// galactrex.com/good-to-know

Good to know.

Notes that travel.teach.stick.save you hours.

Notes from the studio and the label. What we use, how we work, and the things we wish someone had told us sooner.

label

Original music for your game, film, or trailer

Royalty free vs licensing vs original music. What original gets you, when to bring music in, and how to actually start.

May 24, 2026 · 4
studios

How to Publish Your Game to Steam and the Epic Games Store

The real step by step for getting a game live on Steam and the Epic Games Store: accounts, fees, store pages, ratings, builds, and the cut each store takes. Or skip all of it and publish through us.

May 21, 2026 · 8 min
production

Must-Have Plugins for Melodic Dubstep in 2026 (What We Actually Use)

The five plugins Galactrex Records reaches for on most melodic dubstep sessions, what each one is for, and how we use it. Serum, Pro-Q 3, VintageVerb, OTT, and Ozone.

May 21, 2026 · 6 min
studios

What Makes a Game Feel Good to Play

The same action can feel dead or feel amazing depending on a handful of tiny details. Here is what we tune to give a game that addictive, satisfying feel: hit-stop, screen shake, easing, and feedback.

May 20, 2026 · 7 min
production

How We Get a Wide, Glassy Melodic Bass

The exact steps we use to build a wide, glassy melodic dubstep bass that still hits in mono. Layering, unison, EQ, and the mid-side trick that keeps the low end solid.

May 19, 2026 · 7 min
studios

How We Score Our Own Games

We run a label and a game studio under one roof, so the music in our games is made by the same people making the records. Here is how we use that, and why a soundtrack should be designed, not just dropped in.

May 18, 2026 · 6 min
production

The Only Plugins a New Producer Actually Needs

You do not need 200 plugins. You need a handful you understand. Here is the short, mostly free starter set we would hand a new producer, and why each one earns its slot.

May 16, 2026 · 6 min
studios

How a Game Idea Becomes Something You Can Play

Most game ideas die in a notebook. The ones that make it follow a path: a rough prototype, a brutal cut, then a vertical slice you can actually feel. Here is how we get from idea to playable.

May 15, 2026 · 6 min
production

Mixing Low End That Translates From Phone to Club

Most tracks fall apart on the systems that matter. Here is how we mix kick and bass so the low end holds up on a phone speaker, headphones, and a club rig.

May 13, 2026 · 7 min
studios

Sound Design for Indie Games: Where to Start

Good game audio is mostly layering, variation, and mixing for the moment, not expensive libraries. Here is the starting point we would give anyone adding sound to their first game, with free tools that get you there.

May 12, 2026 · 6 min
studios

Why We Cut Features to Actually Ship

Almost every game that never ships died from too many ideas, not too few. Here is how we decide what to cut, what to protect, and how cutting scope is the thing that gets a game finished.

May 10, 2026 · 6 min