Hello everyone, here’s an update on our latest developments. First, we’ve revamped the early game experience, adding a simple narrative to help new players ease into the game.
Full notes
Full TheFlagship update
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Repeated intro
Hello everyone, here’s an update on our latest developments.
What changed
0 fixes1 addition3 changes0 removals
Gameplay
UI and audio
addedFirst, we’ve revamped the early game experience, adding a simple narrative to help new players ease into the game. While storytelling isn’t our primary focus, we hope this addition enhances your initial journey.
changedIn combat, we’ve introduced a soft-lock feature for primary weapons, activating two seconds after targeting to make aiming more manageable. Additionally, we’ve added a small delay when switching targets to prevent rapid jumps between enemies close to each other. For beam weapon on fixed turrets, they’ll now stay locked on a target until it’s destroyed, avoiding accidental retargeting and maintaining efficiency.
changedThe equipment interface has been streamlined—weapon tooltips now display DPS instead of raw damage for clarity. Equipment stats are integrated into long-term progression, and inventory comparisons now show only the item’s base stats.Steam post image
changedWe’ve also made several quality-of-life improvements to enhance overall polish.
TheFlagship changes
addedFirst, we’ve revamped the early game experience, adding a simple narrative to help new players ease into the game. While storytelling isn’t our primary focus, we hope this addition enhances your initial journey.
changedIn combat, we’ve introduced a soft-lock feature for primary weapons, activating two seconds after targeting to make aiming more manageable. Additionally, we’ve added a small delay when switching targets to prevent rapid jumps between enemies close to each other. For beam weapon on fixed turrets, they’ll now stay locked on a target until it’s destroyed, avoiding accidental retargeting and maintaining efficiency.
changedThe equipment interface has been streamlined—weapon tooltips now display DPS instead of raw damage for clarity. Equipment stats are integrated into long-term progression, and inventory comparisons now show only the item’s base stats.Steam post image
changedWe’ve also made several quality-of-life improvements to enhance overall polish.
First, we’ve revamped the early game experience, adding a simple narrative to help new players ease into the game. While storytelling isn’t our primary focus, we hope this addition enhances your initial journey.
In combat, we’ve introduced a soft-lock feature for primary weapons, activating two seconds after targeting to make aiming more manageable. Additionally, we’ve added a small delay when switching targets to prevent rapid jumps between enemies close to each other. For beam weapon on fixed turrets, they’ll now stay locked on a target until it’s destroyed, avoiding accidental retargeting and maintaining efficiency.
The equipment interface has been streamlined—weapon tooltips now display DPS instead of raw damage for clarity. Equipment stats are integrated into long-term progression, and inventory comparisons now show only the item’s base stats.Steam post image
We’ve also made several quality-of-life improvements to enhance overall polish.
That’s all for this update. Thank you for supporting [name of project or game]. Feel free to share the game with friends and we’ll catch you next time!