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Dread AdmiralNewsVersion 1.0.23
Game update

Version 1.0.23

Dread Admiral · published 25 Sep 2026, 18:46 UTC

All newsPlayers around this dateRead on Steam


Balance:
* Reordered how growth checks are performed. They now operate *after* new buildings, but before checking for usable buildings. In rare cases this might allow a queued ship to sneak out of port when it wouldn't have been able to before.
-> The purpose of this reordering was originally to turn on buildings 'in time' for them to operate during the upkeep. This update to that change should allow a 'just in time' housing building to house the new growth (as it used to.) This should also mean that Growth buildings once again take effect the turn they are created.
* SDD now has buffed Depth Charges (averaging 9)
* Adjusted how Patrols shoot at sorties, so that their 'flak' is 'staggered'. This should hopefully result in more consistent kills. This is probably a buff to overall kills but a nerf to preventing bombers from dropping their payload.
* Adjusted how Interceptors and Patrols stagger their 'flak', which should result in less planes dying 'randomly' (e.g. dead planes no longer get to apply their flak values). This is probably a buff to interceptors.

Removed:
* Glitch effects from dying. (Incompatible with a unity update that also couldn't be reverted.)

Minor:
* Smoothed out speed curve for Bombing Runs a bit
* Added option to disable End Phase dialog
* EWS text string corrected for English
* Gun Forts no longer claim to have Shore Bombardment
* Invasion hint in Move Action tooltip now accounts for veterancy, pillboxes, perks, etc
* "Challenge Mode" should now be remembered based on your last selected Starting/Normal setting.
* Gun Forts are more likely to prioritize units on a Port
* Fixed a display bug where Bombing Runs would double count Siege Line or Fortress Cities. (Balance is unchanged)
* Units with an Offline Required Building will no longer finish production if queued. (E.g. a supership when the Tech Lab goes offline.) Also covers an edge case of sneaking out a super while blowing its tech lab.
* Fixed a bug causing EWS to not show its range
* End Phase dialog is now optional

More from Dread Admiral

Other announcements

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Community3 Oct 2026Devlog #5 - Balancing ActSomething I think has gone over fairly well with Dread Admiral is the ship balance. While I've applied various buffs to the escorts and Submarines, the balance hasn't changed all that much from playtest to post-release. --- The Starting Point --- Dread Admiral is an homage to The Grandest Fleet, so the initial ship types (indeed, at time of writing - all of the ship types) are directly inspired…Game update2 Oct 2026Version 1.0.25 - Harder to HitBalance: * Reworked the HP input to Hard to Hit. This should make DD's and SDD's feel more significant. This change sits between the original values and the reworked values around launch. -> The Rework specifically avoided buffing PT's to avoid complaints. Ex. 1: SS vs Bombing Run buffed from ~22% to ~28% Ex. 2: DD vs Bombing Run went from ~18% to ~28% Ex. 3: SDD vs BB broadside went from ~13%…Game update28 Sep 2026Version 1.0.24 - Investor nerf, significant buffs to underused perksBalance: * Investor nerfed to 2%. Also now caps at +$20. * Active Builder buffed back to 10%. (Text also clarified.) * Brute Force and similar upgrades now reduce the cost of their related Tech Labs by 50%. * Oil Baron now reduces the cost of Refineries by 50%. * Tea Traders buffed back to +$3 per empty slot * RepairBarge now fully heals your ships, rather than partially between missions * Twea…