL build was the only thing I could think of to try, and seems that didn't help either.

Likewise, it's not that it's "inefficient to load this game". There just seems to be something about your PC in particular that's not playing nicely with this game, and unfortunately, there isn't much I can do about it.
Understood...
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by namida »

I have now released the source code, which can be found here: https://bitbucket.org/namida42/galaxyreimagined/

Along with this, I've uploaded V1.0.1.0 of the game. The changes are mostly behind-the-scenes stuff; some data that was previously hardcoded is now in external files. Additionally, the game's data files are no longer packed into the large GalaxyReimagined.dat file (so you can delete that file when you upgrade), but are loose files in a "data" folder, allowing them to be modified if desired by people creating mods / levelpacks. Finally, this update also enables the "dev cheats" (like record demo, etc) that were not available even with -enable-cheats parameter in the first release. If you aren't interested in custom content, and you already downloaded the earlier version, there's no need to upgrade.
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by K1n9_Duk3 »

If you ask me, using .NET is a mistake. It adds an extra hurdle for anyone interested in playing the game. And Microsoft has a history of making their new version of the .NET framework incompatible with older .NET applications, which is terrible for software preservation.

I won't be playing this game anytime soon, sorry.
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by namida »

It’s possible to compile a build that doesn’t depend on .NET but this would hugely increase the file size. Maybe that isn’t a big deal these days tho?

(I would also argue that installing .NET is less of a hurdle than setting up patching utilities and DOSBox, but the flipside there is most people in this community already have the latter.)
Last edited by namida on Mon Oct 14, 2024 6:52, edited 1 time in total.
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by Bounder »

K1n9_Duk3 wrote: Thu Oct 03, 2024 10:31 If you ask me, using .NET is a mistake. It adds an extra hurdle for anyone interested in playing the game. And Microsoft has a history of making their new version of the .NET framework incompatible with older .NET applications, which is terrible for software preservation.

I won't be playing this game anytime soon, sorry.
This is, unfortunately, true... I've been supporting some .NET based applications and the situation can be so iffy with the .NET frameworks that I have to download and archive the .NET installers to ship with the application to make sure it can install at all on modern computers and operating systems. (Compiling .NET would be an option, except some of the machines in the field are on very slow links and this would make auto-updates too slow.)
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by namida »

There, reuploaded a version that doesn't rely on an external copy of .NET.

It achieves this by using the option to build .NET into the compiled .EXE, so this is primarily intended for those who don't want to have to mess around with installing .NET or worrying about compatible versions, rather than those who are actively taking a stance against .NET in and of itself.
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