Update log
Full Sea Power : Naval Combat in the Missile Age update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Events
- Performance
Sea Power Development Update - December 2025
Happy Holidays from the Triassic Games team!
As we approach the end of 2025, we wanted to take a moment to look back at what the team has delivered this year, introduce two new members of the development team, and provide a brief update on several major initiatives currently in progress. We are also using this opportunity to roll out a small update to Sea Power, which is described below.
This year has been a significant one for Sea Power, both in terms of feature depth and long-term foundations for the future of the game.
2025: Year in Review
Throughout 2025, development focused on building upon the core mechanics of Sea Power, as well as expanding the overall scope of the game with new factions, missions, and a campaign. Major updates this year included:
New playable JMSDF and PLAN factions, each with brand new units and scenarios.
Major rework of Flight Deck operations for enhanced realism and more interesting carrier and airbase gameplay.
Introduction of save/load functionality, enabling longer and more complex scenarios to be enjoyed in more than one session.
Tacview integration, allowing players to analyze engagements in detail outside the game.
Release of the first Linear Campaign, providing a structured story-based experience with connected and branching scenarios.
New missions, weapons, and units across all factions, expanding historical scope and providing for more variety.
Ongoing AI improvements, providing for better replayability and more challenge for players.
Team Update
We are excited to welcome two new team members to Triassic!
Chris (skyblazer) has joined the art team as a 3D modeler, focusing on the creation of new units. He is a long time Sea Power mod maker known for his work on the Royal Australian Navy mod pack. Chris is based in Australia and brings a strong background in 3D design and asset creation to the team.
Nick (bluedot) has joined the team as a software developer and is currently focused on performance optimization and enhancing aircraft behavior and air-to-air combat fidelity. Like Chris, Nick is an experienced mod maker with a professional background in .NET web development.
Welcome Chris and Nick!
Current Development Initiatives
As we move toward 2026, several major initiatives are underway. Below is a brief status update on each:
AI Improvements
Throughout the second half of 2025, the team has introduced a variety of enhancements to the Sea Power AI. The latest on AI has been shared throughout the last few community updates, but here is a recap as we approach the end of the year:
The AI commander can now classify player ship and aircraft formations based on shared characteristics such as heading, speed, and grouping.
AI airbases and carriers automatically launch AEW&C, maintain CAP, and scramble interceptors in response to inbound strikes.
AI aircraft will prioritize attacks on detected targets more appropriately, and defend themselves against CAP effectively.
AI submarines employ wake-homing torpedoes more effectively by engaging at closer ranges.
AI capabilities under active development:
Active AI reconnaissance using available assets.
Expanding airstrike capabilities beyond bomb-only attacks.
Enabling the AI to coordinate SEAD and jammers with airstrikes.
Morale-based AI behavior and reactions.
Improved ASW tactics against player submarines.
Better AI weapon employment within appropriate engagement envelopes.
Delivery of the AI Framework to the community, allowing scriptable AI for custom missions.
Pictured: experimental AI logic built inside the scriptable AI Framework for transiting Ship A (yellow) past Threats X, Y, and Z (red) to Destination B
Source
