Bullet Hell ADVANCED: 2023 Roadmap
Let's throw down everything going on with Bullet Hell ADANCED and the ongoing Unreal Engine 5 upgrade. Everything now compiles. The .EXE is stable and launches. Boom. We're in business. Unfortunately so many features are being added that the Unreal Engine 5 update will not be ava
When you're not engaged in combat at the fleet level, you'll play a turn based movement game where the minimap is an entire solar system. Heavily inspired by the Mass Effect map and the works of Robotech/Battlestar Gallactica/The Expanse/Ender's Game:
Is a moon between you and another planet's long range line-of-sight fleet detection satellite with linked orbital heavy-laz-cannons? Is there a fleet behind an adjacent moon you're about to move to? Should you use scarce fuel resources to fold space to anywhere in the same solar system or use engines or silent gravitational assists? Your fleet and the enemy fleets can all receive a "Prepared", "Neutral", or "Unprepared" status when entering fleet combat based upon how everything plays out here. Being of a Prepared status lets your fleet reposition/rotate before combat and also fire anti-capital-ship weapons at round start, have all your allied AI Fighters and Frigates already deployed, FTL spun up and possibly more gameplay buffs!
New Areas of Operation Feature
Three Areas of Operation are now featured to separate ship to ship combat specializations.
Mothership AO:
The Mothership is now seen at the bottom of the gameplay area. Civilian/Colonist/Unarmed Escorts also reside here. Only Motherships can fire at other Motherships. Escorts can't be attacked. A player's entire fleet combat escort must be destroyed for the Mothership & Unarmed Escorts to come up to the fleet level and be exposed to normal weapon fire.
Fleet AO:
Your Fleet Battleships/Destroyers/Carriers/etc reside on this level. Fleet to Fleet combat happens at this level. The Player's Superiority Fighter and the Enemy's Superiority Fighter's (max 3 per side) may also fight on this level. Extremely dangerous for Superiority Fighters to fight on this level as they can get hit by powerful anti-capital-ship weaponry. Land Mechs may attach to friendly capital-ships and boost firepower.
Fighter AO
This level takes place high above the fleet. Fleet is slightly blurred out and a hex grid becomes visible. Special HUD option available to make all enemies on level exceptionally visible. AI Fighters, Bombers, Drones, Frigates and Superiority Fighter's may play at this level. If one side loses 80% of units here, the AI's will attack the fleet from above. ONLY short ranged chainguns, anti-fighter missiles and flak cannons may fire from the fleet into this level. All units that can play at this level may respawn from the fleet Carrier/Mothership they spawned from, save for a time delay penalty. Destroy the parent ship and the deployed AI Fighter/Bomber/Drone/Frigate will not respawn.

Closeup look of one planet that can be generated within a solar system. More updates to come soon!
First off, the sector map and galactic map have been fixed. You can now choose where to jump and subsequently each jump will take away one fuel point from your Mothership. Fuel and more can be purchased from one of the randomly generated Store systems spawned in your current sector. There are a maximum of 2 Stores that can spawn in each sector.
The store UI has been completed to a level of basic functionality. You can purchase different weapons from different stores, as well as items and systems for your Mothership or Fighter. Mothership vitals can be purchased from every store, which are Jump Fuel, Reactor Fuel, Repair Hull Points, purchase Kinetic/High-Ex/Energy/Flak ammo as well nukes for your mothership to fire at enemy capital ships.
The Mothership now acts as a resupply vessel during combat. Simply enter the Mothership's shields and you will automatically transfer ammo from the Mothership to your Fighter. On top of that, you will regen your shields doing this - but at the cost of forcing the Mothership to recharge it's own shields at HALF the normal rate. Choosing when to do this will be vital to gameplay, and will introduce greater risk to your Mothership.
Offensive play will remain the only way to get through Bullet Hell ADVANCED. Anyone who attempts to hide behind their Mothership's shields as a gameplay tactic will never be able to progress passed the first sector.
Your mothership now recharges its shields, but when the shields have been taken down to zero, the shields are broken and will not come back online until enough energy has been generated to restore 1/5th of your total shields. This will force you to destroy the most dangerous enemies in a system first so you can reduce the damage being taken by your mothership. Once the shields go down - hull damage is incurred and may only be repaired at Store systems. If hull goes to zero - that's game over.
Cheers!
Bullet Hell ADVANCED is getting a major initial graphics overhaul, and a major gameplay update... more to come!
Nebula Sectors have just been completed for our Rogue Galaxy mode. Beware of fighting in Nebula's as they interfere with sensors, obfuscate enemies and have massive lightning storms that could damage your ships navigation systems if you get hit!
Stay tuned for our major Rogue Galaxy update coming soon!!!
Our first major update is here! 70+ new weapons, along with new enemies, power-ups, gameplay improvements and features! Download it now!
We're just polishing up a few last details for the next update of Bullet Hell ADVANCED! Enjoy a new screenshot!