- Test Update V:0.0.41.8 Default language selection is FIXED!! - 9 September 2026
Test Update V:0.0.41.8Improvements- Reduced thruster effect memory usage to improve stability on Steam Deck.- Improved the startup loading screen.Fixes- Fixed anti-aliasing and shadow quality settings not applying correctly.- Improved language setting migration and system language matching.
- TheFlagShip Devlog #41 - 3 September 2026
Hello everyone. Our recent focus has been on the new player experience and feedback responsiveness.We have fully reworked the new player experience flow, with a leaner, more direct path.The tutorial now opens with the Wayfarer as your starting vessel.She won’t remain available immediately after the tutorial — but once you meet certain conditions, she’ll be unlocked for use.Around this new tutorial thread, we have added guide for loadout configuration and equipment manufacturing.The tutorial UI itself has been refined too, with an improved information hierarchy for clearer presentation.In combat, the dashboard now features a main battery attitude indicator, showing the current orientation and stance of your turrets.The mission HUD received several upgrades: objective highlighting, diamond echo markers, off-screen target indicators, and support for transferring mission objectives.We’ve al…
- TheFlagShip Devlog #40 - 15 August 2026
Recently, we have focused on three areas: combat feedback, room transitions, and meta-progression.The Target Info display now shows range and obstruction more clearly.When a target is beyond a weapon’s range, its range warning turns red, while attempting to fire displays “Out of Range.” If the line of fire is blocked, the marker turns orange and displays “Target Occluded.”The aiming reticle now reacts to firing as well: sustained main-turret fire draws the frame inward until firing stops, while salvos and single shots trigger a brief contraction and rebound.Standard rooms now use a more direct departure flow. Once the departure conditions are met, players can hold the interact input for one second during normal flight.The hold displays progress, reduces the visual prominence of other interface elements, and restricts firing.Once confirmed, the star map opens for the next room selection…
- Live! - 5 August 2026
Live!
- TheFlagShip Devlog #39 - 25 July 2026
Hello, everyone. Recently, our development work has focused on enemy ships, crew members, and roguelite buildcrafting.We will begin with the enemy roster. The Rebel faction has received several new ships, along with further work on their weapon loadouts, combat behaviours, and firing logic. We have also refined their visuals, giving each enemy vessel a clearer tactical role and a more distinctive visual profile.Several new crew members and their perks have also entered development and testing. We are refining how they interact with Upgrade Modules, with the aim of making each crew member a meaningful foundation for different builds rather than a simple numerical bonus.On the roguelite side, we have added and expanded several Build Features and Exotic Artifacts, opening up more combinations during a run. Existing mechanics have also been refined, with clearer synergies between their asso…
- TheFlagShip Devlog #38 - 6 July 2026
Attention Captains! Starship Hub broadcasting.The fleet-wide iteration for The Flagship is now deployed, delivering comprehensive upgrades to starship loadouts, deep space events, combat interactions, and the exploration UI.This update significantly raises the strategic ceiling of deep space campaigns. We have expanded the core RogueLite system with new Build traits and AbilityDevice modules compatible with all vessel classes. This breaks rigid meta presets, allowing you to freely customize tactical doctrines. New relics and effect abilities are also online, covering resource harvesting, combat buffs, and tactical sustain to maximize your battlefield maneuverability.The deep space event system has been overhauled. New events and reward mechanics have been integrated to enrich crew progression. To eliminate exploration blind spots, a new interaction radar visually renders all interactive…
- TheFlagShip Devlog #37 - 20 June 2026
Hi everyone. Recently, we focused on improving combat feedback and controls.The target info panel now shows more key details, including main turret range, height difference, missile info, and Buff status. Off-screen enemies now have extra indicators on spawn, while hit screen effects and danger feedback have also been improved. This helps players read where threats are coming from, and decide whether their current ship state is safe enough to keep attacking.For controls, cruise mode camera behavior has been improved, so the ship’s movement now mostly follows your view direction. When a fixed turret target is outside the firing arc, the camera will guide the ship to turn more naturally iinstead of forcing the view back in.The roguelite build system is also moving forward. The relationships between crew, upgrade modules, and weapons are now clearer through affinity tags, and we’re continu…
- TheFlagShip Devlog #36 - 7 June 2026
Hi everyone! In this round of development, we focused on polishing the experience of a single roguelite run and making it feel more complete.Players can already enter rooms, fight, collect rewards, choose upgrades, and recruit crew members. Now the goal is to connect these parts more naturally: map exploration, event encounters, and build growth.On the map side, route choices are becoming more meaningful. Room information is clearer, and we’ve started improving the pacing along each path. Players can now think about whether to take a risk, and which route will help their build come together.Inside rooms, we’re adding more event encounters, such as scanable caches, cargo fleets, signal caches, and artifact rewards. These events support the build system. For example, players can swap crew members, unlock crew traits faster, or collect artifacts to gain an advantage.The build system is als…
- TheFlagShip Devlog #35 - 22 May 2026
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.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 up…
- TheFlagShip Devlog #34 - 9 May 2026
Hello everyone. Lately, my primary focus has been updating our boss encounters.I have completely reworked the boss fight of first system with several new mechanics. The boss now features a dedicated top-screen health bar. The encounter is phase-gated, and it can now deploy reinforcements. However, playtesting shows this fight is currently overtuned, with a few issues still requiring iteration.Regarding combat feedback, we have added better value change visuals on enemy health bars, making the feedback significantly more pronounced. Enemy HUDs now display exact damage values with a short delay before fade out.For your active target, the system now itemizes this damage into specific weapon groups; for other targets, all damages is aggregated into a single display.That's all for now. Thank you for your support of The Flagship, and please share this update with friends. See you next time!
- TheFlagShip Devlog #33 - 27 April 2026
Hello everyone. Lately, my primary focus has been updating our boss encounters.I have completely reworked the boss fight of first system with several new mechanics. The boss now features a dedicated top-screen health bar. The encounter is phase-gated, and it can now deploy reinforcements. However, playtesting shows this fight is currently overtuned, with a few issues still requiring iteration.Regarding combat feedback, we have added better value change visuals on enemy health bars, making the feedback significantly more pronounced. Enemy HUDs now display exact damage values with a short delay before fade out.For your active target, the system now itemizes this damage into specific weapon groups; for other targets, all damages is aggregated into a single display.That's all for now. Thank you for your support of The Flagship, and please share this update with friends. See you next time!
- TheFlagShip Devlog #32 - 10 April 2026
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,…
- TheFlagShip Devlog #31 - 29 March 2026
Greetings, everyone. Recently, our primary focus has been directed toward refining the in-mission experience and overall combat balance.First, we have introduced a new in game menu. This menu displays your active loadout and acquired upgrade modules. The objective here is to provide a clearer overview of your current run status.Regarding combat, HUD alerts for threats originating from off-screen hostiles have been significantly enhanced. We also rebalanced primary weapon damage. This establishes a necessary performance differential relative to sub turrets, resolving the previous issue where sub turrets were disproportionately dominant.Furthermore, within the upgrade module system, we have implemented a “reroll” mechanic featuring an escalating cost structure. We have also expanded the module pool, affording players a broader spectrum of strategic choices.That's all for now. Thank you fo…
- TheFlagShip Devlog #30 - 16 March 2026
Greetings, everyone. My focus recently has been on breaking the monotony of combat and more upgrade modules for better build experience.First, regarding loadouts, we have removed the original “Device” equipment category. The previous Device lacked the differentiation necessary to meaningfully impact gameplay. In its place, we are introducing the “Active Device” category. While still in development, equipping these items will grant specific active abilities—such as short-range warp, active hull repair, or defensive countermeasures. Our goal is to move away from the current state of repetitive, static firefights.Simultaneously, we have overhauled the meta-progression system, transitioning to a Tech Tree format. Beyond core attribute enhancements, this new system integrates the unlocking of upgrade modules and new Ability Device.Finally, regarding upgrade modules, we are expanding options…
- TheFlagShip Devlog #29 - 28 February 2026
Greetings, everyone. Our recent development focus has been on MOD support. Flagship will adopt a limited support strategy by releasing a Unity project as a Mod development environment. Currently, the ability to create and integrate spacecraft into the game has been implemented, with additional extension support to follow gradually. To address potential save compatibility issues from Mod changes, we have also added a save backup feature to mitigate the risk of save corruption.Regarding combat experience, playtesting revealed that players often realized their warships were about to be destroyed with little warning, indicating insufficient damage feedback. We have since enhanced damage feedback mechanics, adjusted hull integrity display to better highlight damaged states, added a basic damage source indicator, and implemented a hull integrity-controlled burning effect. These changes aim to…
- TheFlagShip Devlog #28 - 31 January 2026
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. 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…
- TheFlagShip Devlog #27 - 17 January 2026
Hello everyone. Over the past few weeks, our main focus has been on optimizing the gameplay experience.First, regarding combat, we adjusted the fixed turret logic. When you aim outside a turret’s firing arc, it will now automatically pull back into range instead of simply blocking the aim. We also improved the charging visuals for side weapons and enhanced reticle clarity for more distinct feedback.In the loadout interface, we prioritized information clarity and efficiency. Now, hovering over equipment slots displays turret positions, allowing you to identify secondary weapon slots without clicking. We added launch status warnings to clearly show if you’re ready, and detailed descriptions for hull modules to help distinguish between them.Additionally, you can now mark target equipment in manufacturing to see highlights directly in the resource store. We plan to extend this feature to mo…
- TheFlagShip Devlog #26 - 4 January 2026
Hello everyone, and Happy new year! In this development update, we are focusing on the Roguelike upgrade modules.Since TheFlagShip allows players to accumulate modules easily, individual module performance is balanced accordingly. We’ve refined modules into over a dozen categories, such as weapons and maneuverability, and introduced four rarity tiers: Common, Fine, Rare, and Epic.We’ve expanded the total to 70 modules. Given this volume, creating unique icons for every single module was beyond my personal capacity. I’ve adopted a streamlined icon system using category bases with modifiers. My goal is a balanced distribution across categories and rarities, though high-tier designs remain a challenge.Finally, we have implemented a new Module Codex interface. Its visual style is now more consistent with the rest of the game, and it supports filtering by category.That’s all for this develop…
- TheFlagShip Devlog #25 - 22 December 2025
Hello everyone, and welcome to the final dev log of 2025. This is our 25th update this year, and I want to start by thanking you all for your incredible support. It’s been a year of growth for “Flagship” and for me as a developer, and I look forward to sharing more with you in the new year.Now, for this DevlogWe’ve added a basic tutorial for new players. On their first run, they’ll enter a dedicated area to learn the ship’s controls. This is just the beginning, and we plan to expand the tutorial to be more comprehensive in the future.We’ve also implemented full controller support. Ship controls and combat are now fully compatible with gamepads, with specific optimizations like increased aim assist for a smoother experience. We’ve also added numerous control customization options.We have adjusted the run ending sequence. Instead of jumping to a results screen, players now conclude missio…
- TheFlagShip Devlog #24 - 8 December 2025
Hello everyone. My focus this period has been on refining existing features.First, in combat, we’ve expanded the side turrets’ vertical aiming range for greater attack angles. Their charge indicator is now an arc-shaped progress bar beneath the crosshair.We’ve also added a new elite enemy to the roster: a “Proteus”-based destroyer that specializes in long-range missiles. I’ve optimized its AI for more effective combat. It’s often paired with a “Shield Booster” support unit, which reinforces a nearby ally. This combo challenges players to balance point-defense against missiles while quickly prioritizing targets.The UI has seen significant updates. The settings menu is redesigned for clarity and now includes basic graphics options. The shop has also been overhauled to clearly display equipped weapons, streamlining the process of buying and selling.Finally, for performance, I’ve reduced me…