TheFlagShip
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 |
|---|---|---|---|
| Esports | Live! Live! | — | |
| Community | TheFlagShip Devlog #39 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 distinct… | — | |
| Community | TheFlagShip Devlog #38 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… | — | |
| Community | TheFlagShip Devlog #37 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… | — | |
| Community | TheFlagShip Devlog #36 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 mor… | — | |
| Community | TheFlagShip Devlog #35 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 s… | — | |
| Community | TheFlagShip Devlog #34 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.… | — | |
| Community | TheFlagShip Devlog #33 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.… | — | |
| Community | TheFlagShip Devlog #32 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… | — | |
| Community | TheFlagShip Devlog #31 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-scr… | — | |
| Community | TheFlagShip Devlog #30 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 develop… | — | |
| Community | TheFlagShip Devlog #29 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… | — | |
| Community | TheFlagShip Devlog #28 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 m… | — | |
| Community | TheFlagShip Devlog #27 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 fee… | — | |
| Community | TheFlagShip Devlog #26 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 expand… | — | |
| Community | TheFlagShip Devlog #25 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 Devlog We’ve added a basic tutorial for new players. On their first run, they’ll enter a de… | — | |
| Community | TheFlagShip Devlog #24 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… | — | |
| Community | TheFlagShip Devlog #23 Hello everyone. Over the past two weeks, we’ve implemented a number of improvements and optimizations based on your feedback and suggestions. First, we’ve overhauled the missile firing mechanism. Missiles are now reloaded sequentially, one at a time. This replaces the old system, which would always initiate a full reload cycle after firing, regardless of the remaining ammunition. This change pr… | — | |
| Community | The Flagship Devlog#22 Hello everyone! For now, my main task has been dedicated to developing the Demo content. Firstly, I completed the configuration of the basic enemy and level content for the Demo. I did an initial test of the difficulty curve and fixed some AI issues. Additionally, I introduced a new type of enemy ship specializing in shotguns and missiles. As unlocking ships serves as a key part of the player's… | — | |
| Community | The Flagship Devlog#21 Hello everyone. I know many of you are eager to see new starships or features, but my recent focus has shifted to game balance and numerical tuning . While this means fewer flashy visuals, these adjustments are crucial for a polished experience. For weapons, I've balanced key attributes like Time-to-Kill and range across several archetypes: versatile Pulse Lasers, armor-piercing Flak Cannons, s… | — | |
| Community | The Flagship Devlog#19 Hello everyone! In past versions, you might have grown tired of seeing the same cruiser we used for testing. Today, we’re introducing several new ships currently in development. Please note that these ships have not been officially named yet—all are using temporary designations for now. First up is the frigate codenamed “Mistral.” It will be the first warship players command, and it’s expected… | — | |
| Community | The Flagship Devlog#19 Hello everyone! Here’s the latest update on several key systems in the game. First, I’ve begun constructing a variety of space station types. Players will encounter industrial bases built on rocky asteroids, research outposts on icy asteroids, and large hub ports serving as regional centers—along with many other styles of space structures. These environments will provide diverse battlefields fo… | — | |
| Community | The Flagship Devlog#18 Hello everyone, welcome back to the latest development log. We have introduced Cruise Mode , which is designed to streamline travel between encounter points. We noticed that moving between encounters became increasingly frustrating as complexity ramped up, especially when dealing with vertical elevation changes. In this mode, your ship will achieve a higher forward speed at the cost of reduced… | — | |
| Esports | LiveStream #2 LiveStream #2 | — | |
| Community | The Flagship Devlog#17 Hello everyone! Our flagship title's Wishlist has now surpassed 5,000! Thank you all for your incredible support. Today, we're sharing progress on optimizations and gameplay updates focused on the Encounter Zone experience. Our core goal is to enhance the depth and variety within these zones, tackling underutilized space while improving how information is delivered to players. This means enabli… | — | |
| Esports | LiveStream #1 LiveStream #1 | — | |
| Community | The Flagship Devlog#16 Hello everyone. Our focus has recently shifted to building the core roguelike features, particularly the levels, and this will be the main theme for our upcoming logs. We've completely rewritten the stage structure, moving from a linear room design to a more Slay the Spire -like system, where each node is not just a fight or event but a small, explorable space. This change allows players to mak… | — |
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.