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Full Steam announcements and update articles for this title.
Hey everyone!
This patch brings changes and new features into the propulsion system as well as damage control.
The pump teams can now patch holes, various components of the ship systems can be repaired and fouling on the various systems needs to be maintained.
Now you cannot run your turbines at flank speed for too long, or the turbine will start getting damaged. If you have been in combat, pushing the turbines to their max, you will have to do some maintenance afterwards.
Fuel consumption has been adjusted towards historical values, so the ships endurance has decreased a lot in game. So on long missions or patrols you will have to take boilers offline to preserve fuel and keep the ship in cruise "mode".
More updates and improvements to these systems will come later!
In the update are also some bugfixes and adjustment. The ship now struggles to maintain speed in windy weather, it looses speed in turns and the dispersion of the main guns has been modified.
Cheers
Patch Notes Build #533
Fixes:
-Playership starting speed improvements on mission start
-Ship now looses speeds in turns and Waves
-Improved the shape of salvo dispersion, less spherical and more elliptical
-Adjusted fuel consumption to historical values at various speeds
-Improvements to fire fighting teams and pump teams
News:
-Fouling on boilers, turbines and gun barrels now affect performance
-You can now do maintenance on the main turrets and barrels
-Pump teams can now patch leaks in the hull
-Repairs can be made to main guns, boilers, turbines and rudders
-UI for ordering the crew to keep 1, 2, 3 or 4 boilers online per Engine room
Hi everyone!
This patch fixes a newly introduced issue where the main guns would start reloading when entering the Fire Director Station.
It also adds saving the current ammo count and makes sure to load the saved fuel level.
As a little bonus a few German ships got updated textures :-)
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-Updated textures for Graf Spee, Bismarck, Prinz Eugen
-Fix issue with guns reloading on entering the fire director
-Save/load ammo Count
-Fix issue where Fuel level was not loaded after save
Hey everyone!
This update brings a first version of the Save & Load feature. It lets you save you games and resume them at a later time. There are a few game states that are not saved yet because those features are work in progress. For example features related to damage control.
Another fun feature is the update to the external camera. You can now lock your view and/or hook your camera to other ships. You can also use it as a free camera. Currently max range from the player ship is limited to 18km.
As usual, many bug fixes is included. Thanks again for all the reports!
I hope you will enjoy this update!
-Fix secondary guns reload during time compression
-Fix an unsubscribed event causing the range setting of the Heavy AA Director to stop functioning
-Prevent setting waypoints within 800m of the ships
-Add rain to external cam
-Fix multiple cases with locked mouse when unpausing game
-Fix abbreviations on ships in Quick mission editor
-Fix buttons disappearing in fire director station
-Stop enabling UI when switching station
-Updates to the Scharnhorst model
-Save and Load feature
-Added info about current behavior to the fleet ships in the command panel
-Extended features to the external camera
-Ability to restart all types of scenarios
Hey everyone!
I have been working on some improvements for how the AI ships moves in your formation.
There is still some work to do on it, but some important fixes for their behavior comes with this patch already.
Cheers
Patch Notes Build #518
Fixes:
-Prevent guns reloading while game is paused.
-Fix broken delete button in mission editor
-Reduced Tribal class armor values
-Fix fire director not giving back control from AI
-Improved formation movement in TC
-Fix AI ship speed fluctuations in high TC
News:
-Added commands that you can assign keys to in the settings panel.
-Editable radio messages in mission editor
-Changed the way the slider for the Victory Conditions ship amount works in the Quick Scenario.
Hi everyone!
This update brings key binding to the game so you can customize the controls in the settings panel.
It is a first iteration of the system, so there are still a few limitations.
Over time I will be adding more functions that can be bound to keys, like opening various panels or firing individual turrets.
There will be a thread in the Steam discussions where you can report issues with this system or request "commands" that can be bound to keys.
All the best!
/Bracer
Patch notes Build #513
Fixes:
-Add back sky to stereo image. Slight performance cost.
-EOT bug fix
-Fix issue where ships spawned would not follow speed set speed
News:
-Motion blur intensity slider in Graphics settings
Hey!
The light and medium Anti-Air guns got new models.
There is also a check for a potential bug with the Engine Order Telegraph.
If you see the engine room refuse to comply to a speed order for unknown reasons, let me know.
If you do encounter an issue where controls stop working, please post your Player.Log file from 'userName'\\AppData\\LocalLow\\Broadside Games\\Battleship Command HD
Cheers!
...Must be the buffet of missions that the creative people of the community are cooking!
The game now has basic support for the Steam Workshop!
You will be able to upload your custom missions as items to Battleship Command's Workshop directly from the game.
In the Workshop you can subscribe to custom missions made by other users and they will be available in the mission list in game.
Enjoy!
Patch Notes Build #501
Fixes:
-Fix lone ships stopping when damaged
-Fix AI ship fire Control systems being too sensitive to damage
-Slight boost to crew gunnery accuracy
-Fix offset fire director radar
-Fix Contact report time format
-Fix ship hull uneven causing drift to port
-Properly remove AI waypoints from map
News:
-Allow custom images for missions
-Option to delete missions in Mission Editor
-Added filtering to missions list
-Game is being prepared for Workshop support, to share custom missions directly from the game
Hey everyone!
Here's a small patch that should hopefully fix some of the pressing issues.
Thanks to everyone who has reported issues and also tried the beta branch!
A case where the player character would freeze has been discovered and hopefully solved.
Controllers have been affecting the player movement, so I have now removed those inputs.
I will look at adding controller support in the future and proper key binding possibilities.
This patch also attempts to improve the UI for 16:10 aspects. If you run the game with 16:10, please let me know if this improves the UI.
I will be looking into improving and bug fixing the recon plane next!
Cheers
Fixes:
-Prevent connected controllers from moving the player
-Fixes to make 16:10 aspects ratios function
-Some improvements to the external camera view
-Prevent Dynamic Traffic patrols to spawn on top of eachother
-Potential fix for unwanted UI input
-Fix invert mouse toggles only show in control settings
-Fix error when fleet ship sunk, causing player character to freeze
New:
-Added the possibility to "run" by holding Left Shift while moving.
-The External camera can move faster by holding Left Shift.
-Added toggles to enable inverted mouse look and director aim, in the Control settings.
Hey everyone!
Finally! It is happening!! After so many years of hard, but very enjoyable work, I can share Battleship Command with you all.
The game is released as Early Access, which means that it is not complete yet. It has a roadmap with upcoming big features. But there are also many small “quality of life” features and missing mechanics that will be added over time. The great opportunity with Early Access is that we can shape the game together. I greatly value feedback and ideas from players! And I hope you will join the Early Access and share your experience and wishes for the future of this game.
Battleship Command is a naval combat playground, full of possibilities to experience historical scenarios or set up any type of scenario you can think of! There are tutorials, a growing collection of ready-made scenarios, a Quick Scenario editor for setting up battles and a flexible Mission Editor where you can make your own scenarios with tasks, triggers and dynamic features like weather and traffic.
I do hope you will enjoy Battleship Command!
Sincerely,
Bracer
Hey everyone!
It has been very exciting to watch the Content Creators play the pre-release version of Battleship Command!
I am very thankful that they have been trying the game and sharing the experience.
Some issues and bugs has surely been spotted, and I am hard at work trying to deal with them and improve the gameplay.
Cheers!
The latest few patches includes the following improvements:
-Prevent bug where ship would order stop if last waypoint was deleted.
-When clicking Set Main/Aux target on an already set target, the gunners will now not stop targeting that ship.
-Make spotters report ships sunk, not contact lost.
-More Time Compression stability fixes.
-Ships now rejoin if setting RoE to stay in formation.
-Fix ambience ocean sound bug.
-Fog adjustments
-AI visibility modifier
-Fix player Group issue where removing last ship would fail in mission editor.
-Increase max fog (visibility) range in mission editor.
-Added functionality to dynamic traffic toggle in mission editor.
-Increased max fog (visibility range) in Quick Scenario editor.
-Clicking a waypoint now selects the ship.
-Add text that you can use higher time compression on map when trying to increase TC in 3d view.
-Add Graphics settings toggle for a experimental RenderTexture resolution option. This may increase performance on lower resolutions. It should also increase resolutions when playing with higher monitor resolutions than 1920x1080.
-Sound volume sliders
-Allow time compression x8 in combat. Feature is under evaluation.
-Add v-sync option in graphics settings.
-Added Temporal Anti-Aliasing to fire directors.
Hello everyone!
The last few weeks I've spent alot of time working on the damage systems, fire and flooding.
I've also been going through some of the UI's doing some improvements.
For this dev-log, lets have a look at the Quick Scenario game mode.
It is an editor that lets you quickly create a scenario, be it for some quick combat or to do some target practice.
Let me know if you have any ideas on what could be added to the editor to make it even more flexible.
Cheers!
Hey everyone!
It's been a busy month working on the pathfinding system for the AI-ships, terrain shader for varying seasons and the dynamic weather system.
Lets do a showcase of the weather system for this dev-log. When setting up a scenario you can choose whether to have static weather with specific parameters or enable the dynamic system.
The dynamic system means that the weather is changing around the "world" and storms are moving around.
Here's a video to see it in action.
Cheers!
Hey everyone!
Today lets take a look at some of the features I've been working on the last week.
Amongst other things, I have been improving the search lights, both the code, the visual representation, and the animation of the model.
I have also modeled the Arado-196 float plane and made a first implementation of its usage in game. There have been a few questions regarding the turrets, so I also talk a little bit about the different features that are implemented in-game regarding the turrets and their guns.
Hope you enjoy!
Cheers
Hello everyone!
What an exciting day it was yesterday! I hope you all enjoyed the trailer. I can't stop watching it myself, as I love J.P Ferré's amazing work.
Today I want to show you the system I have been working on for giving orders to the gunners of the ship. You can assign different targets and make your crew fire at them. The two fire control systems on the ship allows you to engage two different targets at once, and you can split the artillery in various ways. I hope you enjoy!
Cheers
Hi everyone!
I am very excited to introduce you all to Battleship Command! Me and the team at MicroProse have been hard at work to create an immersive, naval simulator, that puts you in command of a massive wwii-era battleship.
Over the coming weeks, I’ll be sharing more details, development updates, and previews both here and on our Discord server.
Until next time!
/Bracer
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Battleship Command, 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 Battleship Command 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.