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Vectored Armada

Vectored Armada Steam news

Luke AP | Apr 1, 2024 | game

Released

0players observed · 5 October 2026 - 21:32:45 UTC

ActionEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak4
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

Vectored Armada news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak4
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews22
  • Release dateApr 1, 2024
  • DeveloperLuke AP
  • PublisherSkyglow Softworks

Genres: Action, Early Access

Company pages: Developer: Luke APPublisher: Skyglow Softworks

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Vectored Armada Steam news

Vectored Armada news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Patch [470] Released - 28 July 2026

    Hey Luke here. Experimental update 470 released. Trying to fix a bunch of bug that have crept in with the recent overhauls and system improvements (we call these kinds of bugs regressions). Also wanted to finally sort out drone launcher pricing and tweak missile and laser pricing too because they weren't feeling quite right. - NEW: Overhauled the ship configuration menu. You can now configure multiple ships at once, copy and paste configs, and set a wider array of behaviors. UI needs work but I'm getting there. - ADJUSTED: Ships no longer care about ramming into their current combat target. They should be a lot more aggressive especially when set to 0 attack-distance. - ADJUSTED: Some ship flight parameters - ADJUSTED: Automatic pricing for Drone Launchers that takes the drone's stats properly into account. - ADJUSTED: Automatic pricing adjustments for missile launchers, lasers, and oth…

  • Released: Experimental Build 454 pushed to LIVE. - 3 July 2026

    Hello everyone, Luke here.Live version has been updated to Semi-stable experimental version 454.Huge amount of improvements, game-flow overhauls, lots of cool stuff.OK, I'm frustrated with myself. I've been sitting on this EXP version for two years because I keep being stupid and feature creeping it. Ah but this isn't good enough, ah but that isn't good enough. A perfectionist attitude that gets us no where. Enough. EXP is stable and so much better than the old junky version that there is no reason at all to hold back the cool new stuff on the vague notion that the old build was somehow more stable or preferable.Say hello to the Great Skies 2.0, faster, better, stronger. New UI layouts and flows, new looks, new effects, lots of stuff. New ship behaviours, new code, etc.If you want to learn more about what's new, go ahead and red up on the previous updates.If you find things broken or we…

  • More Update 0.89 Progress - 4 June 2026

    Hello, Luke here.v0.89 is coming along well. Heck it's 0.9 really... sorry it's taking a while I just want this thing to come together well before I replace the - very old and crappy, but reliable and functional - live version of the game.OK got some cool art things to show off.As a one-man-team it takes a huge amount of mental work to both handle the technical, design and artistic sides of the game. So some parts are always going to be neglected until I have time later. In my recent post I pointed out how I was overhauling the game's engine for performance - which is very very good at present. Now I've moved onto actually getting this game an artstyle I can make... first I did the weapons and bullets and drones now I'm doing the map itself.Look at those polygonal planets and star! Those new clouds, those mission-links, those curvey words! The SUN RAYS! ooo. Beautiful.The game is Vector…

  • Total Engine Overhaul Progress for v0.89 - 21 April 2026

    Hey people, Luke here.Performance OverhaulI doing a performance overhaul of VA's system internals. I have literally gutted the entire project's ship, block, weapon, and rendering handlings systems, splayed it's bits out on a table and have begun rebuilding it completely. Huge operation. It's been a massive 14 hour a day journey and it's showing incredible fruit.I've gotten entirely new block-cluster handling code, entirely new rendering generation and transform stuff. A completely new weapon and systems pipeline, and my own 2D physics implementation.FPS BenchmarksMy test case fleet-fight throughout has been Dusk Fire Regiment vs Alpha Remnant. Two big fleets, with a lot of blocks, a lot of smaller and larger ships, and it used to run horribly.v0.88: 25 fps average across my tests. Terrible.v0.89: 112 fps average across my new test!!!!!That is a 400% increase in rendering, combat, and ph…

  • Undo, Damage Types, Armour Variants, and more. Experimental Patch [370] Released - 8 April 2026

    Hey, Luke here.As always you can play the experimental beta viaRight click VA > Properties > Versions & Betas > ExperimentalBrain TierShips now require a Brain of the same Tier in order to function.Technically, all blocks now require their ship to have at least the same Tier of Brain as itself. Otherwise, it will deactivate. So, a T2 Cannon (Legionary) requires a T2 or T3 Brain (Thinker, Strategist, etc)This let's bigger commands serve a purpose and makes the Tier of a ship more visually apparent. Aswell as making backup lower-tier brains a less viable option on higher tier ships.Brains still maintain their 5x Health for volume advantage. (They are costed like armour taking extra Tek)Damage TypesPart of VA's fun is trying to get the player to mess around and make ships with different weapons and hull setups. Damage types let me split different weapons up into different engagement areas.…

  • Experimental Patch [342] Released - 26 March 2026

    Hello people. Lots of serious stuff today.As always you can play the experimental build via: Vectored Armada > Properties > Versions and Betas > ExperimentalThis is a lot of work, don't let the few sentences deceive you.Brain Tier now plays a role; Blocks require a Brain (Control/Command) of the same or higher tier in order to function.New placement visualiser while building.New damage type interactions with health types and damage resistance.Fixed Soft shields being TEK inflated by 300% New tooltip visuals and graphics. Better visual distinction between combat and system functions on blocks.Improved performance.Overhauled keybinding support.Lots of other stuff, I'm losing track and I've barely slept the last week. haha.Luke AP

  • Experimental Patch [329] Released - 22 March 2026

    Hey Luke here!Done a ton of work these last two weeks. Huge stuff. We've got:Completely overhauled UI style. New button and panel look.Overhauled "ship info display", now ship information is diegetically placed around the ship itself making it much easier to see a ship's various stats and status. Including it's current facing.Story Work: The opening cinematic has been rewritten, with new background art and a lot of nice swooshy polish details like fading backgrounds, gently arriving new text, gently moving portraits when a character shows up or goes away.New Campaign mission node design (work-in-progress).Various fixes to many systems in the constructor.Ships now compute a convex hull for mouse selection, that helps you select them when in Fleet or Test, as well as helping to stabilize the ship info display.Very many various tweaks and fixes.

  • Experimental Patch [312] released. - 13 March 2026

    Hey, got a bunch of things for you.A reminder that this is on the Versions > Experimental branch.Beautiful new real-time block palette in Design mode. Updated according to fleet colours. Has block outlines and everything.Various fixes to constructor behavior. (hardpoints, merging, block heights, etc)New visuals for bullet trails.81 hull colours per fleet. (72 more!)Fleet size is now presented as diameter in units across the game.Fleet edit mode now supports click-and-drag and box select.Made the presentation for Fleet size and position in the Fleetbench prettier.Misc fixes and adjustments.

  • Experimental Patch [298] RELEASED - War game-flow overhaul. - 12 March 2026

    Hey Architects!Experimental version 0.88 \ is available to test. You can change branch version by doing:Vectored Armada > Properties > Game Versions > experimentalBACKUP YOUR FLEETS AND SHIPS.What's changed since the last experimental update?The entire play-flow of the campaign (war) has been overhauled. You can now build your fleet in-situ with your opponent opposite you and the arena visualized. You now have an explicit build area.Ship piloting and thruster-awareness is undergoing an overhaul. They fly a bit better sometimes and a bit worse at others. I'm getting there.New artstyle. I gave up with the 3D beveled look, I just can't get it nice. So I'm now going for a more abstract 2D style with solid colours and outlines for modules, bullets, missiles. Go have a look.A huge amount of new VFX, Explosions, impacts, sparks, debris, hull damage. Lots of stuff.Performance and under-the-hood…

  • Roadmap for 2026 v0.88 and More - 3 March 2026

    Hey people!Been six months since the last update (an experimental build release in October with a lot of new stuff). My team and I finally got our update out for ATS (v0.91) so now I'm back on my lonesome in the Great Skies. It's time to Vector Armadas.As always you are welcome to comment with your own opinion on things in the comments or on the Discord server, I read everything.What's the roadmap?OK. So I need to sort out a few things.Making campaign smoother to play:When you pick a mission, you are now brought to the Warbench. Your opponent fleet is spawned opposite you, and you are able to build and modify your fleet in situ. When you're ready, hit play and watch the fight play out. Once you're done, the fleets are reset and you can edit and hit play again. No more jumping between awefull menus!Better Battles and BudgetsVA was built at lightning pace so that I wouldn't run out of mon…

  • Experimental version [263] now available. - 21 October 2025

    Hey people, Luke here.OK, first off it's very work-in-progress but I've got a working version of all the latest changes and features.The new experimental version can be accessed via: Right click VA > Properties > Betas > Beta Participation > ExperimentalWhat's in it?The new menu flow, with Fleet Composer being integrated into the Workbench.TEK, the new resource I'm trying out. We'll see if it's a good idea or not...New menu UI art and visuals, made by my hand.Drones are able to fly through ships on their own team.The first three fleet fights of the game have been redesigned. (More to come)Hotkeys can now be rebound to any arbitrary key.A bunch of fixes, adjustments, and work to get things behaving.Missile fragmentation is now handed as a set of raycasts instead of a set of bullets (for performance reasons, but also to help the missiles be more effective)Please give it a try, and let me…

  • v0.88 new TEK, Progress, UI, and Story - 5 September 2025

    Hey people. Luke here with the latest progress on VA's upcomming v0.88 update.It's been 5 months since my last post, so here's the deal. ATS is out and selling well, so I've got the breathing room to come and work on VA. Firstly thanks for buying VA in it's rather rough and funky state. Glad people have enjoyed it. I wish I had more time to put into this.Firstly look at this swish new Main Menu! I made new button and panel graphics, and change the layout. I like it.OK, onto the big new thing.TEKGames like this are fun because you get to be the master of your own success. It's your ship design, with your plans, your decision. Awesome.Part of giving people decisions to make is tradeoffs. Do I have more thrusters for speed, or more hull for health? Do I have more point-defence to shoot down missiles, or do I suffer the missiles but hope my guns and health can get me to the target so I can…

  • Overhauls For Glory - 27 April 2025

    Hey everyone. Experimental build available via: Vectored Armada > Properties > Betas > Beta Participation > `experimental` I'm working on a large number of overhauls and new things. Firstly the story, I've properly built out an Interactve intro that I'm sure a number of people will enjoy. Secondly I have been working on getting UI art for the game's various menus and buttons, as well as improving the general presentation of everything. (I also need to get a proper tutorial setup, that's next) I started VA as a test to figure out port-based ship building, and to sell something to keep the lights on. Once I got everything workable, I set out to make some fun fights. Now VA is an okay game but is sorely underdeveloped in a wide variety of areas outside ship building. Fundamental things like a tutorial, good gameplay flow when making a ship and fleet for a fight, quality-of-life when making…

  • Shield My Hubris - 27 December 2024

    Attention Architect! Patch 244 released. Build `20241227` I have been busy with Annihilate The Spance, my team's big project. But I have squeezed my freetime out to bring you this update with a large number of changes. Shield Nerfs and adjustments, bug fixes, UI improvements and feature work. Alongside a wonderful update to the core engine's performance and rendering. Shields - All shields are now modular, and can be attached to hardpoints. - Shields have some nice unique visuals. - Significantly increased the cost of all shields. ( x5 ) - Set all shields to a reactivation threshold of 50% - Set all shields to an energy-for-regen cost of 2:1 - Soft Shields now have a 30% minimum size to reduce some of their more powerful behaviours. - Shield heat regen has been reduced from 25% to 20% Point Defense - Added overkill prevention to PD. It's a bit finnickey at times, but it works well enoug…

  • VA's 2nd NMSS Tournament - 21 September 2024

    Hey Archi, up for some fun competitive ship building? We've got a tournament happening in the southern dust-fields. A little who's who of fleet architecture and ship smashing. Rules are simple, nothing the Oppressor hasn't thrown at you already. https://www.nomoress.com/vector/index.php?loadDate=20241005 You can also chat about it on our Discord server: https://discord.gg/fN8N7h7VeJ

  • SHOCK AND AWESOME - 7 September 2024

    Attention Architect! The Shock family of weapons are with us. A trio of armaments dedicated to the decimation of shields, and the destruction of stacked shielding. Bring woe and terror upon those that stack their equipment with wonton abandon! Shock is the only area-of-effect damage type in VA, and performs two roles: - Retards the performance of blocks hit. Slowing fire rates, reducing thruster power, and disabling functions. - Super heats shields, dealing 3x it's value in heat to shielding. Often maxing out a shield's heat capacity and turning it into a fragile dome of shattering energy. - Deals no damage. Shock may be utterly powerful against shields, but it is next to useless against raw steel hull. = = = Patch 238 released Build `Win_VectoredArmada_20240907_1403` - Added the Shock weapon family, Ohm, Silencer and Havoc. - Added SHOCK damage type, which hits everything in a wide are…

  • Undo The Bindings Of Drone - 16 July 2024

    Hey. I've gotten a simple delete-undo system working, as well as the ability to set custom keybindings for most actions. Let me know if you find any bugs or strangeness. Also overhauled drone movement and increased their health to make them more reliable in combat. = = = Patch 225-227 released Build `Win_VectoredArmada_20240716_1211` Summary: - Doubled Drone lifetimes. - Replaced drone movement logic, they decelerate on approach to their target and control their velocity a lot more. As such they don't ram into targets. Though the sad side effect is that they no longer skate around the battlefield like little gun skaters and orbit their targets. But I'll try to get that behaviour back sometime soon. - Increased Tolly drone health by 50% - Increased Goshawk drone health by 25% - Added a keybindings menu in Settings. You're now able to rebind most basic controls in the game. - Setup a simp…

  • Patch 224 & Work Status - 8 July 2024

    Hey, work on VA is going very slowly. I've had to focus on my job among other things. But we'll get some updates coming soon. Patch 224 Released Build Win_VectoredArmada_20240708_1309 - Fixed the first time Default ( Rebel Workbench ) ships not being on the correct team and as such not recolouring at all until saved and reloaded. ( What an annoying first impression for a new player ) - Adjusted the way ships handle threat avoidance to prevent them taking excessively long routes around targets.

  • Patch 223 - 27 June 2024

    Fixed the block delete key (DEL) not working. *facepalm* Improved the Thruster workbench help info

  • A Bridge To Somewhere - 26 June 2024

    = = = Patch 216-222 released Build `Win_VectoredArmada_20240626_2057` Summary: - Added Hardpoint Bridges, which can be attached between most any two blocks with hardpoint ports ( yellow, orange, red ) - Fixed some issues related to hardpoints and other things. - Fixed a bug with changing your author name, causing saving new ships to not correctly overwrite the previous. - Added confirmations to Workbench Clear/Reload/Default and added a button to restore to the default Rebel Workbench. - Updated the Rebel ships. - Updated Rebellion 101, Manpower, Rejection Override, and Liberty Gate fleets with hardpoints and colour scheme changes. - A bunch of other misc fixes and things. = = =

Patch notes and updates

S.noRelease datePatch nameGID number
128 July 2026Patch [470] Released1839041357037973
28 July 2024Patch 224 & Work Status5842939267349361544
327 June 2024Patch 2235842939267311166635
419 June 2024Hotpatch 216-2175759622039973261358
510 June 2024Steam Remote Play Together, Enabled.5746109972564444535
618 May 2024Fleet Fight settings and text scroll bars.5747233970425316156
718 April 2024Patch 197-198 : Workbench colour saving fixed. Drones turn better.5762994032392491031
811 April 2024Halfbake Rebaked and Decoupled6474562312182393205
96 April 2024Patch 182 - Duskfire Regiment overhauled.5756237364315173220
102 April 2024Patch 1765749481331455823832

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