Galaxy Munch mascot: the green alienGALAXY MUNCH
A GameReady friendslop co-op game, in pre-production

GALAXY MUNCH

Bon Appetit in the Vacuum.

A co-op physics-comedy where your crew of idiot aliens fly a space-diner: cooking, crashing, fighting pirates, and keeping braindead customers alive while everything is on fire.

Galaxy Munch concept art: a fire-alien customer eating while the crew fights the blazeAI concept art: target vibe, pre-production
Concept clip

Every session is a clip factory.

We are not scripting jokes. We are building a physics sandbox that produces them: pot-blinded pirates, food-fight defense, customers strolling into fires mid-bite.

AI concept clip (not gameplay): food fight vs boarding pirates

Wishlist

Be first in the airlock.

There is no Steam page yet. Drop your email and you get the link the day it goes live, so you can wishlist it while it still counts, plus an invite when the Discord opens.

No spam, no newsletter treadmill: we write when the Steam page or the Discord goes live. Every email has an unsubscribe link, and we never share the list. See how we handle your address in the privacy policy.

What exactly we send (three emails, that is the whole plan).

The game

You are the dumbest restaurant crew in the galaxy.

Co-op, first-person, low-poly. You crew a flying shuttle-diner and do everything at once: cook, pilot through an asteroid field, fight pirates, put out fires, and keep suicidally-dumb customers alive long enough to pay.

The diner IS the vehicle.

You fly the diner while you cook inside it. Steer badly and you take asteroid hits, hull breaches, and a repair minigame in the middle of a dinner rush. The kitchen and the cockpit are the same room.

No phases. Everything at once.

There is no prep phase and no downtime. Cooking, flying, fighting pirates, and hull repairs all happen simultaneously, in real time, while customers are already waiting and something is already on fire. The comedy is failing to keep up:

Serve ordersCookHarvest ingredientsShop and restockPilot the dinerRepair the hullFight piratesRescue customers

Customer ships crash on arrival

Customers fly their own tiny ships in with a deliberately terrible navigation brain, so they pile up and crash at your dock: a real hazard you juggle mid-service.

Keep the idiots alive

Braindead customers care about nothing but food. You are grabbing them out of fires and hull breaches while still plating orders. Losing one costs you the payment.

Restock inside the chaos

Ingredients run out mid-rush, so someone is always shoving a cart through a chaotic space supermarket while the rest of the crew holds the diner together.

"Everything is on fire, someone put a pot on the pirate's head, and we are somehow still open."
Design pillars

Six rules. Zero dignity.

Chaotic multitasking

Always too many things happening at once. The comedy is failing to keep up under the time rush.

Ragdoll physics comedy

Floppy bodies, flying objects, idiotic interactions. Physics IS the humor engine, not a side effect.

Braindead customers

They care about nothing but food. Keeping them alive while they wander into fires is YOUR problem, not theirs.

Co-op interdependence

Tasks force players to cover for each other. One holds the extinguisher while another plates the food.

Silly, sloppy tone

Deliberately dumb, not polished. Sloppiness is a feature. Charming because it is a disaster.

Clip-first

Every system self-generates short, funny, shareable moments for Shorts, Reels, and TikTok.

Concept art

The vibe, in frames.

Full gallery
Customer-ship pile-up (bad navigation)
Fire-alien babysitting
Multitask meltdown (cook + steer + repair)
Yeeting a pirate out the airlock
Everything on fire, still serving
Food-fight defense (airlock boarders)
Keeping the suicidal customer alive
The oblivious diner (calm alien amid chaos)
The genre

"Friendslop" is eating the charts.

Cheap, chaotic, co-op physics-comedy went from niche to phenomenon in two years: small teams with tiny budgets outselling studios 100x their size, powered entirely by player-generated clips.

Dear Passengers, the genre's latest breakout, banked 1.5M Steam wishlists in its first 4 days alone, months before launch, fully organic, at $0 ad spend. The game itself generates the ads. That is the lane Galaxy Munch is built for: a differentiated, instantly-legible concept (a space-diner instead of another everyday setting) with the same proven genre mechanics.

We aim for $10M-$110M in revenue.

The full math behind that number is in the pitch deck: available on request when you join the crew or invest.

16M+ copies
R.E.P.O.
about $128M at $7.99
11M+ copies
PEAK
$55M+ gross
10M+ copies
Lethal Company
about $100M at $9.99
1M+ paid copies
Content Warning

Typical genre pricing is $5-8: friction-free for a friend group buying four copies on a whim. Public figures, sourced from SteamDB / Gamalytic / Alinea Analytics coverage (2024-2025).

Other wins

None of this was hunted for.

No development on the game when this started and no marketing spend. We did not pitch publishers, did not advertise that we were raising, and did not run ads.

200
developers applied to round one, before any ad spend
Day 9
first investor reached out, unsolicited and inbound
Day 11
first publisher approached us, unsolicited and inbound
1st place
GameReady students won a game jam with an on-genre space-diner game
TikTok traction

Week one, basic blockouts, real numbers.

The account is brand new and clip #1 is engine blockouts, not final art: no signature character models yet, no paid boost, no repost network beyond one organic test share. It still traveled.

12
new followers from clip #1 alone
2,079
views on clip #1, zero paid boost
5.71%
full-watch rate on that clip
10
countries it organically reached

One clip, its first week, read straight off TikTok's own analytics. Small numbers, reported as-is.

Watch on TikTok
The studio

An established studio making its first own IP.

8+ years proven in the three things that decide whether a game ships: logistics, hiring, development. Galaxy Munch is a working studio pointing its existing machine at its own game for the first time, with video production and a crowdfunding track record already in place.

Since 2018
teaching and developing as a company, 100+ people employed over its history
2 of 2
Kickstarters overfunded, peak 948% ($474,005 on a $50K goal)
3,000+
CVs in the hiring pipeline: we assemble teams fast
Epic Games Gold Tier partner: Unreal Authorized Training Center gold badge
Epic Games Gold Tier Partner

Unreal Authorized Training Center, Epic Games partner since 2020; teaching and developing as a company since 2018 for clients like Intel, ISCAR, and Aerospace Industries. We self-publish: no external publisher between the game and its players.

Track record

What our team worked on.

The next BioShock (Cloud Chamber)Assassin’s CreedMount & Blade II: BannerlordThe Goblin TavernValeria: The Pagan PriestessBeyond SandboxStonewards
Tex Murphy: Killing Moon Rising
Advisory bench

Building the bench, not just the crew.

We are in talks with advisors who worked on titles such as Star Citizen, plus other veterans of co-op physics-comedy titles in the vein of R.E.P.O., PEAK, and Lethal Company.

The team

Operators, not theorists.

Arty McLabin
Arty McLabin
Business / strategy lead

Founder of GameReady (Unreal Engine studio + education, 8+ years). Business and strategy lead.

LinkedIn
Vojta Nevrela
Vojta Nevrela
Head of B2B Studio, Education & Hiring

Head of B2B Studio, Education, and Hiring at GameReady. Founder of indie studio KampaiRaptor.

LinkedIn
Renato Franchi
Renato Franchi
Crowdfunding expert

Founder and CEO of Senshi Consulting (ex-CMON). Crowdfunding and Kickstarter marketing lead.

LinkedIn

The build team

Picked from the hiring round. Names announced soon.

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Plus a 20+ person GameReady ecosystem handling publishing, operations, hiring, and community around the build team. And yes, we are hiring: join the crew.

Social media traction

Small accounts, real signal.

Every channel is new and growing off zero ad spend. Our second hiring-round post on LinkedIn outperformed the first on engagement, and the socials strategy is deliberately split: player-facing content on TikTok and Instagram, business updates on LinkedIn.

LinkedIn
64
LinkedIn followers
Round 2
hiring post beat round 1 on engagement
4
channels live: LinkedIn, Instagram, Facebook, X
FAQ

Reasonable questions, deadpan answers.

What platforms?

PC (Steam) first. We are building for online co-op with your friend group.

When can I play it?

It is in pre-production: the playable slice comes first, then a Kickstarter. There is no Steam page to wishlist yet, so leave your email and you get the link the day it goes live, while a wishlist still counts for the launch.Wishlist Galaxy Munch

Is 'Galaxy Munch' the final name?

Yes. Galaxy Munch is the name.

What's the track record of GameReady Studio?

8+ years of Unreal Engine production and education, 100+ people employed, clients like Intel, ISCAR, and Aerospace Industries, and a 2-for-2 overfunded Kickstarter record. The full story: gameready.dev/studio

Want in on the sloppiest disaster in the galaxy?

We are recruiting a medium-sized, high-conviction build team: UE programmers and artists who want real ownership in a fast venture. We are also fundraising early. Either way, we answer fast.

Or email munch@gameready.dev