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ShipShaper: Falconeer ChroniclesNewsThe Squadrons Major Update is Here!
Major update

The Squadrons Major Update is Here!

ShipShaper: Falconeer Chronicles · published 11 Sep 2026, 12:23 UTC

All newsPlayers around this dateRead on Steam

Ahoy ShipShapers!

I hope you've been enjoying preparing your creations for the weekly challenge that was mentioned by Wired Productions yesterday - but today we want to tell you about the first proper major update to ShipShaper. This has been a mad dash all week to get a lot of your feedback integrated, while having a ton of fun with the enhanced physics I added last week and just bringing that to the next level.If you're up for a 40 minute rant on how this Early Access Is going to run (chaotically with a lot of player involvement and lots of development spurts), check out this video.

THE SQUADRONS UPDATE

Command a line formation, ram enemies, dive beneath the waves, massive QoL updates, new parts , new physics. A ton of stuff.

So basically the new full physics mode added earlier has started a mad dash to improve it and add much needed depth to the world sandbox. you can now have stuff to do and have a much more brutal and accurate simulation of your ship. Make a sailship too sharp and you might need to be careful not to keel it over in a tight tack. But there is a lot more, diving, color theme saving, item alignment snaps.. tons of stuff you have requested.. And we are only in week 2!! (I will be taking a few days off to rest up tho, its been mental)


Here is the full list:


SQUADRONS & WORLD MODE

  • Added squadron button to add more ships

  • Added AI ship pathfinding

  • Added intra-ship physics for ramming

  • After adding diving rudders you can get a dive and surface button in world mode

  • Added audio to engine and sailing ships in world mode

  • Turrets go to neutral in world mode

  • Prevented performance issues in going to world mode

  • Moved world mode buttons down

SHIP PHYSICS

  • Engine parts now affect the weight of the ship

  • Funnels/smokestacks affect the load of the ships in full physics

  • The scale of guns, funnels, engine parts etc. adds to the ship's physics load

  • Added steam power engine boost parts that increase engine power, deck boilers and haystacks.

  • Funnels also boost engine power

  • Leeboards and diving rudders stabilize ship roll, the deeper the stronger, the larger the stronger

  • Fixed sprits and masts adapting the ship hull physics measurements

  • Fixed that guns are treated as point weights acting on the hull, so rotation is irrelevant

  • Ship speed is now controlled by two speed telegraphs, one for engines one for sails

  • Added storm sails, fighting sails and full sails riggings for sail ships.

  • Engine powered ships can go astern

  • Added WASD steering

BUILDING & PARTS

  • Added several new guns

  • Added 4 standing lamps

  • Added two junk bows and two junk sterns

  • Added 2 new trapezoid superstructures

  • Added pinned centerline superstructure tech

  • Added extra 1/3rd height to masts

  • Added tripod fighting top

  • Added a new flatter bridge window extrusion

  • Finessed the existing bridge window extrusions

  • Command towers when cycled by the detail menu won't rotate and reset if cycling from a rotated gangway

  • Rivet placement is vertically displaced with the hull curve

SAILS & RIGGING

  • Added 3 new main mast stays for staysails

  • Adding a gaff no longer prevents staysails, but removes the bottom stays to make space for the gaff

  • Square rig sails are furled when not sailing loosely with the wind

  • Studding sails are furled when not sailing fully with the wind

  • fixed modern mast shrouds

CUSTOMIZATION

  • Added 5 color theme save slots, these store your color schemes for use on multiple ships

UI & EDITOR

  • There is now a height snap, a rotation snap and a scale snap for items on the side, like broadsides. On the hull they align to the hull shape, on superstructures generally horizontally

  • Added labels to all the handles to explain function

  • Increased the distance of the shape selector handle so it's easier to use/see

  • The mechanism filters in the item detail menu are max 3 rows deep, not 4, to prevent text overlap

FIXES

  • Fixed a bug where paddlewheels and animated props didn't always load in at the correct spot and angle

  • Fixed a placement issue with windows on forward/rearward facing sides

  • Fixed that resetting a ship would retain some hull themes on nodes

  • Fixed mast preview being similarly sized to the spawned mast

  • Added more translations

  • Removed some unneeded logging


Man, that was a lot to get through, but with the new features, new building options and continuous fixes and polish I am pretty confident this Early Access thing might actually really fit my development style. And I couldn't have done it without you all! So thank you, and thank you for your vote of confidence at 98% positive reviews... that's mind blowing.


Once again, don't forget to share your creations with us for the weekly competition - make the most of the Workshop uploads, and if you're enjoying your time with the game - leave a review with your honest thoughts (good and bad!) and maybe share it with a friend. We'll see you later![/p]p.s. and follow my developer profile so you can get updates about the entire franchise, cuz there's other stuff coming up like that medieval Bulwark DLC!
https://store.steampowered.com/developer/TomasSala

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