Deep Space Battle Simulator cover
Deep Space Battle Simulator screenshot
Genre: Strategy, Indie

Deep Space Battle Simulator

Update 48: Fighter Radar, Flares, Physical UI, EMPs, interior damage and more!

This update adds a new 3d radar for smaller fighters that helps pilots find their targets easier, it can show the location of enemy ships, fighters, and the space station in all three dimensions! Pilots will also notice new countermeasures against homing missiles and a new fire suppression system for the Light Fighter, that regenerates some hull HP without having to land and repair the fighter. Different fighters now have different amounts of flares and homing missiles depending on their role in the space battle.


The UI of the energy controls and all mid-round purchasing stations for upgrades, droids, and fighters have been reworked to be more immersive, players can now interact with them as part of the world, instead of getting an UI window popup.



There is also a new EMP torpedo, if it manages to reach the enemy capital ship it will disable all engines, shields, and weapons for ten seconds, allowing you to unleash a super laser attack on the disabled ship or use its downtime to reposition your own ship! Once a capital ship hull section gets too damaged, more interior damage will be visible with ceiling parts crashing down, killing everything that happens to be below them and permanently blocking a pathway, so the crew needs to find alternative ways to reach the engine room or hangars!



Additionally, multiple other improvements and bug fixes have made it into this update, with solo players now getting more B1 droids as crew per default, making the huge capital ship interior a bit less empty and helping the player more with maintenance and combat tasks. You can read up on all the other changes, improvements, and fixes in the full changelog below!

If you have any kind of feedback or questions please let me know!

Full changelog:
- ADDED: new UI interaction system that allows players to interact with 3d screens inside the ship, currently used by all mid-round purchase stations and the energy controls
- ADDED: flares countermeasures to fighters (destroys any homing missiles that fly through the flares)
- ADDED: new interior damage that blocks pathways if the hull section they are located in gets damaged too much and kills units caught beneath
- ADDED: new 3d radar to fighter cockpits
- ADDED: ability to sabotage wall panels in enemy ships
- ADDED: new EMP torpedo disables the enemy ship for 10 seconds when it hits it
- ADDED: capital ship interior and exterior lights now go out when its firing its superlaser or got hit by an EMP torpedo
- ADDED: torpedoes, B2 attack, and Fireo pods can now be locked onto with homing missiles
- ADDED: fire suppression system to light fighter
- ADDED: small "wall of honor" display to the capital ship bridges
- ADDED: AI now uses the EMP torpedo

- IMPROVED: capital ship interior lighting
- IMPROVED: security station now shows the droid type of all available droids
- IMPROVED: 3d radar location, capital ship displays on the 3d radar, and added field of view lines to the 3d radar
- IMPROVED: homing missiles damage reliability against AI interceptors
- IMPROVED: droid mid-round purchasing screen now greys out droids that the player can't afford
- IMPROVED: 3d radar now automatically zooms in to objects that are closer, allowing less cluttering when multiple objects are close, while still being able to show objects that are far away

- REDUCED: B1 Robot HP from 150 to 100, B2 Robot HP from 600 to 450
- REDUCED: B1 Robot cost from 250 to 150, B2 Robot cost from 350 to 250
- REDUCED: torpedo purchase cost at the start of a round from 300 to 200
- REDUCED: fire suppression heal from 10HP in 5 seconds to 5HP in 5 seconds
- REDUCED: smaller fighter HP from 25 to 20
- REDUCED: homing missile damage against smaller fighters slightly (to reduce one-shots by homing missile turrets)

- CHANGED: default game mode to epic/station size
- CHANGED: teams with only one human player now spawn with 4 B1 Robots, larger teams spawn with 2 B1 Robots
- CHANGED: different fighters now have different amounts of flares and homing missiles
- CHANGED: increased individual asteroid size
- CHANGED: different asteroids now have slightly randomized hit points, some might require more hits (so fighters have to maneuver around them instead of just shooting them)
- CHANGED: enemy AI will now deploy AI Interceptors more often when the enemy has a smaller fighter advantage

- FIXED: homing missile warning sometimes persisting after missile ran out of fuel
- FIXED: B2 attack pod and torpedo upgrade descriptions
- REDUCED: light fighter HP from 30 to 25
- CHANGED: cockpit model to add windows below and make more space for the 3d radar
- FIXED: midround robot prices not being the same as the pre-round purchasing prices
- FIXED: midround torpedo price not being the same as its pre-round purchasing price
- FIXED: team selection UI not getting mouse focus correctly sometimes
- FIXED: midround fighter purchase UI not showing the number of missiles and flares the fighter has
- FIXED: all fighters having the same amounts of homing missiles/flares
- FIXED: AI interceptors being able to see cloaked fighters
- FIXED: ceiling damage not getting reset correctly between rounds
- FIXED: team selection UI focus issues

Update 47: Captain's Chair, AI and turret improvements and bugfixes!

This update adds a brand-new Captain's Chair to the middle of the capital ship bridge. Only usable by that ship's captain, it offers a quick overview over the battle, allows direct firing of advanced weapons like torpedoes, can be used to relay information to the ships helm and turret stations, which are displayed to human operators and instantly followed by robots manning the stations, so make sure you assign a B1 robot to a station if you want your commands to be followed!



The Captain's Chair also includes a new navigation system, showing an overview over the battle, and allowing the captain to assign a waypoint the human or robot at the ship's helm will try to fly to!



To accommodate the new waypoint system, the AI flying behavior when controlling a capital ship got improved, and homing missiles received a buff to their damage to be more useful! Another common issue was the accuracy of the laser turrets when firing manually, I improved their accuracy greatly, using them should feel a lot better now!

If you have any questions or issues, please let me know below or on the game's discord, where you can also find other players to play with!


Full changelog:
- added new Captain's Chair to the capital ship bridge
- Captains can assign an enemy capital ship section to focus, this info gets transmitted to both AI and player turret operators, and smaller fighters
- Captains can also fire advanced weapons like torpedoes from the Captain's Chair
- Captains can also see information about their ship, and the enemy ship (if available) and have a small map they can give orders on
- increased captains chair map size
- increased "focus section" part of the captains chair UI
- added frigate to "focus section" part of the captains chair UI
- added ship orientation (relative to the enemy capital ship) command to the captains chair
- improved AI general ship driving skills (better navigation/path finding, now rotates the ship forward instead of awkwardly drifting to the target)
- added new "navigation system" tab to the Captain's Chair, opens a map of the space surrounding the capital ship and allows the captain to place a waypoint
- added new capital ship navigation waypoints, shown on the Captain's Chair navigation system and to players flying the capital ship, AI also follows them
- fixed captains chair UI persisting into the next round if it was opened at the end of a round
- added enemy shield info to the Captain's Chair UI (if available)
- Captain's Chair target frigate option now only shows when the enemy team has a frigate
- added keybinding info to the nav system
- can now zoom/move the nav system camera
- fixed orders showing on the nav system screen
- drastically increased turret accuracy when manual shooting
- Captain's Chair order now has a seperate cooldown (15s) to the class ability (since classes other than Officer can be Captain)
- new chair order cooldown is now displayed at the Captain's Chair UI
- potential fix for homing missile lock-on not being removed correctly
- increased homing missile damage from 10 to 20
- increased homing missile damage multiplier against AI interceptors from 1x to 3x (2 homing missiles now should destroy an AI interceptor)
- fixed nav system waypoints not appearing for clients

Update #47: Fighter damage balancing, better engine overclocking and bugfixes!

This smaller update takes some of the firepower of the smaller fighters away, and increases the damage of the capital ship turrets, to shift more power to the capital ships while keeping fighters viable. The damage of the Heavy Fighters rockets got decreased as well, while the bomber only got a slight reduction of bomb damage, which is compensated by reducing the bombers speed and mobility, making teamplay more important since he needs escort fighters, or the team has to destroy enemy fighter defenses prior to making bombing runs.

The engine overclock was also rarely used to resulting in random overheating very fast, to make this feature more viable there now is a 5 second period after overclocking before the engine has a chance to overheat, this is increased to 10 seconds if an Engineer overclocks it.

There are also some bug fixes, mostly relating to tutorial issues where players could die in some situations, making the tutorial incompletable and requiring the players to restart the tutorial. Random fighter models spawning in the blue ships science bay should also be fixed, with the space station receiving some fixes regarding fighters landing in its hangars.

If you have any questions or feedback, please let me know!


Full changelog:
-BUFFED: increased large and double laser turret damage by 10%
-BUFFED: increased gauss turret shield penetration from 35% to 50%

-NERFED: reduced smaller fighter damage by 15% for all fighters
-NERFED: reduced heavy fighter rocket damage from 50 to 40
-NERFED: reduced bomb damage from 500 to 450
-NERFED: reduced bomber speed from 75 m/s to 69 m/s
-NERFED: reduced bomber turn speed by 20%

-CHANGED: engine overclock now takes 5 seconds before randomly failing, instead of possibly failing earlier
-CHANGED: engineer has 10s instead of 5s overheating protection after overclocking the engine

-FIXED: resource points resetting on every death when "allow mid-round class changes" was enabled, instead of only when switching classes
-FIXED: being able to shoot while in the selection menus
-FIXED: one station hangar slot not being set up correctly, resulting in landed fighter not spawning there, but in [0,0,0] location
-FIXED: player being able to die in the first and third tutorial missions
-FIXED: players frigate being able to be destroyed in the tutorial missions

Update #46: Self-destruction, AI improvements, and a lot more!

This update is the first one after the game's full release from Early Access, and features the most requested improvements, as well as a new optional win condition!



Players can now choose to allow "self-destruction" as a new win condition in the server host menu, this will add a terminal to each bridge that requires all three keycards to initiate a 60-second countdown, if the countdown does not get cancelled by the crew, the whole capital ship will self-destruct. To help defenders with defending their bridge, a second bridge sentry was added. Keep in mind those sentries won't work if your generator gets destroyed!



There are also improvements to hitmarkers, which now get activated when flying in a bomber and hitting something with a dropped bomb, and they also show the amount of damage dealt, this can be disabled in the settings. Bombers now also deal more damage with their bombs but have had their speed reduced, so they are even more vulnerable now and work best with allied fighters protecting them!

If you infiltrated the enemy ship, you might have noticed that enemy robots respawned quite fast, this has been reduced from 8 to 16 seconds to give players more opportunities to sabotage the enemy. You will also notice that the AI now deploys Barsk security guards at higher difficulty settings. There are also two new server settings, the first allowing uneven teams, if you want to play 1vs3 PvP for example, and the second one allows class changes mid-round, giving players the opportunity to change their class after they died, with the trade-off of losing their resource points when doing so. Also included in this patch are loading screen tips, more AI spawn variations so enemy AI doesn't always spawn in the same locations, and a few bugfixes!

Thank you all for your support, if you have any feedback or issues let me know!



Full changelog:

-ADDED: hitmarker for bombs dropped by the bomber fighter
-ADDED: impact sound inside the capital ship when B2 attack pod hit the ship
-ADDED: B2 attack and Fireo robot spawn locations are now randomized
-ADDED: "Allow Self-Destruct" host option
-ADDED: self-destruct terminal to the bridge, after a 60 second timer it blows up the whole capital ship, AI will try to stop the timer
-ADDED: "allow uneven team" host option (allows for 1vs3 games for example)
-ADDED: AI will now utilize Barsk Security Guards on the two highest difficulty settings
-ADDED: loading screen tips
-ADDED: second bridge sentry (remember you can deactivate the sentries by destroying the generator)
-ADDED: dealt damage amount to hitmarker
-ADDED: damage amount toggle option
-ADDED: new self-destruction warning UI
-ADDED: "allow mid-round class changes" server host option

-NERFED: reduced bomber speed by 30%
-BUFFED: increased bombers bomb damage by 20%

-CHANGED: AI respawn timer increased from 8 to 16 seconds

-IMPROVED: self-destruct terminal is now completely hidden if self-destruct option is disabled
-IMPROVED: slight changes to selection phase UI to improve chat visibilty
-IMPROVED: self-destruction countdown sound

-FIXED: potential fix for smaller fighters sometimes spawning inside the science bay
-FIXED: every player getting a hit marker if a drone hit something
-FIXED: sweepo robots can now use the medbay doors
-FIXED: potential fix for intruder alert not disabling itself after a while

FULL RELEASE from Early Access NOW! State of development + future plans

With this update, the game gets fully released after 20 months of Early Access, with over 45 major updates, over 12,000 unique players, and an awesome community with nearly a thousand members on discord the game now is in a state where it can be made available to a wider audience.

Over the last 3 years, Deep Space Battle Simulator got developed by me alone, aiming to provide a unique playing experience combining space combat with large and smaller ships, and fully explorable interiors, allowing teams of up to 8-16 players to fight against other players or the continuously developed enemy AI, or play alone, controlling the huge spacecraft with the help of the different AI robots, which is able to take over every part of managing and defending the own capital ship to assist players with commanding those giant vessels.

While this is an important goal, the development of DSBS does not stop here, with the usual improvement updates still coming in, as well as lots of cool new content updates on the horizon, with new ships, turret types, game mechanics, and even a completely new game mode combining the space battles with new ground battle scenarios!



Big thank you to everyone who helped me with their constant feedback, the game wouldn't have come this far without you! I am looking forward to meeting you in-game, and implementing your feedback in future updates! If you have any questions regarding the game, please let me know below!

Update #45: Full Release in 3 days, new homing missile turret and improvements!

With the game leaving Steam Early Access this Friday, this update aims to improve and polish the overall experience players, especially newer ones have in this game.

There are new UI elements added to smaller fighters, tracking enemy fighters and AI interceptors that are currently off-screen to make tracking them easier, and new improvements to the tutorial missions will make some objectives less confusing for newer players.

Another turret option was also added, the new "Homing Missile Launcher" turret will automatically fire a homing missile at nearby fighters or AI interceptors every 10 seconds, giving you another way to defend against those threats. Homing missiles in general received an update, now being a lot more reliable, having better and more consistent collision and damage calculations, flying a bit faster, and having a higher turn speed. Fighter pilots will now also get notified how many homing missiles are currently chasing them, instead of just getting alerted that something is inbound.

Players will also notice a new "Bonus Resource Point" upgrade, and a new ship layout save feature in the customization phase, allowing them to save their current turret, hangar and upgrade layout to quickly load it in future matches. The AI now also utilizes B2 droids for ship defense at higher difficulty levels, instead of only using the weaker B1 droids, making capital ship invades much harder against them.

There are also lots of other bugfixes and smaller improvements you can take a look at below, if you have any feedback please let me know! You can also join the games discord to find other players to play with!


Full changelog:

-ADDED: UI icons for smaller fighters and AI interceptors that are currently off-screen while flying smaller fighters
-ADDED: ship layout save/load system, allows players to save the current turret/hangar/upgrade configuration with a name, and load this configuration in future games
-ADDED: new "homing missile launcher" turret, automatically fires a homing missile at a nearby fighter every 10s, the turret has less HP than others
-ADDED: new "bonus resource point" upgrade, cost 50$ and grants every team member 20 resource points at the start of the round

-CHANGED: capital ship UI icons to be better distinguishable from fighter icons

-BUFFED: increased homing missile turn speed by 50% and homing missile forward speed by 50%
-NERFED: homing missile shield penetration reduced from 50% to 0%

-IMPROVED: minor fighter cockpit texture fixes
-IMPROVED: rotating while spectating is now smoother
-IMPROVED: sweepo spawning when purchasing a lot of sweepo robots in the selection phase
-IMPROVED: B2 Attack robot spawning when multiple B2 Attack pods hit a target at once
-IMPROVED: homing missile collision detection
-IMPROVED: the AI will now deploy defensive B2 robots on higher difficulty settings
-IMPROVED: some capital ship interior visual improvements
-IMPROVED: fighter cockpit now shows the number of incoming missiles
-IMPROVED: homing missile flight path, collision, and damage calculations to be much more reliable
-IMPROVED: mission 2 skybox
-IMPROVED: mission 2 now highlights the enemy communication modules, so they are easier to find for newer players

-CHANGED: swapped ion beam and gauss cannon positions on the default turret layout
-CHANGED: homing missiles no longer damage friendly capital ships
-CHANGED: homing missile turrets no longer fire in the tutorials, to make it easier for newer players
-CHANGED: docked frigate turrets no longer fire automatically


-FIXED: pilots drone sound having infinite range
-FIXED: on-screen now displays smaller fighters as "landed" and not "destroyed" if they landed in a hangar or frigate
-FIXED: capital ship engine truster visuals not being shown when AI flies the capital ship
-FIXED: main menu music skipping not working correctly
-FIXED: droids being able to sit down in chairs already used by players, breaking things
-FIXED: "destroy generator" UI persisting after destroying it
-FIXED: Halloween pumpkins only getting destroyed for server host
-FIXED: chat overlapping in-game menu
-FIXED: frigate torpedo rack not being replenished when purchasing a new frigate
-FIXED: some mission 3 progress issues
-FIXED: mission 3 first enemy capital ship not exploding correctly
-FIXED: homing missile impact location calculation being wrong, resulting in capital ship hits always counting as bridge damage
-FIXED: homing missile maximum distance calculation not being enforced if homing missiles fly smaller circles around their target
-FIXED: being able to use homing missiles while cloaked
-FIXED: fighter cockpits always being red
-FIXED: deleted layout button not disappearing instantly
-FIXED: blue hangar 2 smaller fighter spawn issues

Update #44: Visual upgrades, third mission, Halloween event and more!

This update improves the visual appearance of the game, adds a new yearly Halloween event and the third mission in preparation for its full release from Early Access on November 5th!



The visual update consists of a new skybox with a more vibrant blue galaxy background, upgrades to the frigate, smaller fighter, and capital ship textures and particles, and making areas like bridge windows emit more light resulting in a brighter atmosphere. There are also big improvements to the frigate and capital ship UI, presenting important data like speed, distance to the enemy ship, or loaded torpedoes in a much cleaner way. The asteroid field also now is much bigger, with a slightly decreased density and new mineral asteroids that can be mined by shooting them with smaller fighters, resulting in bonus resource points for you and your whole team!




The third mission is now also available, completing the single-player trilogy allowing players to experience the game in a different environment and learning the basics of commanding a capital ship, flying smaller fighters, and controlling a frigate.

There are also the usual bug fixes and improvements regarding UI, frigate collision issues, and the AI along with new main menu music, as well as a pause and skip button for the different menu tracks! More experienced players will now also be rewarded with new black capital ship skins after reaching level 100 ingame and you can now also purchase a new frigate for 400 resource points at the space station, in case your original frigate got destroyed in battle!

Players will also now notice a new Halloween event running automatically every year from October 20th to October 31st, spawning 7 spooky pumpkins inside each capital ship and 2 in each frigate, and allowing players to destroy enemy pumpkins for a resource point bonus!



-ADDED: third mission
-ADDED: mineral asteroids to the asteroid field that can be shot to gain 20 resource points
-ADDED: frigate purchasing station to the space station, requires you to control the station and costs 300 resource points, will dock the new frigate below the station
-ADDED: new main menu music
-ADDED: main menu music skip/pause buttons
-ADDED: space dust effect to smaller fighters when flying at higher speeds

-CHANGED: skybox/galaxy background to be a bit more colorful
-CHANGED: planet and gas field locations
-CHANGED: sun now is a bit brighter and more white instead of yellow
-CHANGED: increased mineral asteroid spawn rate
-CHANGED: asteroid field is now much bigger, with a slight decrease in density
-CHANGED: now all players of a team gain resource points when their team mines a mineral asteroid
-CHANGED: slight changes to interior lighting, and the interior is now a lot darker when a generator is damaged and lights go out
-CHANGED: "Missions" main menu tab is now called "Tutorial" until the first mission was completed (so newer plays can find the tutorials more easily)

-REWORKED: frigate/capital ship flight info UI

-IMPROVED: smaller fighter cockpit crosshair
-IMPROVED: smaller fighter interior textures now emit more light in certain areas
-IMPROVED: hitmaker now is a bit smaller, slimmer, and more bright
-IMPROVED: capital ship and frigate default textures, now brighter on sections that emit light like the bridge
-IMPROVED: thruster FX to have no more random cutouts, and made them brighter overall
-IMPROVED: frigate cockpit UI visibility
-IMPROVED: minor Mission 1 tweaks to explain the class abilities

-FIXED: frigate energy distribution UI issues
-FIXED: not getting the tutorial achievement after finishing the new tutorial (Mission 1)
-FIXED: hacked hangar doors not closing again after 60 seconds, instead staying open until manually closed
-FIXED: hangar hack UI issues preventing players from hacking hangar doors again after they were hacked in this round already
-FIXED: purchased frigates dock lever not being set as docked to the station, preventing players from undocking from the station
-FIXED: mineral asteroids sometimes giving their resource point bonus multiple times per destroyed asteroid
-FIXED: asteroids not colliding with frigates
-FIXED: main menu music not starting a new song when the old one finished
-FIXED: main menu keybindings UI issues
-FIXED: being able to purchase a frigate while already having one
-FIXED: frigate purchasing fixes

-REMOVED: random energy distribution chair in the spawn room that didn't belong there

Update #43: Second mission now playable and leaving Early Access

This update adds the second mission, allowing players to play as a fighter pilot, fight in a huge battle and infiltrate an enemy ship and take control over a frigate. This adds some offline content for more experienced players and mainly aims to introduce newer players to the core mechanics of the game. The third mission will be released soon!

The game now has been in Steam Early Access for around 18 months and has seen lots of updates bringing new features and improvements. The core mechanics are now completely functional and with the new missions completely added, the new player experience got improved greatly as well. The game is now in a state where it can be made available to a broader audience, which should increase the player base as well, allowing for more huge multiplayer battles while continuing to upgrade the game with new features and improvements. Due to this, the game will leave Early Access and will be fully released on the 5th of November.

If there are any improvements you think would benefit the game before leaving Early Access, please let me know below!

There are also some reports of players having trouble starting the game, especially users with Intel graphics cards. If you experience any issues regarding this, please locate the games log files (C:\Users\YourWindowsName\AppData\Local\DeepSpace\Saved\Logs) and crash files (C:\Users\YourWindowsName\AppData\Local\DeepSpace\Saved\Crashes) and send this info as well as your system specs to dsbs.dev@gmail.com.






Update #42: New tutorial, missions, and fixes!

This update introduces the first of three new missions to the game, that will serve as some single-player content as well as a learning experience for newer players. This first one is called "First Steps" and replaces the old (and outdated) tutorial and guides the player through some basic aspects of the game in small steps combined with some action sequences.



Two additional missions will be released soon, complementing the single-player content with more difficult missions where the player has more freedom than in the tutorial while keeping them in a scripted story, offering some variety to the normal game modes.

There are also a few other improvements and bug fixes you can take a look at in the full changelog below, most notably the smaller fighter cockpit models got reverted to an earlier version to due popular demand.

If you have any feedback or issues, especially with the new tutorial, let me know!


Full changelog:
-REMOVED: old tutorial
-ADDED: new mission tab to the main menu, with 3 singleplayer missions (Mission 2 and 3 will be added later)
-ADDED: first singleplayer mission "First Steps" that replaces the tutorial and guides the player to the basic things inside their capital ship and shows them basic fighter control
-REVERTED: back to the older small fighter cockpit model with the old joystick animations
-FIXED: mouse cursor not dissapearing correctly when closing the ingame menu while in a bridge station
-FIXED: security stations bugs related to forcing the AI robots to specific locations
-FIXED: mission successfull text clipping issues
-FIXED: blue capital ship turrets not firing in the "First Steps" mission
-FIXED: "First Steps" mission not correctly progressing when adding a patrol target to a droid
-CHANGED: temporarily renamed "Missions" tab in the main menu to "Tutorial", will be reverted when more mission get added and players already completed the "First Steps" tutorial mission

Update #41: AI Crew, Security Station, homing missiles, specatating and more!

This update adds lots of new content, starting with a widely requested AI crew update, you will now be able to assign your B1 droids to the energy control station, the capital ships helm, and the turret stations where they will assess the current battle situation and take action accordingly, maneuvering your capital ship to safety or a more aggressive position, managing the energy distribution to protect heavily damaged parts or increase firepower to finish the opponents' ship and focus their weak points with the turrets.



The enemy AI also received lots of improvements, utilizing the new AI crew system for themselves as well with all the new smarter decision-making that comes with it.

You will also find a new security station on your capital ships bridge, allowing you to lock down individual doors to protect certain areas or try to slow down attackers without having to lock down all doors on your ship. You can also force droids to check out certain positions if you think enemy players might hide there, and let them guard important spots and even assign them customizable patrol routes that they will follow instead of randomly walking around!



FIghter versus fighter combat also received some love, with fighters being extremely hard to hit due to their high speeds and small size, every fighter now has 2 homing missiles on board, that can be replenished when landing in a hangar. You can fire them at enemy fighters and drones after a 2-second lock-on period, after which they have to evade the missiles with fast turn maneuvers or risk getting hit by it. Bombers also received a small rework based on your feedback, their bombs now have much slower fire rate but greatly increased damage, allowing you to fly multiple bombing runs instead of having to replenish after spamming all bombs at once.



You can now also choose to overload the enemy generator instead of just shooting it, this will not immediately disable it, but instead start a 60-second timer after which the generator will explode, damaging everything nearby as well as the capital ships hull, and then the generator can now be repaired again for the rest of the round, allowing attackers to deal persistent damage to the enemy if managing to invade their ship and hold the generator room for a longer time. To help defending teams, new sentries have been added to the engine, generator, and bridge rooms that the attackers need to destroy before being able to enter the rooms.

There also is a new spectator team that you can select at the beginning of each round, allowing content creators to fly around and have a better view of the action. Spectators can use key shortcuts to jump to certain spots instantly (1=blue interior, 2=red interior, 3=blue capital ship, 4=red capital ship).

There are also lots of new smaller features, improvements, and bug fixes, with better widescreen UI support, looking around in fighter cockpits, a new stairway to the upper levels of the capital ship, and a lot more things you can take a look at below in the full changelog.

If you have any issues or feedback, please let me know!

Full changelog:
-ADDED: new static sentries to the bridge, generator, and engine rooms
-ADDED: "overload generator" interaction, takes 6 seconds, overloaded generator explodes after 60 seconds (this can be stopped by repairing it)
-ADDED: overloaded generator explosion, deals damage to everyone nearby, and massive hull damage, generator can't be repaired afterward
-ADDED: keybinding option for flying up/down
-ADDED: new stairway to the upper levels to the left side of the capital ship
-ADDED: option to add/edit/remove patrol routes to individual B1 robots in the security station
-ADDED: hitmarker for the drone energy beam
-ADDED: functionality to remove droid patrol points again from the security station
-ADDED: homing missiles can now lock onto repair drones
-ADDED: can now set droid patrol points from the security station (additionally to the default patrol points)
-ADDED: can now force the closest droid to a specific location from the security station
-ADDED: security station to the bridge where you can control door lockdowns and droid movements
-ADDED: the ability to lock/unlock specific doors in the security station
-ADDED: looking around in smaller fighters
-ADDED: more windows to the smaller fighter, so you have better visibility, especially downwards
-ADDED: files for windows servers
-ADDED: first, very work-in-progress version for a spectator mode
-ADDED: spectator mode shortcuts (1=blue interior, 2=red interior, 3=blue capital ship, 4=red capital ship)
-ADDED: better widescreen/different aspect ratio support
-ADDED: B1 droids now can control turrets, tries to focus the lowest hull section
-ADDED: enemy AI now uses B1 droids to man all important bridge stations
-ADDED: option to assign B1 droid to ship helm and energy management
-ADDED: functionality for multiple interact options for one item

-REMOVED: view distance option since it now uses a new, optimized system for all players instead of having multiple steps

-IMPROVED: B2 Attack droid is now a lot smarter when choosing which target to attack, now prioritize players and sentries that block their path or shoot them
-IMPROVED: players that got kicked now get instantly kicked again after rejoining that server (gets reset after a while, so you can rejoin dedicated servers that don't restart)
-IMPROVED: AI capital ship piloting now takes its own hull HP values into account
-IMPROVED: AI capital ship piloting now tries to rotate their weaker hull side away from the enemy
-IMPROVED: AI energy management now takes hull HP advantage/disadvantage into account and tries harder to increase shields on the currently most vulnerable hull
-IMPROVED: capital ship piloting AI now takes its own turret configuration into account, flies closer if it has ion beam turrets
-IMPROVED: capital ship piloting AI now is more aggressive and flies closer if it thinks it has an advantage
-IMPROVED: sentry CPU performance
-IMPROVED: AI turret targeting
-IMPROVED: slight performance increases
-IMPROVED: B1 robot controlling the capital ship now tries to stay within the battle zone limits (if that option is enabled)
-IMPROVED: GPU performance through better mesh culling
-IMPROVED: some other security station improvements and fixes
-IMPROVED: turret selection UI widescreen scaling
-IMPROVED: sentry aiming and targeting systems, so they shoot enemies more reliably
-IMPROVED: sentries now are a lot smarter, can hit enemies that are mostly hidden behind corners
-IMPROVED: teleporter placement

-CHANGED: doubled HP regeneration (still starts 4s after being damaged, from 4/sec to 8/sec for marine and from 2/sec to 4/sec for others)
-CHANGED: tactical droids now can't spawn B1 droids for 10 seconds after one of their droids got destroyed
-CHANGED: the normal player UI now gets removed when spectating
-CHANGED: bomber now needs to reload for 5s after dropping a bomb
-CHANGED: Tactical Droid now no longer respawns instantly

-INCREASED: bomb damage from 100 to 400
-INCREASED: enemy AI now spawns more B1 droids (still scales with AI difficulty)
-INCREASED: crew turrets HP from 100 to 200
-REDUCED: bomber fire rate and laser damage slightly
-REDUCED: bomber HP from 35 to 25
-REDUCED: bridge sentry fire rate slightly

-FIXED: ion beams damaging smaller fighters HP
-FIXED: explosions looping sometimes
-FIXED: phantom hangar gate flying around in space
-FIXED: homing missiles not exploding after running out of fuel (after 10 seconds of flying)
-FIXED: being able to lock onto friendly fighters with homing missiles
-FIXED: landing in a hangar resulting in landing on the already occupied site sometimes, resulting in 2 fighters stacked on top of each other and messing up fighter purchasing as well
-FIXED: turret seats not unregistering players that stop using it correctly, resulting in players getting teleported to the seat if the turret they last controlled got destroyed
-FIXED: potential fix for drone sounds not disappearing with the drone
-FIXED: being able to use abilities in the selection menu
-FIXED: binding crouch not actually changing the key used for crouching
-FIXED: potential fix for "Destroy Generator" UI widget appearing when it's already destroyed
-FIXED: getting teleported to the enemy frigate if it got destroyed and you were flying it earlier in the round
-FIXED: marines rocket firing after he died in the spawn room
-FIXED: station capture progress being displayed in the UI even if not playing on station size
-FIXED: potential fixes for droids not forgetting players correctly
-FIXED: not being able to shoot players sitting in the ship helm seat
-FIXED: hangar door flying randomly alone in space
-FIXED: friendly sentries sometimes shooting teammates
-FIXED: robots sometimes being able to repair overloaded/destroyed generator
-FIXED: potential fix for B1 robot running against a wall after exiting the energy controls
-FIXED: player character sometimes getting shot by droids while in a fighter
-FIXED: B1 robots repairing overloaded/destroyed generators
-FIXED: automatically unpause the game when pressing "keep playing" while having paused the game
-FIXED: homing missiles exploding instantly
-FIXED: AI flying the capital ship too far away from the enemy capital ship
-FIXED: fighter targeting rectangle UI persisting after leaving the fighter
-FIXED: frigates appearing on the radar table, even if no frigates exist
-FIXED: ship status UI issues on widescreen/different aspect ratio support
-FIXED: windows server errors
-FIXED: turrets and droids trying to attack spectators
-FIXED: multiple UI issues introduced with the new widescreen scaling fixes
-FIXED: multiple spectator shortcut bugs
-FIXED: B2 droids/Barsuk droids not moving
-FIXED: bomber showing "reloading" after its dropping last bomb
-FIXED: developer debug binds not being deactivated correctly, resulting in AI commanders spawning for the wrong team
-FIXED: engine not counting as destroyed for the UI widgets when overheated
-FIXED: clicking on map icons in the security screen making the mouse cursor disappear
-FIXED: enemy AI gaining 30 energy if repairing an overheated generator, resulting in total energy over 100
-FIXED: ion beams damaging smaller fighters HP
-FIXED: explosions looping sometimes
-FIXED: phantom hangar gate flying around in space
-FIXED: homing missiles not exploding after running out of fuel (after 10 seconds of flying)
-FIXED: being able to lock onto friendly fighters with homing missiles
-FIXED: landing in a hangar resulting in landing on the already occupied site sometimes, resulting in 2 fighters stacked on top of each other and messing up fighter purchasing as well
-FIXED: turret seats not unregistering players that stop using it correctly, resulting in players getting teleported to the seat if the turret they last controlled got destroyed
-FIXED: potential fix for drone sounds not disappearing with the drone
-FIXED: being able to use abilities in the selection menu
-FIXED: binding crouch not actually changing the key used for crouching
-FIXED: security stations in spawn rooms, resulting in players standing up from one being teleported in one of the spawn rooms
-FIXED: cursor disappearing when closing the pause menu while being in a security station
-FIXED: energy control station UI scaling/overlapping