Hello commanders! A small bugfix is now being deployed to your battle terminals. Here are the details:
Fixes
The Clydesdale-S could not be reverse engineered in Sector Assault
Captured ships could not be refitted to a new loadout if the player only has one loadout available for that ship class.
Stay safe out there, commanders!
Dust Fleet v6.3
Hello commanders!
Another small update today for your battle computers. Some commanders reported a few intermittent issues. The techs have been looking over those reports and come up with some fixes.
Thanks are due to the bold commanders who supplied information leading to these fixes. Their invaluable help has been noted in their personnel files, and Admiral Connelly is preparing a firm handshakes for them all as we speak.
FIXES
After a battle involving fighters, on rare occasions the game could became stuck while processing the next turn.
When dragging a ship to create a new fleet on the starmap side panel, a ship different to the one that was selected was sometimes used.
When a fleet was retreating from battle, it may instead have got deleted if it had never moved from the location it was built.
If a battle was exited during certain points in a cutscene, it could cause the next battle to fail to initialise correctly.
If you're encountering any issues with Dust Fleet, please don't hesitate to get in touch. To find out more about report bugs see this thread.
Take care out there, commanders, and don't forget to leave a review if you haven't already.
Dust Fleet v6.2
Greetings commanders, I hope you're enjoying Dust Fleet!
I have a tiny update today to fix an issue with the loadout editor. Please do continue to report any bugs you find so I can squash them as quickly as possible. To leave a bug report, see this thread.
Fix
Loadout screen may break when trying to edit a ship from an opposing faction in some circumstances.
Thanks for playing Dust Fleet this year. It's been really wonderful to turn your helpful feedback into real improvements. Thank you all for helping make Dust Fleet a better game. If you haven't yet left a review, please do consider doing so if you have the time - it can be a huge help!
Have a great 2025, commanders.
Dust Fleet v6.1
Season's greetings, commanders!
We're releasing a small patch today to correct a few issues that were reported with the Sector Assault update. As always, please report any issues you come across so they can be fixed as quickly as possible. To leave a bug report, see this thread.
Also, it really helps small games like Dust Fleet if you have the time to leave a review, so please do if you can!
Now, onto the fixes!
FIXES
3-way battle did not work correctly when player withdrew from battle. The location was still shown as contested, preventing moving to the next turn. With this fix, if a battle location is contested on return to the starmap, the game now runs an autobattle between the remaining enemies to find a winner.
Ocelot could not be reverse-engineered when playing as D-SEC.
Odyssey did not have enough dock points to be captured with APCs.
Withdraw button sometimes did not disappear correctly when selected.
The Sector Assault Update
Hello commanders!
Winter is cold, space is colder. But starting today, you can heat things up by getting Dust Fleet at a huge 50% discount, from December 19th to January 2nd.
And if you already own Dust Fleet, there's something for you too. Update #5 is live right now. Welcome, commanders, to The Sector Assault Update.
I've been picking up hypercom messages from all the brave commanders continuing the fight in Sector Assault mode, requesting new features and improvements. The Orbiting Disco Corps of Engineers (me) has been working hard to put those requests into action, and here's what I've got for you.
Play as D-SEC: You can now choose between the UEN Navy and D-SEC as your faction.
More enemies to fight against:
The UEN Navy (the player faction in the story campaign) is now available as an enemy if you play as D-SEC.
The Raiders, using the same ships as in the story campaign.
The Abandoned, who feature in the story but aren't named. Their ships are similar to the campaign, but with some balance changes.
Raider stations now have Industrial and Technology slots, making them useful to capture.
D-SEC has gained a bomber-class fighter, to even the odds when playing against the UEN.
Custom difficulty setting now includes the ability to choose which of the factions to fight against.
Salvage mode: An optional mode for Sector Assault. It replaces the tech tree with collecting new technology by securing locations on the starmap. Each location has one or more icons below it showing you what tech you'll gain by controlling it.
Rebalance: At the start of a game enemies are now concentrated together, further away from the player. Their starting fleets have been toned down slightly, and they take a little longer to ramp up to full aggression. This should make the "Hard" difficulty a little easier to manage. And you can still choose "Custom" to get the game you want.
There are also some improvements that help both the story campaign and Sector Assault.
New loadout editor: The loadout editor UI has been vastly simplified. It's now more informative and intuitive - just a single click to fit a new item, and a long click to fit it to all matching slots.
Station capture in auto-battle: if your attack fleet has enough APCs (usually 4) you can now capture stations during an auto-battle. As long as you win the battle and have enough APCs, the station will be captured automatically instead of being destroyed. This option, when available, can be toggled next to the auto-battle button.
Auto-rebuild for carriers: By default, carriers will automatically attempt to rebuild destroyed fighters. There's a new button on the carrier manager to toggle this setting.
See depleted locations: The starmap now shows a "no resources" icon on locations that have run out of resources, so you can see at-a-glance where to send your mining ships.
Minor balance tweaks:
Heavy battle laser cost reduced from 6500 -> 5800
Heavy railgun turret cost reduced from 8500 -> 8200
Honshu hull reduced from 1600 -> 1500
Wolf, Wolf MkII and Jackal now provide a starmap vision radius in line with most other frigate-class ships.
You can now hold down shift while selecting your groups to add them to the selection.
Loading time and file size improvements for saved games: 20% smaller files, 88% quicker load times and 66% quicker save times.
Ships with welding beams were not auto-repairing nearby damaged ships.
D-SEC fighters could not attack other fighters, only capital ships.
When remapping controls, if you try to bind a key that's already being used, you'll now get a warning about it.
The rebinding screen was not displaying localized names for the controls.
Fighters were costing twice as much as the displayed amount.
Wolf MkII had no silhouette icon.
Thanks to all those commanders who helped with suggestions and sent me their saved games to track down bugs. If you do come across any issues, here's how you can report them.
Don't forget to join our community Discord and share your experiences!
I would also love to hear what you thought of the game through a Steam review. Steam reviews can have a massive impact on the success of small indie games like Dust Fleet so if you have the time it's really appreciated.
That’s all for now, Commanders - see you in space!
Today, I have two more requested changes from players. I think you're going to like both of them, but the headline is that bottlenecks from hyperspace exits are now a thing of the past! Even big fleets can pour out of the wormhole without delay. Enjoy!
If you're enjoying Dust Fleet, or even if you're not, why not leave a review? It really helps small games like Dust Fleet to get seen. To leave a bug report, see this thread.
On with the patch notes!
CHANGES
Exits from hyperspace are now less restrictive, meaning far less waiting for the wormhole exit to clear, so your ships arrive as quickly as possible.
The Advanced shipyard can now also build all the ships from the Standard shipyard.
Remember you can always stop by the Orbiting Discord to chat with me or like-minded players.
Dust Fleet v5.6
Hello commanders! A small update today to address feedback from some very helpful players. Please keep the suggestions coming, and a review is always appreciated.
Lance moved up a level on the tech tree, and research cost reduced.
Odyssey research now requires the Oslo to be researched first.
Fixes
Repair ships ignored repair orders for ships that do not have turrets, such as APCs.
On the starmap, some enemy ship lists for missions were inaccurate.
Dust Fleet v5.5
Hello commanders! After every update, I keep a close eye on player feedback and work to fix issues as quickly as possible. The Reinforcements Update was no exception, and I've been able to release fixes sometimes within hours of them being reported thanks to your feedback.
I also want to say that I've been really pleased by the response since The Reinforcements Update came out - thanks to everyone who has been making great suggestions, helping me uncover issues, and writing reviews. And as always, I ask that you please do leave a review if you can. I can't overstate how much even a single review can help small indie games like Dust Fleet.
All patch notes are available on Discord as soon as any update is released, but I release fixes so regularly I don't post them all here. Instead, I do round-ups like this one!
First of all, here's the lowdown on today's release:
v5.5 release notes
When capturing/dropping off resources/docking, target ship backs off.
Hubs and roamers were capturable on mission "The Way Out" when they should not be.
In sector assault, some ships may jump out of the wormhole immediately in rare circumstances, without being ordered to by the player.
Captured ships auto-launch fighters when in combat. For ships affected by this in existing saved games, they will be corrected after their next battle.
Cruiser not being awarded in "Heist Part 2" when it survives.
Upgrading ships to loadouts with no fighters would not correctly remove the fighters, but still award the resources.
D-SEC-controlled Honshus not equipped with fighters in Sector Assault.
In the mission preview for "Heist Part 1 " and "Heist Part 2", D-SEC ships are incorrectly listed as UEN ships.
"Enforcer Part 1" does not list any ships on the mission preview.
Minor text errors.
v5.2 - v5.4 release notes
Here's a round-up of other fixes since The Reinforcements Update was released.
The new D-SEC ships (Orca Mk II, Wolf Mk II, Honshu) could not be reverse engineered.
Pre-"Reinforcements Update" saved games did not show the new ships in the loadout editor.
Enemy ships will stop attacking in some circumstances when a ship exits the play area.
That's all for now, commanders - keep safe out there!
The Reinforcements Update
Hello Commanders!
If you were thinking about getting the game, now is a great time to do so. You can add the game to your collection for 40% off starting with the Steam Summer Sale on June 27th and ending an additional week after most sales end on July 19th!
Now it's time to unveil Update #4 - a milestone we have named The Reinforcements Update!
Missions: Five new side-missions for the main campaign.
Battle against D-SEC and powerful new enemies to earn unique mission rewards.
These new missions start to appear after playing "The Way Out" mission. These missions won't trigger on any in-progress campaigns - you'll need to start a new campaign to get them.
Ships: new ships are available on the tech tree and for reverse engineering.
UEN: Oslo - a light carrier-cruiser, an improvement on the Copenhagen.
UEN: Bergen - an upgrade to the Reykjavik, with better weapons and armour.
UEN: Knight Mk II - an upgrade to the Knight, with twice the firepower and improved maneuverability.
D-SEC: Honshu - a dedicated light carrier.
D-SEC: Wolf Mk II - to keep up with the Knight Mk II, D-SEC are deploying this improved Wolf design.
D-SEC: Orca Mk II - The most devastating version of the Orca, with tougher armour and an extra heavy weapon slot.
Unknown: Two powerful new boss-level enemies in the extra missions.
Sector Assault improvements:
Sector Assault now has a comprehensive settings screen.
Edit map size, enemy aggression and starting resources to create the challenge you want.
Starmap improvements:
Station icons: At-a-glance starmap icons for identifying station types without having to click on a location.
Ship type icons: Seperate symbols for warships and mining ships, so you can tell instantly if you have any mining ships at a location.
Quick access: It's now possible directly click the ships or station icons at a location to immediately jump to the relevant tab.
Capturing improvements:
The capture order can now be given against a group of enemy ships, just like attack orders.
Enemy ships will now prioritise attacking armed opponents, making it possible to distract enemies while you sneak your APCs in.
Move and keep attacking (Alt): outflank ships to attack their less armoured side and rear quarters.
Hold down Alt when giving a move order to attacking ships, and they will keep facing and attacking their target as they move around it.
This replaces the previous behaviour where happened automatically, but only after the first movement order given after an attack order.
Improved tooltips for items on the tech tree and mission info screen.
Ships now list which type of shipyard they must be built at.
Ship turret sizes and numbers are now included in the details.
Other New Features
Mission tracker: easily keep track of which missions are available and where to find them.
Bigger explosions for large ships and stations, and improved lighting effects on beam weapons.
Rapid fire missile launcher was incorrectly very overpowered - damage reduced by 75%
Starmap fleet list will now auto-scroll when dragging ships to the edge.
Confirmation dialog for unsaved changes in the loadout editor.
Some turrets have been reduced in size - this is a cosmetic change only.
Shipyards have been renamed to accommodate the newly added ships
Cruiser shipyard is now the Standard shipyard.
Carrier shipyard is now the Advanced shipyard, and now also builds all of the advanced-tier ships in the new update.
Ship health bars were only showing when the cursor was over them. Now they also appear when a ship is damaged.
DPS values for ships were not including fixed/non-editable weapons. This affected stats tables and auto battles only.
When repairing a damaged ship that has damaged turrets, or when given the order to do so, repair ships will only fix one turret then stop.
Ships with a mix of repair beams and offensive weapons were not responding to repair orders correctly.
Turrets on newly promoted ships would appear to be damaged.
Ship stances were not saved in savegame files.
In battles, the average health bars for ships grouped under a single button was not always accurate.
A Hub was incorrectly set as capturable in the "Spare Parts" mission.
As always, I am excited to see what suggestions come out of these updates and will use them to continue to improve the plan and direction of Dust Fleet. Don't forget to join our community Discord and share your experiences!
I would also love to see your honest thoughts of the game through a Steam review. Steam reviews can have a massive impact on indie games like Dust Fleet and I love reading your experiences in reviews.
Welcome to Monday, commanders. Here's the patch notes for the latest Dust Fleet update addressing some feedback from the community.
CHANGES
The flak turret now only requires a light turret port instead of a medium.
FIXES
Some ships captured during missions may not respond to orders. This is fixed for future occurrances, but any affected ships in saved games will remain affected.
Destroyed squadron fighters being immediately rebuilt with low health upon docking, instead of waiting for other ships to complete build/repair first.
Captured ships continue their attack orders on allied ships until given a new order.
Allied ships continue attack orders on captured ships until given a new order.
Holding right mouse button to pan the camera when a cutscene starts results in the camera pan still being active afterwards, until the right mouse button is pressed again.
Tokara loadout has heavy missile launchers when it only has ports for medium. Tokara's default loadout now changed to use medium missiles. Note that these are much stronger against frigates than the heavy missiles.
Using chaff opens pop-up camera view notification.
Patch notes are always available on Discord, but for commanders who don't use it, I'll leave you with a round up of other recent fixes and improvements. Until next time, commanders!
Dust Fleet v4.8
(Released 20th April 2024)
CHANGES
The game will no longer automatically minimize when you alt-tab away from it, making for a smoother desktop experience.
The taskbar executable icon has been updated.
FIXES
When given an order involving a specific ship part (eg a turret or landing pad) ships are unable to proceed if the target was destroyed or removed after the order was created.
Fixes for some minor cleanup errors when ships were destroyed in certain circumstances.
Some users were experiencing errors with the Epic overlay. These should now be corrected with this release.
Dust Fleet v4.9
(Released 22nd April 2024)
FIXES
When saving a game while capturing, the saved game may become invalid.
When saving a game during a mission-related APC docking, the progress bar may become stuck or instantly complete when reloaded later.
Error when loading a saved game from the latter half of mission "Eyes".
Dust Fleet v4.10
(Released 23rd April 2024)
FIXES
Unable to close the "low power" notification manually.
More improvements for edge case situations around loading saved games.
When merging fleets, the merged fleet may sometimes be called "new fleet" instead of using the custom names for any of the fleets being merged.