Hey there, welcome to the Galactic Crows FAQ. If you arrived via a link from me, it’s because your question comes up a lot. I’d love to reply to everyone individually, but these topics repeat often and I need to stay focused on making games.
Hey there, welcome to the Galactic Crows FAQ. If you arrived via a link from me, it’s because your question comes up a lot. I’d love to reply to everyone individually, but these topics repeat often and I need to stay focused on making games.
Galactic Crows is just me making the horror I want to play. I am based in Iași, Romania. I am Tarba Paul Cornel, but most people know me as @gamedevpaul. I used to be Lead Developer at Forge Gaming Studio SRL. I worked as a translator on Bloodious Games’ MADiSON. I published the indie horror game MUZY, and developed my own titles such as Stay Still, Psychopath Massacre, Deadly Quiet, etc. I also co-produced, wrote, and edited the live action short Left to Rot. I build tight psychological horror with heavy atmosphere and stories that stick.
Steam, itch.io, and your console’s store.
Every Galactic Crows game shows up on all three.
On PC, search “Galactic Crows” on Steam or itch.io.
On console, open the store, type “Galactic Crows”, done.
If you are lazy just click here: Steam (Galactic Crows), Itch.io (Galactic Crows), PlayStation (Galactic Crows)
Unity and Blender.
I only share dates and platforms after they are public and locked. If you do not see an official post from me, or press, it is not confirmed. I would rather keep quiet than promise something I cannot deliver. If you want to see what is already out, check my catalog on Steam and itch.io. Wishlist the stuff you vibe with, and follow @gamedevpaul on Instagram and Twitter for updates the moment they are real.
Real talk. I aim to drop a new game every 2 to 3 months. It depends on the idea, how long it takes to feel right, and how locked in I am. I also juggle filmmaking and a few side gigs, so some cycles move faster than others. Game dev is still full time for me.
Short version. It is not as simple as pressing upload. Every platform has its own rules, dev kits, certification, extra testing, and costs. I pick platforms where I can hit my quality bar and not ship a broken experience.
Consoles. I am actively porting my catalog. The plan is PlayStation, Switch, and Xbox for as many titles as I can manage. Ports take real time. Depending on when you read this, some releases might already be live. I will announce each one the moment it clears.
PC. Steam and itch.io are home base. You can always find my work there.
Mobile. Not right now. I made mobile games when I was 14 to 15. Some went viral, but those projects do not represent what I make today. I am focused on atmospheric, story heavy horror on PC and consoles, so mobile is not in my near future.
Usually no. I do public giveaways on X, follow @galacticcrows for those and for sales. I do not hand out free keys in DMs.
Exceptions
Content creators who plan to cover the game. If that is you, reach out with your channel and plan.
Past giveaways
Psychopath Massacre, Stay Still, and more.
Deadly Quiet was the biggest so far, I sent over 150 keys.
Avoid scams
I will never message you out of the blue with a free key.
If someone claims to be me and offers a key without context, it is a scam.
Keys come from public posts or from my official channels only.
Composers
I am set right now. I already teamed up with a few great folks for upcoming projects, so I am not looking for new composer pitches at the moment.
Voice acting
Some games need it, some do not. Psychopath Massacre and Christmas Mutilator have VA, and Netbreak might too. If you are a voice actor, I am open to casting. Send a short demo and your rates to paul@galactic-crows.com.
Other freelance work
I build most things solo. Still, there are times I bring people in. If you think you can help, email paul@galactic-crows.com with a tight portfolio and pricing. I am friendly, I just keep my inbox as the main gate so nothing gets lost.
Solo work, with sometimes additional freelance work. I build the games myself. If a project needs it, I bring in a freelancer or a volunteer for art, characters, or music. No meetings, no heavy coordination, just me making stuff. I also handle support, shipping, marketing, and social media. There are no other employees at Galactic Crows.
Indie fits me. It is already overwhelming as a solo dev. There are deadlines and people expecting me to stay very professional. Now imagine a big team. I would end up at 250 kg and bald in no time, lol.
Nope, not really. I only build my own original IPs. I am already swamped with my ideas, so I cannot take on external commissions without melting my brain. Possible exception would be if someone wants a video game based on a film or series I genuinely love, I might consider it. That is a long shot though. I am a nobody, lol. I am trying my best.
If you're a movie director with some cool stuff, hit me up tho <3.
Maybe. When I need help, I post in public channels or browse freelance sites. If you think you are a great fit for something specific, email paul@galactic-crows.com, with a short intro and a clean portfolio. If it clicks, we will talk scope and pricing. No full-time employment.
Movies
V/H/S films, Grave Encounters films, Texas Chainsaw Massacre, August Underground films, Maskhead 2009, Guinea Pig Flower of Blood, 964 Pinocchio, Dexter including the spin offs, Young Sheldon, Rock and Rule, Red Room 2, 1922, and most classic slashers like Friday the 13th and Halloween.
Games
Silent Hill, Outlast, Visage, P T, Amnesia, FNaF. I loved FNaF as a kid, now I feel too old for it lol, but I respect how iconic it became and Scott Cawthon is a real inspiration. Also Death Stranding, Metal Gear Solid (basically any Kojima game is dope), Half-Life, Half-Life Blue Shift, Half-Life Opposing Force, Black Mesa, Half-Life 2, GMOD, Vladik Brutal, Alan Wake, Welcome to the Game, Murder House, Stay Out of the House, Nun Massacre, Last days of Lazarus, and honestly like 90 percent of indie horror. They are raw, passionate, and unfiltered.
Yeah. I am into some pretty extreme stuff and I pull ideas from it. It helps me push atmosphere and tension in my games. Do not worry, I am chill in real life. I am just the video games guy. Movies are fuel for creativity, not a lifestyle.
I am not lazy. I live in Unity, they should even pay me for how much time I spent inside their engine in the last years, LOL🤣. Most days I work 10 to 12 hours, when I don't have classes in college. People around me call me a workaholic. That grind can burn me out and I own the bad calls that come with it, but every release has hundreds to thousands of hours in it. If a mechanic or story beat did not hit for you, that is fair. It is not laziness. It means I missed or it just was not your thing.
My games are experiments. Early on I followed the crowd. Now I chase what feels honest. Some land, some do not, because I am learning and pushing myself. For example, I had never made a multiplayer game, then I built Deadly Quiet in about six months of daily work with my partner Rafy. Not the best, not the worst, but it was real and earned.
Honest work. Not lazy. (I also juggle between film-making gigs, and even other gigs in my life outside game development, but of course that is not an excuse, I'm just saying.)
I am a solo dev. I cannot afford to make 6 to 10 hour games. This is my livelihood, so I need to ship consistently and keep the ideas fresh.
I also like short games as a player. After 40 to 50 minutes most long games lose me. I have left a lot of them unfinished because they get booooooooooooring. My goal is tight pacing, zero filler, all mood and payoff.
This is not a rule carved in stone. Some ideas want to be longer, some shorter. Length follows the concept and the rhythm.
I do not force for playtime or to avoid refunds. When a game feels complete, I stop and ship it. Honest work, focused experience. If that sounds like your thing, you will get exactly what I promise.
No. I make my games. I write the code, build levels, light scenes, fix bugs. I also animate sometimes, model here and there, handle sound design, and even mess with music when it fits. I am human though. When I am burned out, I bring in help for specific parts like music or art. Shoutout to Arnau Domenech Rofin, Pau Damia Riera and Josh Winiberg for music on some projects. I also team up with friends like Abdul Rafy, or give small gigs to new devs who deserve a shot. If you want receipts, check the credits. You will see exactly who did what. On Steam, if the developer name is Tarba Paul Cornel only, that game is fully solo. Any extras are small freelance bits like a track, a few animations, or a character model.
And why would I do that, it would cost thousands if not tens of thousands to outsource, which it's something I cannot afford, it would not be a smart business move. I am working very hard everyday to make my game dev studio be recognized and respected, as much as I can.
support@galactic-crows.com (For support, bugs, and other issues and questions)
paul@galactic-crows.com (For direct contact, for collabs, and other PR questions)
CONTACT US: support@galactic-crows.com
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