Capital Command
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Demo update - build 2022.10.13.1 now live Greetings, captains! The new demo version, now live, has a number of features that unfortunately weren't ready for NextFest, as well as some that were requested by the players in their well thought-out and useful responses. Secondary batteries (including the Scout Corvette's starting armament) no longer reset their target after they've emptied their magazine. This was a constant complaint, and… | — | |
| Esports | Capital Ship Warfare Come join us for a Next Fest stream of Capital Command! See the discussion at Discord: | — | |
| Esports | Space Sim at Next Fest Hi everyone! Come join us for our second stream of the space battle capital ship simulation Capital Command at Next Fest. Take the helm of a state-of-the-art warship as you fight epic space battles in a sandbox campaign. Upgrade and customize your ship, master the art of maneuvering, and use a blend of tactical prowess and heavy firepower to overcome deadly threats. Discord: | — | |
| Esports | Space Sim with Capital Ships Hi everyone! In celebration of Next Fest, we'll be streaming gameplay footage on the store page. Come join us! Discord: | — | |
| Esports | Capital Command Gameplay Stream In celebration of Next Fest, we'll be streaming demo gameplay to the store page. Come join us! Discord: | — | |
| In-game event | Demo update - build 2022.10.03.1 now live Greetings, captains! I've just uploaded a new version for the demo. Details follow. I've reworked the ship's trajectory indicator so it's now far more useful and readable (I hope!). I've also redone the autopilot UI. Biggest change: ctrl+click to make the ship go where you're looking. You can also control the speed at which the ship moves in autopilot, and the autopilot buttons' position on scr… | 9639660 | |
| Community | Demo update - build 2022.09.05.1 now live Greetings, captains! The next version of the demo is now live on Steam. Expect no major changes, just a bunch of fixes and some balancing work. Lots more changes and improvements, resulting from heavy player feedback (Thank you!) are set to arrive soon (-ish), stay tuned for more info. Meanwhile, fly safe and good hunting The dev | — | |
| Community | New demo live! Hello space fans, the new demo for Capital Command is now live, so come on over and try out the game. While it's not final, still a work in progress, it's close (-ish) to the game's final form. Probably. Looking forward to hearing your thoughts The dev | — | |
| Community | Discord! JOIN NOW Enough said. Come on over! The dev | — | |
| Community | Dev Update - June 2022 The major focus is currently on the UI and ship control. Turns out that handling space ships and situational awareness in space is hard, who knew. Still, there's progress. I've removed the little radar display and it feels like the right call. It wasn't really useable in its previous form, there were just too many things crammed on top of each other. The two indicators that replaced the radar a… | — | |
| Community | Hooded Horse to publish Capital Command Capital Command was announced to be published by Hooded Horse and a new trailer was shown in the Hooded Horse Publisher Showcase at PAX East 2022. The publisher showcase revealed new content and announcements across Hooded Horse’s strategy games. Capital Command can be wishlisted below: The trailers for Capital Command and the other games featured in the showcase can be found at the Hooded Hors… | — | |
| Community | Demo Going Offline Soon Here's why and for how long. Capital Command is still a work in progress. After last year's Next Fest, I've been able to use player feedback to make significant improvements, and it's not done yet. Over the last few months, I've started an even bigger round of changes to the game's combat simulation gameplay. These design changes were based both on player feedback, and on my own experience play… | — | |
| Game update | Demo Update - Version 2021.06.19.1 Faster ships. A few fixes. Yet again, no sound. In direct response to player feedback, I've buffed propulsion on all ships in the prologue. They haven't suddenly become fighters, but they hold more delta V, and recharge it faster. Maneuvering thrusters have also been buffed, resulting in faster turning and linear thrust. This should provide a decent boost to overall maneuverability, hopefully w… | — | |
| Game update | Demo Update - Version 2021.06.18.1 More auto-nav modes, fewer auto-nav bugs. Still no sound. The auto-nav UI rework seems to be working well enough, so of course I've started to change it. Two more buttons are now present. TURN TO DIRECTION makes the ship's nose point in the direction of the camera. It's a small thing, but can be useful on occasion. JUMP TO OBJECT is more complex. It can only be used if the ship's jump drive is… | — | |
| In-game event | Demo Update - Version 2021.06.16.1 This update brings the navigation UI rework, more jump UI improvements, and loads of tweaks and fixes. The auto-nav rework is live. The previous incarnation was far too low-key and discreet, tucked away in the corner of the screen. Also, it wasn't exactly user-friendly, and didn't really communicate what it's supposed to do, and how to use it. Hopefully, the new version is better. In the new ve… | — | |
| Game update | Demo Update - Version 2021.06.14.1 now live. The next demo version is live, featuring improved jump targeting, UI scaling, prologue tuning and many small fixes. Jump targeting: this is a significant improvement. While you're aiming your jump, there's now a visual indicator on the HUD, so you can get an idea just about where you'll end up. The indicator stays visible during jump countdown, so you can judge whether the jump is satisfactory,… | — | |
| Game update | Demo Update - Version 2021.06.12.1 now live. New demo version available. Bug fixes, UI improvements and better shipwrecks. Still no sound. The biggest change is to the shipwreck system. Before, destroyed ships would spawn a few floating pieces of debris, that the player can salvage for resources. In the new system, each ship turns into one big, better looking wreck, which is easier to salvage since there's only one. Also, there are some i… | — | |
| Community | Playable Demo (First Draft) Now Available This demo version is still a work in progress, but you can get a good idea about what kind of game Capital Command is meant to be. The demo consists of the campaign's prologue. This is the first battle that players must face every time they start a new campaign of Capital Command. For new players, it's a chance to figure out how to play, how to fly and fight their ship, as well as a basic intro… | — | |
| Community | Steam Next Fest and the First Open Playable Demo - Starting June 16th 2021! Demo time! Take command of a battlecruiser in Capital Command's opening battle. Learn to fly and fight for real in outer space, as the crisis escalates. How well will you cope? The Steam Next Fest is almost upon us, and it'll be a great opportunity to present Capital Command's playable demo to all you space jockeys out there. The demo will consist of the campaign's prologue battle. It's still w… | — | |
| Community | Progress Report: The Visual UI and the Tooltips that Make It Work Capital Command's HUD and interface are WYSIWYG: everything you see does something, and everything you can do is a button on the screen. Tooltips explain all the details. CC is a complex game with lots of features and mechanics. I really want the player to understand and use all available tools to annihilate the enemy, but I also really hate long, boring tutorials. Beside being annoying, big tu… | — | |
| Community | Recommended Reading: "Some Principles of Maritime Strategy" by J. S. Corbett What could a pre-WW1 book about war at sea have to say that's relevant to space combat? As it turns out, surprisingly much. "Some Principles" is an attempt to discover order in an apparently chaotic, and certainly very complex, field. Wars were fought at sea in vastly different contexts, for a multitude of purposes, using ever evolving weapons and platforms. Yet they have common features, and m… | — | |
| Community | Recommended Reading: Atomic Rockets RR posts aren't about Capital Command, but rather about things that you'll probably enjoy if you're interested in this kind of game. Today's treat: Atomic Rockets! Development on Capital Command has been slow lately, so today I'll cheat a little. Instead of writing something moderately interesting about the game, I'll point any interested readers to Winchell Chung's little masterpiece of a web… | — | |
| Community | Progress Report: The Navigation UI Movement in space is complex and difficult to visualize; Capital Command has tools that provide this information intuitively, so you can focus on making the best decisions. The basic problem is that you can't simply look at a thing in space and tell how it's moving. A ship can be turned towards a target that it's attacking, and at the same time move sideways relative to that target, and both co… | — | |
| Community | Tactical Analysis: Maneuvering The best captains make use of automated navigation, but are aware of its limitations and, when needed, will not hesitate to take manual control and fly the ship themselves. Capital Command's automated navigation system can fly the ship reasonably well in in most situations, including combat. This allows the captain to focus on weapons, tactics and situational awareness. However, the nav system… | — | |
| Community | Tactical Analysis: Boosters Boosters are giant rocket engines used for Newtonian ship movement between jumps and during combat. They provide the raw power to make ships accelerate, brake, or turn, at will. Capital Command uses a high-fidelity physical model to simulate ship movement and propulsion in hard vacuum. There is no friction, momentum is fully conserved and ships don't have to point in the direction they are movi… | — | |
| Community | Progress Report: Farpoint Station Farpoint is a typical deep space, multipurpose military outpost. Built during the last big territorial expansion, she's well past her heyday, but she's still got it where it counts! The station served initially as a well-protected staging point, repair base and command post for forward fleet operations. The overall design is standardized, although differences in local conditions, components, ma… | — | |
| Community | Tactical Analysis: Damage Control Ships in Capital Command die one system at a time, and every battle is a race to fix what's broken before more breaks. The primary indicator of a ship's "health" is an abstract number called its structural integrity. It describes the state of the primary structural elements that keep it in one piece. When structural integrity reaches zero, the ship will effectively die: components and sections… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.