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Full Steam announcements and update articles for this title.
Hello,
This update is coming earlier than usual, the reason being there were quite a bunch of bugs to fix, large optimisation improvements were achieved, and we also have more modding capability.
About optimisation first : we greatly improved buoyancy simulation, halving the computation time. You can expect great fps increases, especially with large ships. We were also able to reduce the vertex count of the generated ship hulls, while retaining the same fidelity as before. This will probably only be a minor improvement for fps, but still together these changes should bring close to 30% more fps than previously.
You now have access to a log panel in the mod window, telling you if some ressources failed to be loaded by the mod loader. This should greatly ease modding. You also now have the option to limit the rotation angle of a turret. We introduced the possibility to add modded engines, including underwater capable ones. You can now change the rotation speed of modded propellers. Finally you can now create you own shells with custom diameters and muzzle speeds.
All the changes are enumerated below.
- further optimised buoyancy simulation (should take half the time to compute now)
- optimised ships mesh generation
- fixed turrets not working well upside down, turrets still struggle when at high positions though
- fixed various bugs for mods texture mapping
- fixed recoil not having time to come back when modding high rate of fire turrets
- improved ship drag handling when steering (no longer artificially reducing engine power)
- added a log window to let you know what went wrong when loading your mods
- added moddable engines
- added moddable bullets (/!\\ custom bullets take close to 0.2 second each to load at startup due to ballistic pre-calculations)
- added angle limitations for modded turrets
- added rotation speed multiplier for modded propellers
Hello,
today is a big update for ShipCrafter, indeed we are adding an official way to mod the game. We are also adding new turrets, new planes, more alternative skins for some turrets, and bug fixes. Let's get to it !
Modding is now officialy supported. You can easily add mods by following the following guide : Modding supports cosmetics, propellers, rudders, turrets and planes (in a limited way). Mods can be published to the workshop and downloaded by other users as well !
We are welcoming our first jet plane in the game, the F9F Panther. It is coming in 2 versions : one with rockets and another one with bombs.
We added the 356mm Nevada turrets. You can unlock them at the end of the campaign.
The dual and quadruple 40mm bofors come with a shield in game. You can now remove it with their respective alternative skin.
- fixed a bug with clouds not changing anymore
- fixed some bugs with submarine stability
- reworked plane and bullet collisions, this might still require some rebalancing
- textured the porthole cosmetic
- modding for cosmetics
- modding for turrets
- modding for propellers
- modding for rudders
- basic modding for planes (no weaponery yet)
- flags are now displayed next to weapons in the detailled stats window
- added dual 40mm bofors alternative skin
- added quadruple 40mm bofors alternative skin
- added F9F Panther with HVAR rockets
- added F9F Panther with AN-M57 bombs
- added USS Nevada 356mm dual gun turret
- added USS Nevada 356mm triple gun turret
That's it for this update !
Hello,
today is a rather tiny update, but we still have nice things to show off.
This turret is a new largest turret to ever be added to the game, breaking the record previously held by the japanese 510mm turret. The 533mm german gun was alegedly built and test fired, although never mounted on a turret nor planned to be placed in a ship. Here it is in compared to the 380mm turret from Bismarck.
We added an alternative skin to the OTO Melara turret. This more modern build was designed to be harded to detect through radars.
You can now rotate cosmetics by 45° increments. This feature is disabled by default and can be enabled on the settings menu in the building scene. This should bring much more freedom with placing cosmetics for complex ships.
- there is now a disclaimer when trying to set alternative skins on non spawned objects
- added a kamikaze rush bot behaviour for use with spar torpedos
- added the german Gerat 533mm dual gun turret
- added the possibility to rotate cosmetics by 45 degrees, can be enabled in the build settings
- added an alternative skin for the OTO Melara 76mm turret
See you for next update !
Hello,
the Scharnhorst contest is over and we have a clear winner. Thanks everyone for participating you can still be proud of your builds even if you did not reach the first place !
Our winner is Jolly with a finely built Scharnhorst. As promised he wins an access key for the recently published game Battleship Command featuring the german battleship. Jolly published the build on the workshop as well so everyone can download it.
Hello,
For this update we particularly have a lot of bug fixes, and a bit of quality of life elements.
You can now directly switch renderer in the photo mode, and the normal renderer is enabled by default. This allows people who cannot have raytracing to still be capable of generating controlled screenshots of their ship.
An isometric view is also available in photo mode now.
The german triple 280mm turret was updated since the initial 3D model was not correct. We also added a wooden door cosmetic. Finally we added an intermediate propeller size between large and very large, now named large, very large and huge propellers.
The spar torpedo is simply a bomb attached far from the carrying ship, meant to be used in contact against enemy ships. This weapon understandably saw little success, and was as dangerous for the users as against the enemy. With only 70kg of explosive, it is not that powerful either.
- the raytracing scene was renamed to photo mode, and you can use the default renderer in it now
- when AIs detect that a ship is partially underwater, they will now try to aim at the part sticking out of the water
- there is now a warning when you want to delete a save
- pressing shift when resizing a cosmetic will do it x10
- changed some campaign ships, reworked by NasvaiBiba
- fixed a bug with some achievements being improperly given
- fixed default ship being non symmetrical
- fixed alternative skin not being propagated to the mirror turret
- fixed a bug where turrets would turn in opposite direction to the aiming direction if they are blocked by an element from their initial position
- fixed bug when copying shifted cosmetics
- fixed jumping when tracking a locked target, aiming should be a lot smoother now
- fixed german 280mm turret model
- fixed visual bug with cosmetics being displayed as having buoyancy
- added isometric view in the photo mode
- added a setting for AA weapons to only shoot at planes
- added wooden door cosmetic
- added a 70kg spar torpedo weapon
- added intermediate propeller size between large and very large, now named large, very large, and huge
See you on next update !
Hello everyone,
We are announcing our first collab with another naval game : Battleship Command !
In this game you are in charge of a german fleet, along with your own battleship, and your goal is to raid the atlantic convoys during WWII. The game proposes a detailled and walkable model of the Scharnhorst, and as such we will be organising a ship building contest : your goal will be to build the best Scharnhorst you can.
The best ship (based on historical accuracy and detailing) will be designated in a vote by the community, and the winner will receive an access key to the game Battleship Command which recently launched on steam !
The contest will take place on the ShipCrafter discord server and will last 2 weeks. The submissions will need to be posted to the channel created for the occasion. Submissions must contain the ship file and a few pictures of your ship (maximum 5). To those participating, good luck !
Hello,
this update is a bit bigger than usual, with 3 new turrets, multiplayer improvements and some bug fixes. Let's begin with the new content.
These new turrets come from the Pensacola class american cruisers. Although rather lightly armored, they are still capable of bouncing incoming shots, and the triple mount version have a way higher rate of fire compared to other 203mm turrets.
The T-34 is a soviet tank, but its turrets was seen used on patrol boats. Despite its unimpressive damage per minute, its armor and low profile garantees excellent survivability in the early game.
You can now see the loaded torpedos on torpedo tubes in game.
Players can now enter multiplayer lobbies even if their ship contains planes. However they remain disabled. You will also see that first person characters should now display people's nickname on top of them. Finally we added the possibility to lock the day/night cycle in multiplayer lobbies, and the bug causing ships to rotate around when respawning should be fixed.
Some turrets will now fire at maximum rate of fire when used by bots. This is mostly the case for modern turrets (AK630, OTO Melara, dual 120mm, US single 127mm).
Bunkers can now be locked for easier targeting, allowing the usage of planes as well.
- shifted ships a bit in missions to prevent them from crashing into each other
- bunkers can now be locked as targets
- torpedoes are now displayed inside torpedo tubes when loaded
- ships with planes can be spawned in multiplayer, but planes are disabled
- added potential plane damage in the item stat visualisation
- added button to prevent day cycle in multiplayer
- added fix for ships rotating in all directions after respawning in multiplayer
- added half metal plate cosmetic
- added T-34 F-32 76mm turret
- added CA-24 203mm US dual-gun turret
- added CA-24 203mm US triple-gun turret
- first person characters now have your nickname on top of them in multiplayer
- slightly resized the flak 42 37mm turrets
- some turrets will now fire continuously when controlled by bots (gatlings and modern high rate of fire turrets)
- fixed enemy planes being counted in the UI when the player does not have any
- fixed OTO Melara not having recoil
- fixed bug where one could still damage elements even when disabled in multiplayer
- fixed ocean not being displayed after a certain distance
Quick note : I am aware of the frequent crashes on native Linux builds for some users, and I could not find a fix yet.
See you for next update !
Hello,
For this update we have many new things. New cosmetics, weapons, a new mission, more capability in the raytracing renderer and a bot of QOL improvement.
We replaced 3 confrontations in the campaign with shore bombardment missions, with 3 difficulty levels. In these missions, you have to destroy bunkers on an island, and be careful of the mines in some areas.
We now have mines in the game, they explode on contact and deal a large amount damage. Although hardly useful in the campaign, the option is still available if you find the courage of using them.
We have a new automatic turret in the game. Capable of both surface and anti-air engagement, and with a very high rate of fire, it is a compact solution for small vessel to still have good firepower.
The least powerful engine in the game was still capable of delivering more than 1000 horsepower, too much for the smallest ships. As such we now have a new small engine with only 70 horsepower capability.
- slightly increased reward amount in early game
- you can now copy and rename your saves
- changed the shop to give more space to the mission selection map, it new has its own window
- introduced new shore bombardment missions, replacing 3 missions in the campaign
- added the 76mm OTO Melara turret
- added a small 70hp engine
- added blur and field of view parameters to the raytracing scene
- added possibility to rotate turrets in the raytracing scene
- added half fence cosmetic
- added angled emissive runway light cosmetic
- added angled emissive window cosmetic
- added vertical launch system cosmetic
- added steering wheel cosmetic
- added MKVII contact mines laying rail (surface and underwater version)
Hello all,
We worked hard this week to provide you a new update on short notice, since I'll be taking some hollidays the following weeks. Today however is time for a major graphics update for those of you who have a high end computer : a raytracing update ! Along with it the item icons were all completely redone, and we are also introducing our first gatling turret, the soviet AK-630 CIWS.
Are you searching for a new wallpaper ? In this case search no further since you'll now be able to generate studio-like screenshots in ShipCrafter !
Raytracing is coming in 2 different ways in the game :
an option you can enable in the settings which will enable some raytracing effects in realtime during battle. More precisely, it will enable raytraced ambient occlusion, global illumination, and reflections. These changes are already enough to render the game more beautifully than ever, but there is even better.
raytraced scene editor : this feature is available in the ship editing scene, and will enable to render your ship either with blank background or with an environment. You can change the ocean height, precisely select the angles of the sun to adapt lighting to your likings, and even add fog to your scene ! All these settings are available in the scene when pressing escape.
Here are some screenshot generated in game with the latter raytracing renderer. Thanks to Saber721 and NasvaiBiba for the beautiful ship builds !
Fictionnal USS Oregon super-battleship :
IJN Nagato :
We are happy to introduce our first gatling turret, the AK-630 turret. This 30mm turret can fire 4500 rounds per minute and is ideal for air defense. If you pay attention you can even see the barrels rotating when it fires.
- increased the margin at which the player submarine is considered as sunk
- all the item icons were remade
- added the AK-630 gatling turret
- fixed dimensions for the 3 40mm bofors turrets which were undersized
- added raytracing effects for battles, it tanks performance so we advise to reserve it for making screenshots
- added raytracing renderer in the editor, it can be enabled at the bottom right of the screen
That's it for this update, I hope you enjoy it !
Hello,
For this update we have a few fixes and changes along with a new turret.
We insreased the supply cost of weapons. As such your ships had their supply changed. If you cannot open them anymore, you need to obtain more supply to open them again, but your ships are not lost. Sorry for the inconvenience. Supply rewards were increased in the campaign as a way to compensate this change.
This turret was particularly seen on the Halland class destroyers. Despite it's moderate size, it has exceptionnaly high damage per minute thanks to less than 2 seconds of reloading time. It is also capable of targeting flying targets.
Turrets now have a change to detonate when hit after they reach 0 health points. This explosion deals additional damage to the hull equal to the base turret health.
Previously not all AA shells we displayed for optimisation reasons. However thanks to recent improvements, shells are now easier to render and therefore all shells fired by AA weapons are now fully displayed.
fixed some UI issues with wide screens in the multiplayer menu
fixed errors in multiplayer when interacting with the UI without a spawned ship
fixed incorrect caracteristics for the british armored 457mm turret
fixed bug with unstable buoyancy simulation
when turrets have 0 health points left they now have a chance to explode when taking more hits causing additional damage to the ship
added the dual 120mm bofors turret from the Halland class ships
AA shells are now all fully displayed. Rate of fire was previously reduced for optimisation reasons and compensated with higher damage. Thanks to recent optimisations this is not needed anymore.
changed weapons supply cost to make it tied to dpm, as such weapons are now generally more supply hungry. Initial supply and supply gains in the campaign was raised to compensate. The goal of this change is to prevent weapons spam as the most effective strategy. Ships which exceed the maximum supply as a result of this change can still be loaded.
Hello,
for this update we focused a bit more on optimisation with buoyancy and the game should run much smoother now. As always we also added new content to the game, and fixed some visuals issues with shell tracers.
This turret was particularly seen on the HMS furious.
The german 105 turret was has an alternative armorless skin. We also added an alternative skin for the Japanese dual 203mm turret.
We introduced a Yugumo-style engine. It is comparable to the Z20 engine, although slightly less powerful, and can be unlocked in the community missions.
fixed tracers going through guns when spawned
greatly optimised buoyancy simulation by reducing the simulation rate
save files should be handled more safely and prevent future loss of saves
added an alternative skin for the japanese dual 203mm turret
added an alternative skin for the german single 105mm turret
added the british armored 457mm single gun turret
added the japanse yugumo engine
See you on next update !
Hello,
we just published a new update for ShipCrafter. This time we focused a bit more on optimisation, but we also added a new turret and a recoil animation to most guns in the game !
Today we introduce the largest gun in the game, the japanese 510mm. This weapon was experimental and was allegedly partially built by Japan, before being scrapped.
Most guns now have a recoil animation, bringing more life to your ships !
Shells were greatly optimised, allowing for many more bullets to be rendered at a fraction of the previous cost (about 4x faster).
Buoyancy simulation was also slightly optimised using an improved buoyancy approximation (about 10% less computation time).
- randomised firing timings for bots with torpedoes
- greatly optimised bullets, the game should be able to handle 30,000 bullets without flinching now
- added a recoil animation to most guns in the game
- optimised buoyancy simulation a bit more
- added another rounded metal sheet cosmetic
- added the experimental japanese 510mm dual gun turret
- added the possibility to select among 3 maps in multiplayer
- improved the AA ballistic algorithm
- replaced the HMS Victory with the HMS Implacable
Hello,
a new update is here ! This time we have changes for balance, bug fixes, new features and more content !
The HMS Victory is now available to fight. It is a very tough ship from an older era, and will bring quite a challenge in the early game.
Along with the new community ship, a new gun can be unlocked, the british 32 pounder canon.
Some new small caliber guns are introduced as well, the 20mm oerlikons.
A new feature now allows to switch the visual appearance of some turrets. This is most proeminent with the 203mm turret from the Hipper class, where the A and D turrets are less tall than B and C turrets.
- bots are now less accurate (increased inaccuracy by x2 horizontally)
- fixed bug where searchlights were not aiming at planes correctly
- fixed the wave generator which was not working
- fixed some colours in the colour picker
- you can now view the players in a multiplayer lobby by pressing tab
- added open bridge cosmetics without separators for making interiors
- added single and dual 20mm oerlikon guns
- added the 32 pounder british black powder canon
- changed HMS inflexible in community missions
- added HMS Victory in community missions
- added the possibility to change the alternative camera speed in the build scene
- it is now possible to switch skins for some turrets (available for german 203, french 203, german 280 and german 380 so far)
See you next time !
Hello,
For this update we have a few fixes, some QOL improvements, and a new turret straight from the USS monitor ship !
We are also introducing the concept of premium weapons. These weapons are strong when unlocked, but they come at a high cost.
Here are the changelogs :
- fixed bug preventing to place blocks on top of 140mm casemates
- added a key to switch zoop mode, the keys to switch zoop mode and mirror mode can be rebinded
- sized down the small rudder
- added small and medium search lights
- added USS monitor 279mm turret, the first canonball gun in the game
- at the same time as USS monitor turret, we are introducing the concept of premium parts. These parts are fictional or exentric weapons which cost more than most of other parts.
- ship selection dropdowns are now bigger
- airplane colliders are now disabled when waiting on decks, due to collision with nearby turrets that could provoke weird ship behaviour
- fixed the element rotation bug in the builder
HF !
Hello !
We just published a new (tiny) update !
In particular we changed the way engine damage is done. Before this update, engine would only be damaged if directly hit, but this allowed to hide them inside the hull making them invincible. As such engines can now also take damage if the block they reside on is damaged as well. We also added a new small engine, suited for the early game, inspired by the Wickes class destroyer. Still on the matter of engines, we reworked all the current 3D models with better details. Finally we increased inertia by 25%.
There is a new block cosmetic (inward curved block), and we improved the lifebuoy cosmetic.
Finally we improved a bit on the data compression in multiplayer, allowing to load larger ships in your lobbies.
Here is the changelog :
reworked the lifebuoy cosmetic
improved ship data compression by about x2, allowing for larger ships in multiplayer
slightly increased ships inertia (25%)
added inward curved block cosmetic
updated all engines 3D models
added a tiny inter-war style engine
now destroying the block on which an engine is attached will also damage the engine
See you on next update !
Hello,
We just published a new update for the game. This time we have a few cosmetics, new turrets, a new community mission ship, and more multiplayer lobbies capabilities.
These new turrets are the first soviet turrets in the game, seen on the Kirov class ships :
Here is the list of all the changes :
added Danton class ship to community missions
fixed bug with first person controller where standing on a turret or engine would decuple the character from the ship movement
fixed bug with sonars being visible for everyone in multiplayer
you will now automatically exit the room when the host disconnects in multiplayer
it is now possible to make private lobbies by setting a password
you can now change the supply limit in multiplayer lobbies
you can now change the lobby name in multiplayer lobbies
added angled chains cosmetic
added half truncated cosmetic block
added kirov's single 100mm B-34 turret
added kirov's triple 180mm D-1-P turret
Hello,
After a few weeks of work a new update arrived in ShipCrafter.
Here are the changes before diving further in the new additions :
- you can now change the selected ship in community missions
- fixed a few small bugs (chain roler model, color tool in isometric mode, weather in spectating mode)
- added angled corner column to cosmetics
- added barrel cosmetic
- the first person controller now works better on moving ships
- fixed some bugs with achievements
- non primary turrets markers are not displayed anymore when aimming
- buffed JU87 with 37mm gun damages
- added 4 new community ships (Nagato, Zara, Surcouf, Alberico de Barbiano)
- added sandbox multiplayer mode
It is now possible to create multiplayer lobbies, with up to 10 players, on a large sandbox map. Damage can be enabled or disabled to create PvP matches or simply for a more peaceful experience. Going in first person view also allows other players to see your character. Multiplayer is still experimental and will keep being improved as we discover bugs along the way.
A new turret was introduced, the american MK30 turret. It has a high rate of fire and is capable of targeting aircrafts.
4 new ships are available to fight against in community missions : Nagato, Surcouf, Alberico de Barbiano, and Zara.
That's it for this update, see you on next update !
Hello everyone,
We are starting this new year with a lot of improvements for the game, focusing on quality of life changes and some more content.
A default ship was changed for a new design, courtesy of Space_Aquila. This new design is more visually appealing than previously while remaining stable and simple.
A new turret was added in this update, Richelieu's main secondary turret. It is also dual purpose, although suffering from lower rate of fire than most dual purpose turrets.
2 new community ships were added : HMS General Wolfe and HMS Chaser.
Finally we worked on many QOL changes. Here is the full changelog :
- swordfish with depth charges now longer attacks submerged submarines below periscopic depth
- fixed depth charges being capable to hit submarines at maximum depth
- increased Y axis inaccuracy of weapons
- shells can overmatch armor only if their diameter is 4x larger than armor thickness (instead of 3x previously)
- now fixed torpedo launchers will only fire if the camera is roughly looking in their firing direction
- you can now control the ship in first person view using the arrow keys, do note that your character will not follow the ship relative rotation however
- it is now possible to view all turrets concerned by a particular behaviour by hovering the corresponding panel title (example : primary mode, hover the "Primary" text)
- you can now set negative scales on cosmetics
- pressing enter now copies the current hovered block, along with it's rotation, scaling and shifting
- the copy upper blocks button was changed to copy down the blocks
- a new starter ship was introduced, thanks to Space Aquilla for the design and thanks to all other builders for their submissions !
- added Richelieu 152mm triple turret
- added a Swordfish with RP-3 rockets
- changed minimum flight deck size to 130m X 13m
- added HMS Chaser to community missions
- added HMS General Wolfe to community missions
We will be trying to implement (very) basic multiplayer for next update, therefore do not worry if it takes more time than usual to come out. See you for next update !
Hello,
We just published a new update for the game ! Here are all the changes before diving into explanations about the special anti-submarine swordfish version other improvements.
- fixed yamato turret being offcentered
- fixed camera zooming even when the camera is over an interface in the map scene
- fixed some issues with airplane behaviour
- fixed bug with a block cosmetic not being rendered
- wodden deck colour can now be applied to the column cosmetics
- the alternative camera mode is now saved even if you exit and enter the build scene again
- added plane type selection, allowing to choose which type should takeoff in priority. There are also counters telling how many plane is still stored on your ship.
- added rounded open bridge cosmetic
- added the swordfish in 3 configurations : bomber, torpedo bomber, and depth charge carrier. It is also available on catapults. The depth charge version is capable of hunting nearby submarines
- added IJN Tsugaru to community missions
- added Mogador to community missions
- added USS Atlanta to community missions
- added IJN Oyodo to community missions
- added Algerie to community missions
- added HMS Hood to community missions
- added RN Littorio to community missions
As you can see above, 7 new community ships were introduced. There are quite a lot already now, and we are going to introduce fewer of them in next update. Here is a family picture of the new ships.
It is now possible to choose which type of plane should takeoff in priority. To do so, simply use the F1-F4 keys, or press the airplane button (4). By default straffers will takeoff first.
The Swordfish is coming with 3 variations : torpedo bomber, bomber, and depth charge carrier. The later version allows to hunt submarines. Upon takeoff, this version will standby above your ships waiting for a nearby submarine in periscopic mode. If it approaches your ship too close, the swordfish will attack it and drop depth charges. The submarine can dodge this attack by diving deeper. Depth charge carrying planes can resupply like any other plane.
As the only developper of the game (although helped by another 3D modeler), I need free time to work on it. However I will be taking a full time job early in January and therefore will have much less time to code. Therefore you can expect less frequent updates on the game than currently (probably once a month). Content will keep coming and new community ships will still be released, and I will try to reach the next big milestone for the game : multiplayer. It's still unsure if it is possible, and it might begin with its fair share of bugs and glitches, but I'll try my best !
Hello,
We just published a new update. This time we have a few fixes, rebalances, new parts and new community ships ! The map was slightly changed as well to fit our current season. Here are all the changes :
- turrets now also work when placed upside down
- secondary turrets now go back to their initial position when no target is selected instead of aiming forward
- it is now possible to apply decking on metal sheets
- buffed high caliber AA turrets damage to planes
- improved AA accuracy of small caliber turrets
- fixed dual 240mm turret dimensions
- added the 16 inch mark I turret from HMS Inflexible
- added single rotative torpedo launcher
- added V1 class german destroyer in community missions
- added HMS Inflexible in community missions
- added Strasbourg in community missions
We are also working on planes equipped with depth charges and the ability to select which type of plane should takeoff in priority, but that will be for next update after christmas hollidays.
V1 class destroyer made by Millie
HMS Inflexible (1875) made by Bobical
Strasbourg made by MedievalDad
See you on next update !
Hello,
The game received a new update, and finally there are casemate turrets in the game !
There are also new ships in the community missions, a new cosmetic and another depth charge launcher available. AA guns and planes healthpoints were also slightly changed. I hope you like this new update, here are all the changes :
- added a new depth charge
- added lifebuoy cosmetic
- community mission ships can now be loaded in custom battles
- added the USS Guadalcanal to community missions
- added Richelieu to community missions
- changed AA damage such that it takes more than one shell to destroy a plane. AA accuracy was improved to compensate.
- added 140mm japanese casemate turrets (front and side facing versions)
- added 150mm german casemate turrets (front and side facing version)
See you for next update !
Hello,
I needed to push a fix for 2 small bugs which were introduced with the last update. Since I already implemented secondary targeting, you get it as a bonus as well. Secondary targeting allows to select a target for your secondaries to shoot at. If none is selected, secondaries will shoot at the primary target.
Here are the changes :
- you can now select a secondary target. Secondaries will focus it in priority, and if there is none they will shoot at the primary target.
- fixed visual bug in the builder with the cosmetic gizmos
- fixed flight deck ui being displayer over the speed limiter ui
HF !
Hello, a new update is here, introducing community missions !
Community missions are missions against ships built by the community, allowing to unlock components which are currently being unlocked in the campaign.
As such the japanese ships were moved to this section.
These missions require to progress in the campaign to unlock them, and are limited by supply. Upon completion, you will obtain the elements of the defeated ship.
You can already submit your own creations to be included in the community missions. All instructions are written on the official discord server of the game.
Some QOL changes were also added to the game. Here are the full logs :
- zoop mode now works on all axis
- changed barrier models to look better when stretched
- removed written objective in ship testing
- added the possibility to limit your ship speed
- a small gizmo is not displayed to help modify cosmetics
- added a button to duplicate the highest block layer on your ship, it will make the process of building large hulls faster
- added community missions
Hello,
here's a new update in ShipCrafter. This time a few improvements for quality of life, a new turret, and new cosmetics to have emissive elements on your ships which will glow in the dark ! Here are all the changes :
- fixed bug with rain material
- flood icons are no longer displayed in screenshot mode
- fixed camera moving when rotating objects in alternative mode
- added emissive cosmetics : a runway light, porthole, and window
- added a button to reset the camera position in additional settings
- you can now select your ship directly from the map instead of having to load the builder
- added the Littorio triple 381mm turret
See you for next update !
Hello,
here's a new update in ShipCrafter. This time a lot if qol changes including an alternative camera mode for the build scene, a better zoop deletion tool, a way to visualize effective armor, and more !
A new turret is coming as well, the japanese dual 410mm !
Finally the A6M7 zero is also here, armed with a 500kg bomb.
Here is the full list of changes :
- the zoop deletion is now more permissive and easier to use, it also works with cosmetics now
- increased torpedo arming distance from 50 meters to 80 meters
- it is now possible to place cosmetics inside large objects like turrets and engines, this should allow to build structures around them more easily
- added bench cosmetic
- added crate cosmetic
- added nagato's 410mm double gun turret
- added the A6M7 zero plane with a 500kg bomb
- Yamato and Takao are now fitted with zeros instead of junkers
- the deletion tool now also works in mirror mode
- undo/redo (ctrl+z and ctrl+y) now also work with the block replacer tool
- fixed a bug with the isometric camera in the builder
- weapons range are now displayed in the editor
- plane hitting water now have a splash effect
- you can now visualize effective armor thickness by enabling the bloc replacer tool and hovering blocks
- you can switch mirror mode by pressing the M key
- in additional settings, you can now set the camera to alternative mode. It allows movement using WASD, and rotation by holding right mouse click
See you on next update !
Hello,
the game just received a new update !
Most importantly, the buoyancy code was greatly optimised for large vessels. You should gain about 30% performance improvement with large ships in battles. As an example, the Bismarck which was previously composed of 11966 buoyancy components could be optimised down to 6606 components, simply by changing the buoyancy generation algorithm.
Here are the complete changes :
- buffed AA accuracy for small calibers
- increased damage application time for torpedos and shells from 20s and 3s respectively to 30s and 5s
- optimised a bit visual effects
- largely optimised the buoyancy calculation. Execution time in game should be reduced by about 30-40%, and loading time halved with large ships
- fixed torpedo planes behaving erratically
- added a button to spawn afar from the battle
- inverting the rudder will now make it turn the opposite way
- added the british 381mm Mark I turret
- current depth is now displayed on top of the depth interface
- you can now control your depth more accurately by holding space when changing depth
- fixed torpedoes going off course when pushed around. Irl they had a gyroscope to retain their direction as well
HF !
Hello !
A new update is here. This time one new plane coming in 4 variants, and new visual effects !
- you can now switch the view angle in isometric view using a small button that pops near the gizmo
- reduced AA guns shots fired when shooting at planes. Shell damages are buffed to compensate
- added F6F planes with HVAR, Tiny Tim, 450kg bomb and MK13 torpedo
- added random innacuracy for bomber and rocket launcher planes such that they do not always hit the same position
- improved VFX for shell hits on ships, torpedos, bombs, depth charges and gun shots
- added an achievement
The new F6F plane comes in 4 variants : equipped with HVAR rockets, HVAR + Tiny Tims, a 450kg bomb, or a Mk13 torpedo !
There are now new VFX for water splashes, shell hits and gun fires !
See you on next update !
Hello,
A new update is here, and it should be way better in terms of latency when placing an object in the builder now. There are also 2 new turrets. Here are the logs :
added 113mm dual gun marks II british turret
added 90mm model 1939 italian single gun turret
added named separators in the items ui
optimised code in builder when placing and deleting elements
added the possibility to lock your ship turrets back to their initial rotation (only for player controlled ship for now)
fixed various small bugs
Hello,
here is a small patch to fix some bugs which came with the plane update. The game should run slightly smoother with lots of AA guns firing, bugs when planes land should be fixed, and sounds got a small improvement for far away shots. Finally there is also a new turret in town ! Here are the full logs :
- launching a plane now prevents to get the pacifist achievement
- the text is now displayed above the help buttons when hovering an item icon
- planes sent from catapults can land on your ship if it has a flight deck and if it has available parking slots
- added the US 76mm Mark33 turret
- bots and secondary/AA guns will not shoot anymore at out of range targets
- fixed rigging placed on shifted cosmetics being misplaced in battles
- fixed bug pushing carriers around at the first frame of a battle
- fixed bug pushing carriers around with landing planes
- fixed bug when spectating planes causing spectated plane switch when a plane is destroyed
- buffed bombs and torpedo damages
- improved sound realism from afar
- improved optimisation when lots of guns are shooting
See you for the next update !
Hello,
The planes updates is here, and this means a lot of changes to the game.
Thanks to planes battles are more epic, do note however that balances changes and AI changes must still be done.
Let's dive right into the new functionnalities.
# New secondary mode
You can now set your weapons to AA mode as long as they are capable of engaging air targets. This is often the case for 127mm guns or smaller.
Light caliber guns can only shoot basic bullets, but large guns (above 75mm usually) have timed charges capable to explode in the air and possibly damage a plane this way.
AA guns will automatically start shooting at enemy planes, but if there are none, they will shoot at the targeted ship instead just like secondary weapons.
# 3 different plane behaviours
Planes come in 3 flavours at the moment : straffers, bombers and torpedoers.
- Straffers : deal very little damage, but can be useful to disable small weapons on ships or disable engines.
- Bombers : take high risk to damage the enemy ship, but can also deal massive damage if their 500kg bomb hits.
- Torpedoers : essentially the best type, they can drop a torpedo from afar and damage components right at the enemy ship water line.
# Catapults and flight decks
There are 2 ways to launch your planes :
- Catapults : allow to quickly send out a plane, but planes cannot resupply and will wander around after dropping their charge. Straffers do not need to resupply.
- Flight deck : requires a lot of space, but allows to host planes requiring resupply. There are light flight decks and armored flights decks.
When building a flight deck, an interface at the bottom of the screen will show if it is big enough to be usable. Larger flight decks allow to send planes more frequently.
To send out planes, you must place them somswhere inside your ship or on the side of the flight deck.
# 2 new enemies
2 missions were replaced to host 2 new enemy aircraft carriers : Weser and Graf-Zeppelin.
They can be found in Sheringham and Gothenburg.
# Final note
At the moment airplanes are wildly experimental. AIs need tweaking, airplanes need better balancing and lots of shells in the air can lead to massive performance issues.
I'll keep adding planes on some missions, to make them more interesting.
Don't hesitate to play around with planes, and don't forget we will keep improving them !
About
This page aggregates Steam news feeds, patch notes, and developer announcements for ShipCrafter, 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 ShipCrafter 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.