Full notes
Full Fleetbreakers update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone,
What changed
- Balance
- Maps
- Gameplay
We’ve been working for a long time to find a version of the special effect for Acid damage that feels powerful, readable, and fun. Our original approach, Corrosion, went through several iterations, each one teaching us something about what players actually notice in the chaos of Fleetbreakers combat. The first version was a classic damage‑over‑time effect (DoT). It stacked up on enemies and slowly melted them, but the problem was that players rarely saw it happening. Ships would die offscreen with no clear cause, and by the time you built up enough stacks to matter, the target was usually almost dead anyway. It created confusion instead of strategy, and it didn’t give players any satisfying moment of impact.
We then tried a model where each Corrosion stack increased the damage a unit took. On paper, this was easier to balance and more predictable. In practice, it still suffered from the same core issue: players couldn’t feel it. The effect lived in the math, not on the battlefield. We even experimented with Corrosion stacks that lasted forever so we could attach other effects to them, but that only made the system more abstract and harder to understand. It never became something players could read at a glance or react to in the moment.
The breakthrough came when we stepped back and asked what the most obvious, tactile version of acid damage could be. That led us to Acid Bubbles. They are visible, they are dangerous, and they immediately communicate what they do. There’s no mystery and no hidden math. This instantly solved the biggest problem with Corrosion: players can now see and understand what’s happening. It also created new gameplay on both sides. When you’re using acid ships, you can see the impact you’re having on the battlefield. When you’re fighting against them, you can dodge, avoid, or get trapped in bubbles. Positioning becomes more important, and bubbles naturally combo with effects like stuns.
They also give us a lot of clean design hooks. We can trigger effects when units are inside a bubble, when a unit dies inside a bubble, or when a bubble spawns. These hooks open up space for buffs, relics, enhancements, and enemy variants that feel intuitive instead of invisible. On top of that, Acid Bubbles give us straightforward tuning levers like damage, size, duration, and spawn frequency. These are easy for players to understand and satisfying to build around.
Right now, bubbles spawn through a percent chance whenever you deal acid damage, with a cap on how many a squadron can have at once. We’re also considering a cooldown-based model where a squadron can only spawn a bubble every few seconds. That might give us more predictable pacing and cleaner balance. We’re still experimenting to find the version that feels best.
One thing that was always non-negotiable is that the puddles needed to be visible objects on the map. They’re not background effects; they’re gameplay. Their presence makes positioning more important, both for avoiding them and for trapping enemies inside them. We are currently iterating on the visual design to make sure they read clearly, telegraph danger, and feel satisfying to interact with.
What other fun stuff would you want us to try with these Acid Bubbles? Let us know.
The LK Team
Source
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