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Flak 2026-02-03

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@alexstrout alexstrout released this 21 Feb 18:18

https://www.youtube.com/watch?v=NnnXzMyeXW4 (easter egg spoiler)

It.. lives.. again!

Last year was a slow one, with work and real life keeping me busy! Around October though, development picked up again - with this version notably being the first to receive significant feedback, from friends and colleagues alike. To everyone helping shape this game - thank you!

This version finally explores some new concepts like Shields and Squads - which allow ships to survive slightly longer, and also somewhat organize. There are some new controls to back these - but fret not, they're in the... handy in-game reference card! (Rebinding is still pending. 😅 )

Also, there is a new (configurable) auto-aim mechanic that finally makes the game somewhat playable on controllers - which still aren't supported, but can be hacked in via Steam Input or similar. The game performs surprisingly well on Steam Deck, maintaining 7-9W power draw even in intense scenarios. I'm very pleased by this!

I would like to fully support controllers sooner than later, and started adopting the Enemy Starfighter mindset of "if it can't fit on a controller, it's probably too many buttons" - I think this is a great guidepost for control complexity.
(Also, if you're somehow reading this, like space combat games, and haven't played that yet - please check it out. It's awesome!)

General:

  • Add capturable Bases to Sandbox, with some supporting changes:
    • Ships etc. can now swap factions at runtime, adjusting engine / weapon colors, etc. appropriately.
    • This also affects "factories" (ship spawners), causing them to begin spawning ships for their new faction instead.
    • Bases can, for now, be captured by... blowing them up! After which they will swap allegiances and heal.
  • Improve projectile visuals and collision - now always visible, even at point-blank ranges or extreme speeds.
  • Improve Sandbox spawning, limiting max "ambient" ships to ~100. Though Base spawners can exceed this limit a bit!
  • Add initial cruise mode! Allows travel in larger scenes like Sandbox, but locks out weapons - kinda like Freelancer.
    • "Shift+W" to engage cruise. Currently no windup, so can be used as a bit of an evasion tool ATM too.
  • Add "death cam," freezing camera in place for a second to admire your exploding ship.
  • Allow rotating camera directly when aiming too far to the sides. Mouse flicks should feel much more responsive!
  • Improve input response, and draw aiming-related UI elements right after consuming input, instead of next frame.
  • Add Shields!
    • All ships now have shields (even cruisers!), making them slightly easier to hit.
    • These recharge slowly over time, allowing some damage recovery.
    • HP values are now mainly concentrated here; the smaller hulls now only need a few hits to splash.
  • Improve various visual effects:
    • Resize some existing ones for comfort / clarity.
    • Add a cute "pop" effect for spawning ships.
    • Add faction-colored aiming lines.
    • Add subtle "fizzle debris" effect to exploded ships.
    • Fogify Sandbox a bit, toning down all that color!
    • Add WIP "space dust" for some motion reference in empty space.
  • Improve targeting:
    • RMB now just a "click once" control, targeting whatever is radially closest to your crosshair.
    • Mouse Wheel now consistently cycles targets left-to-right, by world angle (for consistency).
    • Now much more responsive - see Networking!
  • Improve UI legibility - clean up sizing, add HP / Shield bar for own ship, etc.
  • Add Squads! Players and AI can now group up, with some simple target sharing:
    • "I" key invites to squad (or joins existing), "Shift+I" leaves.
    • "Q" key assigns current target to the nearest appropriate squad member.
      • Can be repeatedly pressed to assign multiple ships.
      • Prioritizes ship type (fighter, capital) first, then squad members' distance to target.
      • If no target is selected, simply recalls ships to follow instead.
    • New Squad HUD shows members, ship type, health, and whether or not they have the same target.
    • "F1"-"F8" keys target current squad members, in the order they're shown on the HUD.
  • Add "key ship" HUD info to top of screen - important ships w/ factories, bases, etc.
  • Add weapon lock / auto-aim for hostile targets - lead indicator will slowly turn red as auto-aim kicks in.
  • Add initial "overcharge" mechanic - ships out of energy now kick out a heat sink, and begin to rapidly recharge.
  • Add new persistent sensitivity and auto-aim options to pause menu, with a quick reset button.
  • Cleanup (and a lot of it!)
    • General performance pass - more events, less polling.
    • Fix various issues, exceptions, etc.
    • Probably add some new issues too.
  • Update Unity / Mirage to latest LTS versions.
  • Add some silly easter eggs...
    • Try hitting P in the main menu!
    • Alternatively, try looking behind an unassuming planet in Sandbox...

AI / Bots:

  • Tweak general movement / aiming habits. Easier to fight now!
  • Add support for new behaviors - cruise, squads, etc.
    • Use cruise to chase far-away targets, sometimes engaging it for evasion too.
    • Passively form or join squads, leading to some interesting self-organization over a match.
  • Prefer closer targets (or squad targets) when searching for new ones.
  • General cleanup, adding small reaction times to aiming, target switching, etc.
  • Fix surprisingly old spinning bug! Where AI would sometimes just spin wildly, while appearing to fly straight.
    • AI actually use the same controllers players do, but previously had camera smoothing speed set to 0 - so they were effectively contending with infinite camera rotation speed. Oops!
  • Allow AI to persist in player squads, swapping ships on death the same way players do.

Networking:

  • Generally improve experience, fixing issues with edge cases, consistency, bandwidth, etc.
    • While still not ideal, playing under high ping or (some) packet loss should feel much better!
  • Write a new position sync system, to better support some of the previous client prediction work.
  • Handle targeting client -> server (like input), improving responsiveness.
  • Allow network HUD to display issues encountered connecting, etc.
  • Add in-game bandwidth profiling via "Shift-0" key.