Hello everyone, welcome back to the latest development log. We have introduced Cruise Mode, which is designed to streamline travel between encounter points.
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Repeated intro
Hello everyone, welcome back to the latest development log. We have introduced Cruise Mode, which is designed to streamline travel between encounter points.
What changed
0 fixes2 additions1 change1 removal
Gameplay
UI and audio
addedHello everyone, welcome back to the latest development log. We have introduced Cruise Mode , which is designed to streamline travel between encounter points.
removedIn this mode, your ship will achieve a higher forward speed at the cost of reduced maneuverability. The controls work similarly to mouse-based steering commonly found in space combat games. Note that all weapons are temporarily disabled while Cruise Mode is active, and entering this mode requires clear space ahead with no nearby hostiles.
changedOn the environment side, we are continuously building out zone visuals throughout the system, aiming to meet the foundational needs for a complete gameplay experience.
addedSeveral optimizations have also been made. We’ve improved visual effects for mining and gas harvesting, enhanced the level info interface, and introduced a new progress-scoring system for clearing encounter zones. The reason behind adjusting the clearance mechanic is that with the increased number of encounters, relying solely on one or two key events to complete a level sometimes didn’t feel right.
TheFlagship changes
addedHello everyone, welcome back to the latest development log. We have introduced Cruise Mode , which is designed to streamline travel between encounter points.
removedIn this mode, your ship will achieve a higher forward speed at the cost of reduced maneuverability. The controls work similarly to mouse-based steering commonly found in space combat games. Note that all weapons are temporarily disabled while Cruise Mode is active, and entering this mode requires clear space ahead with no nearby hostiles.
changedOn the environment side, we are continuously building out zone visuals throughout the system, aiming to meet the foundational needs for a complete gameplay experience.
addedSeveral optimizations have also been made. We’ve improved visual effects for mining and gas harvesting, enhanced the level info interface, and introduced a new progress-scoring system for clearing encounter zones. The reason behind adjusting the clearance mechanic is that with the increased number of encounters, relying solely on one or two key events to complete a level sometimes didn’t feel right.
We noticed that moving between encounters became increasingly frustrating as complexity ramped up, especially when dealing with vertical elevation changes.Steam post image
In this mode, your ship will achieve a higher forward speed at the cost of reduced maneuverability. The controls work similarly to mouse-based steering commonly found in space combat games. Note that all weapons are temporarily disabled while Cruise Mode is active, and entering this mode requires clear space ahead with no nearby hostiles.
On the environment side, we are continuously building out zone visuals throughout the system, aiming to meet the foundational needs for a complete gameplay experience.
Several optimizations have also been made. We’ve improved visual effects for mining and gas harvesting, enhanced the level info interface, and introduced a new progress-scoring system for clearing encounter zones. The reason behind adjusting the clearance mechanic is that with the increased number of encounters, relying solely on one or two key events to complete a level sometimes didn’t feel right.
In combat, enemy AI now features squad-based behavior: when one unit engages, the entire squad responds in sync, boosting both coordination and intensity.
That’s all for this dev log. Thank you for your ongoing support—be sure to share the news with other commanders!