Bug fixes - v1.0e
Fixed the issues identified in player-submitted bug reports.
Fixed the issues identified in player-submitted bug reports.

Fixed the issues identified in player-submitted bug reports.
Fixed the issues identified in player-submitted bug reports.
In some rare cases, bugs that could cause the game to crash have been fixed.
In some rare cases, bugs that could cause the game to crash have been fixed.
We added switches to the Settings screen that allow you to toggle Fullscreen and Borderless Window modes. You can enable or disable the game window border from the Settings menu, and you can also toggle these options at any time during gameplay using the following keys: F8: Windo
We added switches to the Settings screen that allow you to toggle Fullscreen and Borderless Window modes.
You can enable or disable the game window border from the Settings menu, and you can also toggle these options at any time during gameplay using the following keys:
F8: Window Border ON / OFF
F9: Fullscreen ON / OFF
Hotfix: Fixed an issue that prevented players from initiating attacks on enemy sector bases.
Hotfix:
Fixed an issue that prevented players from initiating attacks on enemy sector bases.
Hotfix, v.0.1a -Resolved an issue causing deployable turrets to incorrectly ignore enemy capital ships and capital ship-mounted turrets under certain targeting conditions. -Updated the deployable turret UI by replacing the “ammo” label with a bullet icon to represent remaining am
Hotfix, v.0.1a
-Resolved an issue causing deployable turrets to incorrectly ignore enemy capital ships and capital ship-mounted turrets under certain targeting conditions.
-Updated the deployable turret UI by replacing the “ammo” label with a bullet icon to represent remaining ammunition.
Targets acquired.
Good hunting out there, Captains.

🚀 Pirate Patrol v1.0 – Full Release is OUT NOW! After a long journey of development, testing, balancing, and invaluable community feedback, Pirate Patrol officially leaves Early Access today . Version 1.0 is now live on Steam, delivering the complete tactical experience we’ve be

After a long journey of development, testing, balancing, and invaluable community feedback, Pirate Patrol officially leaves Early Access today.
Version 1.0 is now live on Steam, delivering the complete tactical experience we’ve been building together.
Pirate Patrol is a deep, tactical space combat game designed for players who enjoy thinking, planning, and adapting rather than rushing blindly into battle.
⚓ Command a powerful capital ship and manage its economy
Deploy fighters, pay your crew, repair damage, and make strategic decisions that shape your journey.
🚀 Issue tactical orders in real time
Send your fighters to hunt down enemies, respond to distress calls, and control the flow of battle.
🗺️ Procedurally generated universe
Every run offers new maps, encounters, and challenges — no two adventures are the same.

🧠 Advanced AI-driven combat
Fighter pilots can operate independently and make their own tactical decisions — or follow your direct orders when you choose to take control. Enemies react, adapt, and exploit the battlefield.
🎯 2D tactical design with full battlefield control
A clean 2D perspective gives you complete situational awareness and precise command.
💥 Destructible environments
Asteroids, wrecks, abandoned stations, and space debris can be destroyed and used tactically.
🎒 Infinite items, loot, and deep inventory management
Collect, manage, and optimize your loadout as you progress.


✅ Full release of the complete core experience
✅ Major balance updates based on Early Access feedback
✅ Improved enemy AI behavior and combat pacing
✅ Performance optimizations and stability improvements
✅ Refined control system and speed mechanics
✅ UI / UX polish for better readability and flow
✅ Numerous bug fixes and quality-of-life improvements

Pirate Patrol is designed around slow and tactical play.
By adjusting the game speed, players can analyze the battlefield, land critical hits, and deal heavier damage in tactical speed modes.
If you’re new to the game, we highly recommend checking out the HOW TO PLAY section in the Settings menu before jumping in.

To everyone who supported Pirate Patrol during Early Access — thank you.
Your feedback, bug reports, and suggestions directly shaped Version 1.0.
If you’re discovering Pirate Patrol for the first time, now is the best time to jump in.
And if you enjoy the game, leaving a review on Steam helps us more than you might think.
See you in space,
New Rule: If there are no enemies nearby and you enter a planet’s orbit or dock with a station, the Neural Network timer does not count down.
New Rule:
If there are no enemies nearby and you enter a planet’s orbit or dock with a station, the Neural Network timer does not count down.

(TL;DR at the end) With this update, we’re rolling out several improvements and minor bug fixes, most of them directly inspired by suggestions and requests from our community. Improvements We’ve added a Neural Network Control toggle to the Settings menu, giving players full contr

(TL;DR at the end)
With this update, we’re rolling out several improvements and minor bug fixes, most of them directly inspired by suggestions and requests from our community.
We’ve added a Neural Network Control toggle to the Settings menu, giving players full control over how they manage Neural Network speed.
When enabled (default), players can adjust Neural Network speed using the mouse wheel.
When disabled, the mouse wheel is deactivated for this purpose.
Regardless of this setting, Neural Network speed can still always be adjusted using the + and – keys on the keyboard.
The Autosave feature can now be configured from the Settings menu, with 15-minute and 30-minute options.
For new players, we now display a small mouse-over helper tooltip during the first two levels, explaining how to fire when turrets are selected.
These hints automatically disappear after reaching Level 2, as we assume players are already familiar with the controls by then.
The old switch design in the Settings menu was confusing for some players. We’ve replaced it with a new, clearer switch design that clearly displays check and X icons.
At the start of a new game and at the entrance of the tutorial level, we added a large and clear visual guide showing that the Neural Network can be controlled using the mouse wheel.


Based on community feedback regarding Left Click / Right Click usage, we reviewed the entire control logic. Some adjustments were already made in previous updates, but we hadn’t properly documented them.
LEFT CLICK is now used throughout the game to select objects (except the Main Ship).
To attack enemies, simply LEFT CLICK on the target while turrets or fighters are selected.
To move the Main Ship, select it with RIGHT CLICK, then RIGHT CLICK again on the destination.
We believe this separation is now clear, intuitive, and no longer confusing.
For some time, we noticed a rare glitch in Twitch and YouTube videos from streamers.
Because we’re very familiar with the game’s flow, this issue was surprisingly difficult for us to reproduce.
In certain rare situations, when players selected multiple turrets and failed to click precisely on an enemy sprite, the turret selection boxes would keep blinking, but the turrets would refuse to retarget the enemy until they were reselected.
Reproducing this issue required hundreds of attempts.
It’s completely understandable that players reacted with:
“I left-clicked, but it didn’t fire,” then tried right-clicking, and became confused when nothing happened.
Experienced players could recover quickly by reselecting the turret and resetting the targeting process, usually in less than a second — but the issue was still there.
With this update, we’ve eliminated this glitch entirely.
Misclicks during turret targeting no longer break the selection flow.
As long as a turret remains selected, clicking on an enemy will always issue an attack command.
Players no longer need to reset turret selection or targeting manually.
We added a secondary confirmation prompt on the Settings screen when returning to the Main Menu, to prevent accidental clicks.
Before the final release, we’d like to thank everyone who supported us with suggestions and bug reports, helping us make these final improvements.
We’re people approaching our 40th year in the video game industry, and through Pirate Patrol’s community, we’ve met many smart, creative, helpful, and science-fiction-loving people.
We’re deeply grateful for your support throughout this 4-year journey. 🚀
See you in space, captains. Stay sharp out there.
*************************************************************************
TL;DR
Added a Neural Network toggle to fully control mouse wheel behavior
Autosave is now configurable (15 / 30 minutes)
Clearer mouse wheel tutorials and visual hints for new players
Simplified and clarified Left Click / Right Click logic
Fixed a rare turret targeting glitch that caused selection issues
Improved Settings UI and added confirmation before returning to Main Menu
Minor bug fixes.
Minor bug fixes.
Minor bug fixes...
Minor bug fixes...
Since 2022, Pirate Patrol has been shaped side by side with our community. Throughout its development, we carefully listened to your feedback, suggestions, and requests, refining the game step by step into its final form. Now, Pirate Patrol stands as a polished experience: Cleane
Since 2022, Pirate Patrol has been shaped side by side with our community.
Throughout its development, we carefully listened to your feedback, suggestions, and requests, refining the game step by step into its final form.
Now, Pirate Patrol stands as a polished experience:
Cleaned of bugs, refined in UI, enhanced with smoother animations and improved visuals, carefully balanced in gameplay, and reinforced with systems designed to elevate overall player experience. What began as an idea has evolved into a sci-fi strategy and tactics game that fans of the genre can lose themselves in for hours.
RC1
With v0.9, Pirate Patrol enters a new phase.
This update marks RC1 — Release Candidate 1, now open to all players.
To everyone who supported Pirate Patrol during Early Access:
thank you. Your trust and feedback made this possible.
There is a galaxy to save.
A hard war awaits you, Captain.
Some minor, non game-break bugs, fixed.
Some minor, non game-break bugs, fixed.
Cleaned up a few rare issues caused by mines.
Cleaned up a few rare issues caused by mines.
Hey everyone! This hotfix takes care of a few pesky bugs and brings some small but important improvements to make the experience smoother. What’s new in this hotfix: Fixed several minor bugs Added an autosave feature Made a handful of UI improvements Tweaked level-up XP progressi
Hey everyone!
This hotfix takes care of a few pesky bugs and brings some small but important improvements to make the experience smoother.
What’s new in this hotfix:
Fixed several minor bugs
Added an autosave feature
Made a handful of UI improvements
Tweaked level-up XP progression
Bridge/Fighter/Turret panels now keep their positions on the Tactical screen when toggling other panels.
Thanks a lot for playing and for all the feedback — it really helps us shape Pirate Patrol. More updates coming soon!
— See you in space, Captains🚀
X: Youtube:
Bug fixes: -Following reports from our community, various minor bug fixes and stability improvements have been implemented. Game: -Sector descriptions on the strategic galaxy map have been updated and refined.
Bug fixes:
-Following reports from our community, various minor bug fixes and stability improvements have been implemented.
Game:
-Sector descriptions on the strategic galaxy map have been updated and refined.

🏴☠️ Pirate Patrol – Update v0.8.6 Old Friends Have Returned Hello Captains, Pirate Patrol v0.8.6 is now live! This update delivers an important feature from our development roadmap alongside several fixes based directly on community bug reports . As always, thank you for helpin
Hello Captains,
Pirate Patrol v0.8.6 is now live!
This update delivers an important feature from our development roadmap alongside several fixes based directly on community bug reports. As always, thank you for helping us shape Pirate Patrol during Early Access. 💙
So, what’s new?

A brand-new skill that can significantly impact gameplay balance and expand the game’s lore.
After liberating the Epsilon Cloud sector, former pirate factions operating in the region decide to stand with Captain Lionheart in the fight against the corporatocracy. These old allies now return to the battlefield.
Once unlocked, you can activate Old Friends from the Fighter tab on the tactical map.

Once per mission, you can call in friendly fighter escorts to support The Father’s defenses.
These escorts are elite and battle-hardened pilots, formerly part of notorious pirate captains’ personal protection fleets.
You will receive at least 2 fighters, but depending on Captain Lionheart’s Reputation, this number can increase up to 4.

Escort behavior:
They do not take direct orders.
Their sole priority is protecting The Father.
They do not dock with the main ship.
When the mission ends, they return to their home bases.
If they run out of fuel or ammunition, they will resupply directly from The Father’s stockpiles and rejoin the fight.
Unlocking Old Friends also opens a new option in the Deployables menu:
Hire mercenary fighter escorts.

Each mercenary requires both Reputation and Credits — and they’re not cheap.
Just like tower guns or mines, you can purchase mercenaries from the tactical map as long as your resources allow.
Mercenaries:
Leave after the mission ends
Cannot dock with the main ship
Cannot be equipped with custom weapons or missiles
Important:
If a mercenary fighter is destroyed during combat, you will lose Reputation.
Protecting your pilots is now more important than ever.
Previously, pilots automatically returned to The Father when their fighters were destroyed.
That is no longer the case.
When a fighter explodes, one of two things can happen:
The pilot may be killed in the explosion.
Experienced and skilled pilots may eject and survive.
Do not abandon your valuable pilots to the cold, endless darkness of space. Their oxygen is running out.
Surviving pilots can now be seen drifting in space, and you’ll face a critical decision:
Tractor / Tow Beam If the pilot is close enough to The Father, you can pull them in safely.
Send a Fighter If the pilot is too far away, you’ll need to dispatch a fighter to rescue them.
Oxygen Depletion Pilots left drifting too long will run out of oxygen and die. Their remaining oxygen level is displayed next to them in space.
Here is a clear sample for the ejected pilot situation:
https://x.com/Indielligent/status/2011150941266018572
Fighter management has been deepened:
Fighters must now resupply fuel and ammunition.
If a fighter runs out of fuel, it will drift uncontrollably in space — becoming an easy target.
If it runs out of ammunition, you must recall it to The Father for resupply.

You can monitor these systems via:
The Fighters panel on the left side of the screen
Warning messages sent directly by pilots when supplies are depleted
Detailed fuel and ammo status shown on the command buttons at the bottom of the screen when a ship is selected
Fighters sent into combat now have a new tactical variable: barrel count.
This value determines how many barrels a fighter can fire simultaneously.
⚙️ As you know, Autonex ships can fire with 1, 2, 3, or 4 barrels at once, allowing them to deal heavy damage depending on their configuration.
🚀 Player-controlled NPC fighters now also come with 2, 3, or 4 barrel options. When purchasing a new fighter or selecting which fighters to send against the enemy, this is another key factor you’ll need to consider.

More barrels, more speed or more armor?
🧠 Of course, more barrels don’t automatically mean more damage. The weapon’s power and range, the ship’s speed and maneuverability, and even the skills of the pilot flying the fighter all play a role. To be effective, you’ll need to evaluate all of these variables when choosing your fighters for battle.
During Early Access, we accelerated level progression so community members who wanted to provide feedback could quickly reach late-game content. As we move closer to the final release, level progression has now been returned to normal values.
⏳ The system where players could reach Level 200 within 1–2 hours is no longer in place.
💰 XP and credit gains have been adjusted to their final game values.
⚔️ This means astronomical DPS numbers and a “God Mode after 1–2 missions” experience are no longer possible.
🔧 Of course, if issues arise, we’re always open to revisiting and fine-tuning this system.
📉 Rare and Epic items are now truly rare.
They will no longer drop as frequently as before.
🧠 When they do drop, they are meant to provide meaningful tactical advantages, rather than being just another stat boost.
Based on feedback from our community, we’ve made several improvements to the game’s UI.
🟡 When you hover your mouse over The Father, the ship will now be highlighted with a yellow outline, making it easier to identify and interact with.

🎯 However, when selecting turrets mounted on a fighter, only the selected turret or the fighter ships currently flying around The Father will be highlighted. This prevents unnecessary visual clutter.
🧠 As a result, mouse-to-eye coordination is clearer and more intuitive, allowing for more precise and comfortable control during combat.
This update includes improvements and fixes inspired directly by your feedback and bug reports.
Pirate Patrol is being built together with its community, and your support during Early Access means everything to us.
See you in space, Captain.
Smal hotfix about asteroid collisions.
Smal hotfix about asteroid collisions.
Hotfix: We’ve fixed a rare issue where asteroid collisions with enemy capital ships could cause the game to crash. Thanks for the bug reports — keep them coming! 🚀
Hotfix:
We’ve fixed a rare issue where asteroid collisions with enemy capital ships could cause the game to crash.
Thanks for the bug reports — keep them coming! 🚀

🚀 Galaxy Map Goes Strategic! – New Update Live With the latest update, the Galaxy Map in Pirate Patrol has finally become a core, strategic part of the gameplay loop. 🌌 A Living Galactic Map The Pirate Patrol galaxy is made up of sectors and the planets within them. Think of ea
With the latest update, the Galaxy Map in Pirate Patrol has finally become a core, strategic part of the gameplay loop.
The Pirate Patrol galaxy is made up of sectors and the planets within them. Think of each sector as an independent “state” inside the Galactic Federation — each one containing planets with different roles and values.
In the story, the monopolistic overlords of the Corporatocracy attempt a full-scale coup against the Federation. Using their newly developed Autonex war robots, they place planets under blockade and seize control across the galaxy.
That’s where you come in.
(Ingame Help Screen)
You command the advanced warship prototype The FATHER, and your mission is clear:
Liberate planets one by one
Break Autonex blockades
Cleanse entire sectors of enemy control
We explain this process clearly in-game (see the visual below):

(InGame Tutorial Screen)
🪐 Planet Management System
After clearing a planet, you can CTRL + Left Click it on the Galaxy Map to open the Planet Management screen.
From here, Captain Leonheart can:
Support resistance groups
Fund anti-corporatocracy factions
Spend Reputation Points and credits to help them seize planetary control
Once all planets in a sector are freed from Autonex blockades and corporatocracy-backed administrations:

Federal Intelligence Service agents gain full system access
After analysis, they uncover the location of the sector’s hidden Autonex Stronghold
The Stronghold then appears on the Galaxy Map, and you can attack it whenever you’re ready.
⚠️ Warning: Autonex Strongholds are heavily fortified and armed with powerful weapons. This battle will push The FATHER to its limits.
Destroy the Autonex Stronghold, and the sector is officially liberated.
The sector gains FREED status
Allied factions take control
They reward Captain Leonheart with valuable resources

Example:
Liberating the SOL system grants:
1 Tactical Officer
1 Pilot
1 Fighter Ship
Freeing a sector is no easy task. You’ll need to:
Accumulate reputation and credits
Complete side missions
Gather and sell loot at stations and planets
Fully prepare before assaulting a Stronghold
Upgrading weapons, equipment, and ammunition on The FATHER before a Stronghold attack is strongly recommended.
We’ve rebalanced several systems that previously scaled to extreme values:
DPS
Economy and pricing
Loot
XP and skill progression
And others...
The first 10 levels may still feel relatively easy, allowing us to better observe high-level gameplay during Early Access. Progression will be more challenging in the final release.
We’ve fixed multiple minor bugs reported by the community. While none were game-breaking, they could occur in rare situations.
Bug hunting continues!
If you encounter any issues, please report them on the forums — we log every report and add it to our task list.
Thanks for playing Pirate Patrol and helping us shape the galaxy 💙
See you among the stars, Captain.
Freedom for The Galaxy!
🚀✨