- Removal from steam (For now) - 3 January 2024
Phoenix Squadron will be removed from Steam for now. as certain issues with UE5 among other things have made the possibility of any further updates impossible, so the game will be either switching to another engine or waiting for UE5 to become more stable (and for Vulkan support to not be so severely neglected). The game will return at some point but for now removing the game from Steam seems to be the best option to avoid confusion.
- Update 0.1.0 ~ Benchmark/Patch Build - 5 February 2023
This is just a build meant to make patching easier in the future, you can also run a basic hardware benchmark to see if you can run the game. Linux is now supported, and Japanese is now a UI language option. (MAKE SURE YOU COMPLETELY REMOVE OLD GAME FILES BEFORE DOWNLOADING THIS UPDATE) More updates and such in the future ~ Star
- Small Dev Update - 22 July 2022
Finally got UE5 to run at a somewhat stable rate, there are some performance issues but outside of that the game is finally running of UE5, Lumen and Nanite are kinda useless for how the game is either way handled, Lumen kills the performance pretty quickly especially for scenes in the ocean. Due to most of the code being written for UE4, a lot of stuff needs to be re-written to work properly with certain changes in UE5. TrueSky still does not run very well but its at least functional with some minor DX12 crashes, DX11 does not seem to work however.
- Development Update - 9 April 2022
Phoenix Squadrons Development has been put on hold due to UE5 being too hardware intensive for my current hardware, The editor seems to require a lot more GPU power than my current GPU can output, So until I can get a decent GPU I'm going to have to put a hold on PHSQ for a while... Speaking of which, COOP Multiplayer is going to be the focus of the games online component rather than player v player, I'm still going to include those extra game modes but probably at a later point. Lumen does not seem to change much about the scenes as everything is too large of a scale for Lumen to really change much, however I will be using Nanite to reduce lag on more geometry cluttered levels.
- Development Update: Skins and Mod support - 10 January 2022
First off: Skins Due to skins not being able to replicate as everyone would need to have the skin mod, instead you can STILL import custom skins but they only show up to you, I plan on making community skins into in game custom skins for aircraft via a vote and at the end of a week I'll look at which skin has the highest votes and add it into a free DLC that can be uninstalled if needed, or you just don't want to see community skins than you can uninstall it, Also doing that in case the size of the files become really large. Ill also include paint kits via blender models to paint on, UV mapping is painful and I have just given up, Having baked in model detail is pain. Mods: Gona drop mod support due to it being too intensive to develop, prob going to introduce it in a later update once the beta drops. (IDK May just include options to adjust flight performance in custom battles) Phoenix…
- Phoenix Squadron VR - 31 October 2021
So as I said in the last announcement, Phoenix Squadron VR is going to be an open world-esk game in which you can get into random encounters, take up Contracts, and progress the campaign via story missions! Now what I haven't gone over is some of what I plan on doing with this VR exclusive content. Aircraft? Due to tech limitations and the amount of work needed to get VR features to work in non VR, VR mode will have its own unique versions of the main games aircraft (Although they are mostly the same). I plan on having a tablet in the aircraft which you can pick up using controllers or just press a key to bring up, from there you can view the map, settings, contracts, story missions, etc... I do plan on having most of Phoenix Squadrons non-vr features to work with VR, So enjoy dogfighting players in VR on MP! Aircraft: F/A-18X S-8 F/I-16CM SuperViper II Su-33Q SuperFlanker II Aircraft (…
- Development Update and a bit of a Q&A - 28 October 2021
Before starting this off I need to get his off my back: I Have made a lot of mistakes when developing this game, The biggest has to be saying this game is like Ace Combat Infinity, I'm correcting that by saying Phoenix Squadron is NOT a spiritual remake or based of off Infinity, Phoenix Squadron is its own game, Second off I need to put out any high expectations for this game, Its really been stressful developing this game, Official development started in 2019, but unofficially the game was in development since 2017, And well a few games have released since than that are similar to PHSQ, Namely AC7 and project Wingman, And with the releases of these games I feel like the expectations for Phoenix Squadron has risen dramatically, I'm always thinking that I have to make a game better than both, And well I'm here to say that I probably wont be able to create something on the level of Ace Co…
- Development Update - 21 August 2021
I'm re-doing the entire game again, there's some things that just wont work with UE5 and some of the assets in the project may be corrupted, so I'm re doing the entire game from scratch, This time I'm focusing more on the Multiplayer side of things so getting out a build may take thrice as long. However the new version is off to a good start so far... I'm also feeling kinda burnt out from developing the game, I may have to take a break for a while.
- Development Update (Again) - 20 April 2021
So apparently I'm re doing everything again, a lot of the game is based off of old code and actors that I just ported from the original UE project, And given the amount if library updates to UE4 following UE4.26 I'm just going to have to phase out a lot of that old code, This includes the aircraft FM the UI and the gameplay system, The full Alpha is going to take a long time to finish so here are some features that are going to 100% be in the Alpha build: Campaign mission (No voice acting yet sadly) Two arcade modes: Endless Survival and Custom Survival, and if I fix up the MP system: COOP support Better settings menu: Now its no longer just 4 - 6 Presets New aircraft models More optimizations New spawning system (Save is automatically created so you no longer get a instant mission failure due to the Spawner not being able to get your selected Aircraft ID because the save does not exist…
- Open Beta V105 - 17 March 2021
Added a few of the V5 Features, Such as effects (Or at least the fire effect) go to C:\Users\starc\AppData\Local\PhoenixSquadronNS\Saved\SaveGames and delete your save file, Then go to Hangar in game and select and confirm the F18, this will fix the instant fission mailure, Truesky has been updated to 4.3, And a lot of Improvements to the games backend, Multiplayer Replication works but still is a bit janky, Oh also the game crashes when you try going into the MP menu so its disabled, Missiles now show their direction, New FM has been added, However all the old aircraft had to be removed.
- Development Update - 13 March 2021
Sorry for the lack of updates to the game, I have been working on a newer version for a while now, I don't know when I plan on releasing it, The update will include better effects, Newer Flight Model and a better UI, Along with a few other fix's, There's also a lot of back end Server related features that have been added, Controller support is fully working with the game, However you cant re-bind the controls yet... This new version will include 3 Missions, The first one will automatically start depending on whether you played the game already, Its better to just delete your save file, As there's going to be a first time setup to help with getting the game running smoothly, The other two are just normal missions, Arcade is getting a revamp as well, Not only will there be the Survival map as always, A improved NS Facility fight will be included along with a Ace Battle. Any features that…
- ALPHA PATCH V102 - 10 February 2021
* Upgraded RHI to DX12 * Fixed D3D Compiler issue * Options moved to Start menu * Buttons are not curved, Buttons may not be where the UI shows it to be * Added Cell Shader * Fixed Minor bugs * Added 2nd Campaign Mission - WIP * Fixed LPRG (Low Power Rail Gun)
- Development Update - 31 January 2021
Im going to have to put Development on hold for now, For whatever reason my GPU Drivers D3D Compiler hangs whenever loading Phoenix Squadrons .uproject file and Unreal Engine has to crash the editor to prevent a deadlock, I cannot Develop the game due to this so until i can fix this im putting Development on hold.
- ALPHA V101 - 27 January 2021
ALPHA V101 - Added first campaign mission, Alpha missions still playable, Fixed Startup Screen showing legacy screen. Minor Bug Fixs. Campaign PRogress: First "Pilot" Mission finished Seccond mission WIP MP: Working on Replication Everything else: Explosion Effect updated, Improved Dirt Mask
- ALPHA V.0.0.9 - 23 January 2021
Fixed some bugs, Start screen now shows the game version, New Aircraft Carrier Deck, Improved how lighting affects aircraft, Afterburner is less intensive on GPU, Aircraft Carrier now has deck lights, Aircraft Textures made to be a bit more easy to mod once templates become available, Fixed Dynamic Resolution not working, Missile Color is now a bit more darker, Mach Effect improved. Multiplayer progress: Still trying to make everything replicate correctly, MP will crash the game to start until MP is more stable and ready Singleplayer Progress: Finalized the new dialogue Widget Core Game Progress: Far from done, but most of the critical elements are in place, Such as flying and shooting a missile Soundtrack Progress: Halted, Mac is dead so I have to re use old tracks for a few places --------------------- Dynamic Wingman AI: Started experimenting with a dynamic wingman AI, Its far from d…
- ALPHA 0.0.8 - 13 January 2021
!! Fixed the bug that broke the game badly !! Added 2 Arcade mode maps (They aren't fully updated tho) Added AV8B + Fixed Resolution issue Performance Improvements Added free cam Console is temporarily enabled, until MP is done NEW: Dynamic Main Menu, Time is set by your PCs clock // The game should now be playable, If there are any other game killing bugs then please report it, I will be doing some updates to the Open Beta branch.
- V0.0.7 FINAL ALPHA - 26 December 2020
New stuff Added Godrays Made HUD somewhat 3D Added holographic effect to HUD New Dialogue HUD Redo Changed the way Client spawns in game to prevent instant mission failure Resolution can now be changed Updated explosions and fire effects Bug fixs Spawn Fix Fixed cloud stuttering in Arcade level Resolution can now be changed to fix the Effects issue Fixed EXEPTION ACCESS VIOLATION on startup Multiplayer disabled to prevent softlocks This is the final Open Alpha update I will be releasing, Based on some feedback I'm going to be inviting people to QA test the game, I had to download the source version of UE4.25.4 because UE4.25.4 wont be getting updates or bug fixes anymore given UE4.26 being released, TrueSky is still on UE4.26 and TrueSky V3 breaks the cloud rendering, So I'm going to have to make manual patches to the engine, If UE4.26 does get TrueSky support I will try to update the g…
- Development Update - 26 December 2020
Im abandoning the "Open Alpha" aspect of PHSQ, Im just going to develop the game as it is, the current version is going to be the last update for a while
- V0.0.6 PATCH 1 - 23 December 2020
New features/Bug fixes: The K - I mean one of the secret achievements are now achievable Game now sets screen resolution based on display resolution Game now sets GPU settings based on hardware so people don't immediately go for Ultra and crash Minor bug fixes D3D backup updated Fixed cloud stuttering on the Free Flight level Multiplayer progress: I hate replication Campaign Progress: 3rd level work in progress Sound/OST: Mac died, cant really create anything new Aircraft Progress: Custom Skins being worked on ------------------------------------------