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Steam News10 April 20262mo ago

TheFlagShip Devlog #32

Hi everyone. Lately, my main focus has been pushing forward the upgrade module system. Over the last two weeks, I’ve added close to 50 new modules, bringing our total up to 163.

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What changed

1 fix2 additions1 change0 removals
  • Gameplay
  • Fixes
changedHi everyone. Lately, my main focus has been pushing forward the upgrade module system.
addedOver the last two weeks, I’ve added close to 50 new modules, bringing our total up to 163 . With that baseline in place, a few distinct builds are finally coming together—which is really great to see.
addedAt the same time, the encounter system has been getting some backend reworks and expansions. I’ve brought in a new siege-defense encounter type, and I’ve given enemy a basic threat-recording capability. Moving forward, I want to introduce more gameplay variants to increase the RNG within the roguelike loop. The goal here is to break up that feeling of structural repetition you can get from run to run.
fixedOn the controls and feel side of things, I fixed an issue where assisted steering would cut out while you were aiming with fixed turrets. Now, if you’re aiming at a target outside your turret’s traverse limits, the system will properly drive the ship’s rotation. I’ve also added a minimum ignition threshold for the thrusters. This just prevents that frustrating loop of stuttering, failed ignition attempts when you’re running on critically low power.

Hi everyone. Lately, my main focus has been pushing forward the upgrade module system.

Over the last two weeks, I’ve added close to 50 new modules, bringing our total up to 163. With that baseline in place, a few distinct builds are finally coming together—which is really great to see.

At the same time, the encounter system has been getting some backend reworks and expansions. I’ve brought in a new siege-defense encounter type, and I’ve given enemy a basic threat-recording capability. Moving forward, I want to introduce more gameplay variants to increase the RNG within the roguelike loop. The goal here is to break up that feeling of structural repetition you can get from run to run.

On the controls and feel side of things, I fixed an issue where assisted steering would cut out while you were aiming with fixed turrets. Now, if you’re aiming at a target outside your turret’s traverse limits, the system will properly drive the ship’s rotation. I’ve also added a minimum ignition threshold for the thrusters. This just prevents that frustrating loop of stuttering, failed ignition attempts when you’re running on critically low power.

That's all for now. Thank you for your support of The Flagship, and please share this update with friends. See you next time!

Source

Steam News / 10 April 2026

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