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Hello everyone!
Today's update adds localization support to BattleGroupVR2.
The game can now be played in the following languages:
English
Simplified Chinese
Spanish
French
German
Russian
Japanese
Korean
Italian
I want to be transparent about the current state of these translations. At the moment, they have been generated using Google Translate rather than professional localization services. This means there will undoubtedly be mistakes, awkward phrasing, incorrect terminology, and text that simply doesn't read naturally in some places.
BattleGroupVR2 contains thousands of lines of text across tutorials, mission briefings, story dialog, tooltips, ship descriptions, UI elements, objectives, and more. Professional translation for a project of this size is unfortunately outside the scope of what I can currently afford as a solo developer.
Rather than leave the game English-only, I decided to provide machine translations as a starting point so more players can access the game. While imperfect, I hope it makes the experience more approachable for those who are not comfortable playing in English.
If you speak one of the supported languages and notice translation errors, missing text, formatting issues, or confusing wording, please let me know in the Steam discussions or Discord. Community feedback will help improve the translations over time.
Thank you for your patience and continued support. Alongside localization work, I'm still actively working on the Quest port but wanted to include this feature on stand alone.
See you on the bridge! - CMD Ken
Hey everyone,
I've just released a major update (v0.212) that adds a new batch of story missions to the campaign.
One of the things I've wanted to focus on recently is giving the game a stronger narrative and a clearer sense of progression beyond the battles themselves. This update continues the main storyline, introduces several new characters, and starts digging deeper into the mystery surrounding your father's death and the events that set everything in motion.
The new missions include:
New story content and dialogue
New mission objectives and combat encounters
New characters and faction interactions
Various bug fixes and improvements
The campaign is still a work in progress, and there's plenty more story content planned. I think we are about halfway there, plot-wise. I also plan on having side missions from the other factions and side characters you meet along the way.
I added subtitle options for the crew member dialog. This can be found in options -> audio. This will be needed for future localization and translations.
As always, thank you to everyone who's been playing, reporting bugs, and sharing feedback. BattleGroupVR2 has come a long way since launch, and your support is a huge part of that.
I hope you enjoy the update, and let me know what you think of the new missions in the Discord!
After 3 months of work, multiplayer is finally here. I heavily underestimated the amount of work that was needed to get networking online. So in mil-sim tradition, it was behind schedule and over budget, but we got there!
Full networked multiplayer is now available for up to 4 players. You can squad up and play across all major modes:
Gauntlet - A combat-focused mode with escalating encounters and randomized rewards. Push your combined fleets as far as possible and manage risk vs reward as difficulty ramps up.
Open World - Explore a vast galaxy with missions, factions, trading, and dynamic events. Play cooperatively as you expand your fleets.
PvP - Go head-to-head against other players in direct fleet combat. Test your builds, tactics, and coordination in direct engagements.
Endless - Survival mode where waves continue indefinitely. Optimize your fleet and coordinate with your fellow commanders to last as long as possible.
All the systems have been heavily reworked to support networking. You will be able to transfer resources between players, shared missions, group capture points, and holomap team/commander colors. The refactor may affect single-player modes as well, so if there are any bugs, please let me know.
Native Voice Chat
Fully integrated in-game voice chat for all multiplayer sessions
No external apps required - communicate directly with your team in real time
Designed for seamless coordination during combat, navigation, and fleet management
HoloMap Improvements
Major rework of the Holomap display. New options for visibility options and edge compression: contacts near the boundary are spatially compressed, so everything stays visible without losing situational awareness. This should be a huge improvement in keeping you oriented in the holo map.
If you enjoy the update, please consider leaving a Steam review - it helps a lot, especially after the long gap in updates while multiplayer was in development.
Join the Discord to find players, report bugs, and share feedback: https://discord.gg/f86JjH9Nqe
Thank you for your patience while I was working on this. I can now get back to more frequent updates to fix the day-to-day issues.
Hey everyone,
First off — apologies for the radio silence.
I’ve been heads-down for the past couple of months working on one of the biggest technical upgrades the game has ever had: full multiplayer support. What I expected to take a few weeks has turned into over two months of deep networking work — refactoring systems, rewriting core logic, syncing objects properly across clients, and solving a lot of edge-case bugs.
The good news: I’m getting close.
We’re approaching full multiplayer functionality for both co-op and PvP, and it’s finally starting to feel solid. Ships, ownership, scene transitions, and open world state syncing are all coming together. There’s still testing and polish ahead, but the foundation is now in place.
Multiplayer is currently being tested on the devreview branch.
If you’re willing to help stress test co-op and PvP, I’d really appreciate you jumping in and trying it out. The more real-world testing we get, the faster we can stabilize and move this toward main.
If you haven’t already, please join the Discord to talk to me directly as I will need your help identifying issues with the networking build. Your feedback during this phase is extremely valuable — networking bugs don’t always show up until real players start breaking things in creative ways.
Thanks for sticking around during the quiet period. Big systems take time, but we’re almost there.
— Ken
Thank you all for an incredible past 30 days - your feedback, support, and enthusiasm have pushed the game forward in a huge way. Here's a round-up of all the changes this month:
A huge wave of systems cleanup and save-logic corrections:
Fixed a save-access lag loop causing periodic stutters or freeze-ups.
Fixed newly purchased ships not saving mounted equipment.
Fixed several Conquest save issues:
Captain personal data not saving.
Save button not updating the Conquest server.
Stations reverting to construction state.
Sold ships reappearing.
Special weapons not saving their upgrade level.
Fixed inventory not updating correctly on first warp into a sector.
Fixed modules not applying bonuses when leveled.
Fixed reactors failing to equip when energy balance was negative.
Fixed Gauntlet warp-forward bug where you couldn’t warp straight ahead.
Warp jumps now wait until all ships exit warp.
Fixed warp button incorrectly disabling despite valid warp path.
Fixed battlegroups breaking formation after warp.
Fixed some ships deleted if deployed in Conquest while logged off.
Shipyard repairs now correctly restore subsystem damage.
Fixed subsystem repair kits availability at markets without shipyards.
Fixed heavy corvette armor reducing 99% damage.
Fixed shipyard repair not calculating subsystem damage in reports.
Fixed station link failing to reconnect after warp.
Mining stations now accept all ore types.
Fixed mining commands issued to non-miners.
Mining ships disengage correctly when given movement commands.
Fixed asteroid mining giving depleted ore incorrectly.
Added ore inventory to pirate interdiction calculations.
Omni-slot weapons now fire correctly.
Fixed bomber missile minimum range.
Fixed fighters/bombers not engaging targets.
Fixed boarding bays not launching.
Fixed beam weapon damage display.
Added new chaff launcher behavior; removed ability to shoot from inside chaff clouds.
Decreased accuracy on large cannons.
Fixed jump efficiency not being calculated in fuel costs.
Railgun and armor-related fixes across several hull types.
Fixed missing objectives in Station Destroy mission.
Fixed duplicate equipment upgrade bug.
Corrected death/respawn flow to match Open World: respawn with a replacement corvette.
Raid payouts now scale by station level.
Added new mission: Overthrow Overseer — challenge the sector ruler if they belong to your faction.
Added Conquest Faction Switch mission.
Fixed raid-station missions not registering destroyed stations.
Added ability to create new factions at level 5 admin stations.
Fixed ships on holomap appearing inert at center.
Missions now abort on player death; respawn sector resets to faction capital.
All sectors now generate at least one station; higher-level sectors have increased minimum stations.
Added Station Levels and 10% station credit reward when transacting.
Fixed story mission #3 station not firing at targets.
Added Build Ship service at shipyards — commission any blueprint ship for a premium.
Moved pirate interdiction spawn closer to target sector and only consumes fuel for that part of the jump. Cannot be interdicted twice in a row.
Added option to restart at last warp on fleet wipe.
Added Reserve Ship System — stash ships in sectors; they don’t warp or cost fuel.
Added icons to mark reserved ships on the map.
Added new energy warnings on ship details panel when ships don't have enough energy to use special weapons.
A ton of polish across menus, interaction, clarity, and VR handling:
Menu positions now persist; added full reset option in multiple locations.
Safety checks prevent menus from going out of bounds.
Helm adjust menu bounds corrected.
Added seat mode + captain’s chair with movable position.
Sell list now prioritizes items you own.
Market pagination no longer resets after transactions.
Fixed sell price inconsistencies between displays.
Clearer equipment displays.
Clearer fighter squadron status and repair info.
Added tooltip explaining how to use Overjump when stranded.
UI adjustment bars now use trigger instead of grip.
Added VR keyboard Caps Lock.
Added chair + seated play option mode.
Units now report when docking is complete.
Bridge notification timer no longer tied to game speed.
Gunship hangar bay.
LACT close-range machine gun turret.
Subsystem resistance + subsystem repair modules (defensive slot).
New Chaff launcher and Scattering Clound variant that blocks beams & cannons.
Rail Cutter
Rail Cruiser
Super Freighter
Fixed white flash bug.
Fixed shield resistance module exceeding 100%.
Fixed captain auto-use button in roster.
Fixed M5 salvage transponder issue.
Fixed unassign button missing in captain details.
Removed back-to-lobby; continue is default after fleet loss.
Fixed negative captain experience; capped captain level at 10.
Prevented pirate ambushes triggering twice in a row.
Fixed hired captains not being removed from list.
Fixed point defense turrets not firing.
Fixed battlegroup leader changing when deploying fighters.
Fixed some ships missing proper reactor slot assignment.
Hi everyone, Thank you for the incredible Early Access launch. Seeing people jump in, post screenshots, share feedback, and theorycraft builds has been honestly wild. As a solo dev, watching something I’ve been grinding on for years finally land in your hands like this means a lot.
Quick heads-up: 👉 The 15% launch discount is ending this Monday. If you’ve been wishlisting or waiting to see how things shake out, this is your chance to grab it at the discounted launch price. Thank you again for all the support, bug reports, and patience while I continue to hammer out fixes and improvements. I hope you enjoy it. Please consider leaving a review helps a ton in getting the game in front of more players. You all are making this launch something special. See you on the bridge, commanders!
Commanders! The hangar doors are open. BattleGroupVR2 is officially in Early Access. It’s been a wild ride getting here, but now it’s your turn to take the helm and help shape where this project goes next.
This first build has many of the core systems up and running — enough to really get a feel for how the game plays day-to-day. You can explore, fight, command fleets, get ejected into space... Here’s what’s in right now:
Current build includes:
Open World (foundations): free-roam sectors with encounters, salvage, and exploration loops. More story missions and side quests to come.
Gauntlet Mode: endurance combat runs with escalating threats and score chasing.
Conquest (first pass): sectors, unrest, and faction control — more in-depth community interactions coming soon.
Endless Mode: survive as long as you can against escalating waves of enemies — no breaks, no mercy. Top scores make the leaderboard for all to envy.
Missions and Ships: a variety of scenarios and ship classes to test your tactics and builds.
Voice Commands (experimental): issue orders verbally.
If you want to see what’s coming next, check out the roadmap post here:
New Conquest Missions
Added a mission type to reduce unrest in troubled sectors.
Added a pirate-hunting mission — track down raiders and clean up local space.
Added a supply delivery mission between stations to support friendly factions.
Gameplay & Systems
Added a Global News feed showing everyone’s contributions across the map.
Split Texture Quality into its own graphics setting for finer performance control.
Built the infrastructure for daily map updates — unrest, sector ownership, and income will now update dynamically.
All ships now have holomap contact markers, making it easier to spot your fleet and enemies without hunting around.
Early Access is a big step for me, and I’d love your help making it better. BattleGroupVR2 is 15% off right now for launch week, so if you’ve been on the fence, grab it and join the Discord to tell me what’s working (and what’s not).
Reviews on Steam also make a huge difference for visibility — even a few words go a long way. Appreciate the support as always. Thanks for playing, and I’ll see you out there on the bridge! 🖖
Greetings commanders — a lot of people have been asking for a roadmap with Early Access coming up, so here it is! As a solo dev, I tend to work on several things at once rather than following a strict linear plan, so think of this more as a branching path of ongoing to-dos rather than a straight line of milestones. Some systems move faster than others depending on what clicks that week, but everything here is part of the bigger picture I’m building toward for BattleGroupVR2.
Status: ✅ Implemented
You can now use your headset’s microphone to issue voice commands directly to your fleet. Commands like movement orders, formation changes, and attack priorities can be spoken in real time for a more immersive bridge-commander experience.
Status: 🧩 In Progress (≈50%)
The core Conquest framework is operational, allowing dynamic sector control and persistent progression. Next steps include:
Implementing sector perks that reward players who control sectors
Expanding the unrest system to drive rebellion as empires must be maintained
Introducing player-led factions and how to create and switch factions
Status: ⚙️ Underway
The Quest port is in active development. Optimization for standalone hardware has proven challenging, so the mobile version will release after PC. Extra time will be spent improving performance, visual fidelity, and memory usage to ensure a smooth VR experience.
Status: ✍️ Ongoing
The main campaign storyline continues to expand. Work is underway on:
New main story missions advancing the player’s journey across the sector
Additional side mission chains that explore lore, allies, and rival factions
Status: 🚧 Planned
Online multiplayer infrastructure is being designed to support:
Co-op Gauntlet mode with combined fleets and coordination
Open World co-op, allowing friends to explore sectors together
PvP skirmishes, testing tactical skill against other commanders
Status: 🧠 Design Phase
A sandbox mode to create your own battles. This will include:
A simple in-game editor for placing ships, setting objectives, and defining map parameters
Custom battle sharing and replay support (long-term goal)
Status: 🧩 Expanding
New modules are being added across all slot types. The focus is on:
A wider variety of weapons, defenses, and support systems
Meaningful tactical diversity — every ship build should feel unique
I know I haven’t had a ton of time for keeping everyone up to date on progress — most of my hours go straight into building the game. If you want to chat directly, give feedback, come hang out in the SpaceOwl Games Discord: https://discord.gg/f86JjH9Nqe
Early Access launches November 7th, and I can’t wait for you all to finally get your hands on it.
See you on the bridge, Commander!
Greeting Commanders! At long last, the day has come to step onto the bridge and lead your battlegroup.
This demo represents a focused slice of the full game, crafted to show you what’s coming in BattleGroupVR2.
In this demo, you’ll step onto the bridge of your flagship and take command of your fleet in first-person VR. Experience the thrill of giving real-time tactical orders, managing your squadrons, and watching massive space battles unfold around you—all from the captain’s chair.
Core 3D fleet command gameplay with full real-time strategy controls in VR: take the captain’s chair, give tactical orders, maneuver your battlegroup, and engage enemies across vast battlefields.
A limited preview of the story missions that introduce you to the open world of BattleGroupVR2, where you’ll explore a procedural galaxy, trade goods, mine asteroids, and hunt pirates—all to expand your fleet and restore honor to your family name.
In Gauntlet Mode, you’re deployed into a map of increasingly difficult missions. Progress earns you valuable rewards, but any ship destroyed is permanent. To succeed, you’ll need to balance caution with ambition—withdraw early to refresh your fleet, or push deeper for higher stakes and bigger payoffs.
Limited selection of ships to command, giving you a taste of fleet operations. The full game will expand your arsenal with a much larger roster of bigger, tougher, and more advanced warships.
This is just the beginning—your feedback from the demo will help shape the full release.
Early Access launch is planned for November 7th, 2025.
Voice command: Issue orders to your fleet with just your voice, like a true admiral.
More missions, ships, equipment, and special abilities are on the way.
Multiplayer and coop modes for PVP and Gauntlet / Openworld modes.
Conquest Mode: You’ll align with player-driven factions and fight for dominance in a shared galaxy.
Your feedback is incredibly valuable. I’m building BattleGroupVR2 solo, so I only have 2 eyes and half a brain; thus, every bug report, suggestion, or idea helps make the game better.
👉 The best place to share your thoughts and connect with other commanders is on the official Discord. There you can:
Report bugs and issues
Suggest features and improvements
Chat with other players and swap fleet strategies
Get sneak peeks at upcoming updates
If you enjoy the demo, please wishlist the game and share it with your friends—your support helps this solo dev (hi, that’s me 👋) continue to build bigger ships and flak-filled battles for you.
👉 Play the Demo Now
See you on the bridge, Commander. – Cmder Ken
Hey everyone!
I’m excited to announce that the free demo launches next week on September 12th here on Steam! 🎉
Full fleet command from your flagship’s bridge in VR
A slice of the main storyline missions in open world mode (limited for demo)
Gauntlet mode, a combat-focused, push-your-luck challenge against a series of increasingly difficult missions.
A selection of the available ships to try different fleet compositions.
This is just a demo, but it should give you a strong idea of what BattleGroupVR2 is all about — tactical fleet combat, bridge-command immersion, and that classic “sci-fi admiral” fantasy.
The full Early Access launch is set for November 7th. The demo is just the beginning — more ships, missions, and open world exploration. multiplayer pvp and coop, asyc multiplayer conquest are down the road.
I’d love to hear what you think once you’ve tried it — feedback from players is a huge help to me as a solo developer. Join Discord!
👉 Don’t forget to Wishlist BattleGroupVR2 so you’ll be notified when the demo goes live and when Early Access launches!
See you on the bridge, Commander. 🫡
NEW BUILD: v0.46
This major update introduces Open World Missions and Random Encounters to enhance exploration and player-driven objectives. Seven new mission types can now be found at stations, including passenger tours, kill contracts, salvage runs, and courier jobs. Eight encounter types may spawn in random sectors, from wreckage and pirate ambushes to full fleet battles or peaceful trade convoys.
You will find these randomly at stations in the mission browser.
1. Vacation Tour
Ferry passengers on a multi-stop scenic tour through several friendly sectors and safely drop them off at a designated station. Keep them safe, entertained, and on schedule.
2. Kill Contract
Provoke enemy patrols by flying into hostile sectors and eliminate a set number of ships to fulfill a covert strike mission. The objective is to apply pressure without escalating to open war.
3. Kill Gather
Destroy enemy ships to collect classified data fragments from their wreckage. Once you've gathered enough files, the mission completes.
4. Kill Gather Deliver
Engage hostile forces, salvage black boxes from destroyed ships, and return them to the mission giver. Completion depends on both recovery and delivery of the data.
5. Kill Gather Parts
Hunt down enemy vessels and recover various ship components from their remains. Return the salvaged parts for credits based on quality and quantity.
6. Shipment Request
Purchase a specific commodity in a desired quantity and deliver it to a distant station. The job pays above market rate and rewards smart cargo management.
7. Special Delivery
Deliver a single important package to a nearby station without any complications. A straightforward courier run with minimal risk and clear reward.
8. Cargo Escort
Escort a convoy of transport ships to the warp zone and fend off the raiding pirates.
Random instanced sectors will spawn with an unknown type of encounter. Venture at your own risk.
1. Containers
Randomly spawns several drifting storage containers in the sector, some filled with loot or equipment. A small exploration and scavenging opportunity.
2. Convoy
A transport convoy with optional escorts travels across the sector, carrying trade goods. Players can choose to observe, protect, or ambush them.
3. Pirate Trap
A hostile pirate fleet lies in wait, ready to extort or attack. Expect an ambush scenario with aggressive AI behavior.
4. Wreckage
Multiple derelict ships scatter across the sector, containing salvageable cargo and gear. An enemy raider fleet may arrive to contest the wrecks.
5. Battle
Two large fleets from opposing factions engage in a full-scale battle. Players can watch, interfere, or exploit the chaos.
Nothing could also spawn, it would just be a regular sector that might have mining opportunities and random pirate spawns.
- added quick video tutorials for certain vr command controls
- crew chatter: crew members sometimes talk to each other or make statements.
Added ~34 basic stat stick equipment:
- Sensors that increase visible range on the holo map or the sector map
- Engines that increase jump range or regular ship speed
- Defensive armor that increases hit points or damage reduction
- Specific weapon mods for increased damage for cannons, lasers or missiles
- Shield mods for improved capacity or regen.
The mission editor is currently withdrawn, I don't feel like its worth the trouble maintaining the editor and the json node system. It puts several steps inbetween me and my ability to create missions. So I've reverted that feature in favor of just c# file mission imports in the future.
This is a pretty big update, hope you enjoy the new content. Next up is making the main storyline missions or at least some introduction missions that the player should start with. Right now it kinda just drops you in and you have to wander about on your own with little guidance.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for BattleGroupVR2, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main BattleGroupVR2 statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.