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Repeated intro
Hello everyone. In this latest development pass, we have been restructuring the four core layers of the roguelite build system. Previously, our rogue build were built mainly around upgrade modules. Players could feel their ship getting stronger, but those upgrades could also become simple stat stacking, without making it clear what kind of playstyle the run was actually forming.
What changed
- Gameplay
- Balance
So we are now separating the system into clearer layers.
The first layer remains upgrade modules. They provide the basic ship enhancements, including weapons, shields, and other core improvements. This is the foundation of every build.
The second layer is crew. Crew members act as build anchors, and the right crew combinations help define a clearer archetype. After recruiting crew during a run, players will not gain their full power immediately. Instead, they unlock specializations gradually by collecting enough upgrade modules of the relevant type.Steam post image
The third layer is build traits, a new mechanical layer that can be activated and strengthened by both crew and upgrade modules. Once activated, a build trait can directly change the pace and structure of combat, making it the core of certain playstyles.
The fourth layer is exotic artifacts. These affect the broader rules of a run, changing shops, rewards, economy, or event choices rather than simply increasing ship power.Steam post image
With this structure, upgrade modules provide the base, crew guide the direction, build traits carry the core mechanics, and exotic artifacts reshape the rules.
The goal is for players not only to become stronger, but to clearly understand what their build is becoming during each run.
Source
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