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
Project GunshipNewsSITREP: June 2026
Community

SITREP: June 2026

Project Gunship · published 17 Jun 2026, 00:02 UTC

All newsPlayers around this dateRead on Steam

Hey everyone, as some of you have pointed out, it has been a while since I've provided any official update on development, so I'd like to provide some insight into what has been going on since the last SITREP.

Although there has been a lot of work done on various things, there are a few notable improvements that should be highlighted here.

1. Vehicle Damage Models

A lot of work has gone into making Vehicles generally better and more fun to shoot. The original vehicles (implemented in the currently released version) utilized Unreal Engine's provided vehicle classes that provide a decent foundation but ultimately don't allow much customization from that; particularly in the way Project Gunship required it.

So instead of heading down that same route as before, I built a vehicles class from scratch. This has given much greater control over how vehicles behave and react, which overall has improved them as a target in the game. This includes:

  • Collision Avoidance: The AI is much better at avoiding objects, without requiring performance expensive tasks (like additional pathfinding or navigation mesh rebuilds in real time).

  • Damage Models: Depending on the munition type and the location of your hits, vehicles can become disabled, lit on fire, or explode.

  • Destructible vehicles: You can now tear pieces off vehicles, giving much better feedback for the damage being delt to them. Some vehicles have much more to remove than others, but it's entertaining to pick them apart as they attempt to drive away.

  • Disembarking Infantry: Something else that didn't exist before was enemy infantry abandoning vehicles as they take damage. Engaging transport vehicles that are full of infantry, that begin dispersing like ants is pretty entertaining and such a small addition makes a big difference.

I think at this point, they are in a pretty good spot, but I'm sure more improvements will be made as I increase the variety of vehicles available in the game.2. Helicopters have found their way back into the game

Although they haven't had much of a role in prior version of the game, that is changing now. Granted the UH-1 Huey was such a prominent aspect of the Vietnam conflict, it only makes sense to have them be much more incorporated into the gameplay.

They still need quite a bit of work (no damage model for now), but they can fly, orbit, land, and shoot the enemy. I don't plan on having a wide variety of helos available at this point, but that may change as development on the campaigns continues in the later conflicts.

3. Scenario Editor

This is the big one that has been consuming most of the development time since the last SITREP. As I discovered in my initial attempt to build this in the last version, it is truly an iceberg of a task (luckily now it is without all the added overhead of working in "poor" code). What I didn't realize from before however (again, because of that "poor" code), is it really is like the Mount Everest of icebergs.

It is amazing how seemingly simple certain things are that turn out to be insanely complicated. Nonetheless, I've made some really good progress on this (about 100x the progress made from the first attempt) and I'm excited what this will mean for you and the game.

Unlike the training sandbox mode, the general idea behind the editor was to provide a tool that would allow to create sharable scenarios that provide all the functionality used in the official scenarios. This means being able to create objectives and radio calls, spawn infantry and objects, create trigger logic and drive AI action. So far, it has been quite a challenge, but I'm happy with how it is turning out and look forward to a finished product.

It is clear that a scenario editor is probably the most important feature to add to a game like PG, so it is the highest priority to get done. And with that, I intend to release a 0.8 version of the game as soon as it is done. This most likely will be done in separate branches to allow you to retain access to the current version, since a lot of the older scenarios need to be remade and added again to the new project.

I know it's hard to maintain excitement and patience throughout long production cycles, especially in an industry and climate where there are too many people taking advantage of others. It is clear, some feel that way about me and that is understandable. I do intent to prove all these thoughts wrong in the near future, with a game much more worthy of your time and money.

As usual, I appreciate all your support over the years, and I hope you have a good week!

-Sklor

More from Project Gunship

Other announcements

All news
In-game event14 Sep 2026Update Build 0.8.1.1 (branch "publicbeta")Quick update to fix a few issues and add some more content. I appreciate the feedback I've received so far and look forward to hearing more from you, so I can improve this build. Changelog · Fixed bug keeping the Hellfires from applying damage to objects. · Fixed M113 editor markers from appearing backwards. · Fixed a bug causing infantry's meshes to stretch after getting killed. · Fixed a bug…In-game event9 Sep 2026Update Build 0.8.0.0 (new "publicbeta" branch)Hello everyone! Hope you all enjoyed the long weekend (US residents) and are having a good week so far! As usual, I'm a bit behind schedule with this as I ran into some issues with packaging, but I'm glad to finally get it up and running on steam. It'll be nice to be able to add consistent updates again, keeping you looped in, as you should be in early access. Nonetheless, it is important to no…Community31 Aug 2026SITREP: August 2026Hey everyone! Time as usual has been creeping by at lightning speed, but development has continued strong. The goal was to get out a release by the end of August, but a few more things need to be worked out before we'll be able to do this. It should only be a few more days at this point, but I wanted to get the word out on what to expected. The only thing holding back a release right now is ins…