Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
TheFlagShipNewsThe Flagship Devlog#21
Community

The Flagship Devlog#21

TheFlagShip · published 20 Oct 2025, 06:57 UTC

All newsPlayers around this dateRead on Steam

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, shield-breaking Beams, and high-burst Missiles. The goal is to make each feel unique and viable.

The survival system offers two distinct defenses: heavy, non-regenerating Armor and power-draining Shields, creating meaningful trade-offs in ship fitting.

I am also fine-tuning the broader interplay between Mass, Thrust, and limited Power capacity.

Designing the core game math has been a complex challenge, but it's all to ensure that every player's choice is tactically meaningful. Admittedly, this is my first time working solo on a project of this scale. It's been a tremendous learning experience, and I sincerely hope it all comes together smoothly.

That's all for now. Thank you for your support of Flagship, and please share this update with friends. See you next time!

More from TheFlagShip

Other announcements

All news
Game update9 Sep 2026Test Update V:0.0.41.8 Default language selection is FIXED!!Test Update V:0.0.41.8 Improvements - 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.Community3 Sep 2026TheFlagShip Devlog #41Hello 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 t…Community15 Aug 2026TheFlagShip Devlog #40Recently, 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…