TheFlagship

Coming soon

NeveraiN Games

Planned release
To be announced
Platforms
Windows
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    TheFlagShip Devlog #41

    Hello everyone. Our recent focus has been on the new player experience and feedback responsiveness. We have fully reworked the new player experience flow, with a leaner, more direct path. The tutorial now opens with the Wayfarer as your starting vessel. She won’t remain available

  2. Developer post

    TheFlagShip Devlog #40

    Recently, we have focused on three areas: combat feedback, room transitions, and meta-progression. The Target Info display now shows range and obstruction more clearly. When a target is beyond a weapon’s range, its range warning turns red, while attempting to fire displays “Out o

  3. Developer post
  4. Developer post

    TheFlagShip Devlog #39

    Hello, everyone. Recently, our development work has focused on enemy ships, crew members, and roguelite buildcrafting. We will begin with the enemy roster. The Rebel faction has received several new ships, along with further work on their weapon loadouts, combat behaviours, and f

  5. Developer post

    TheFlagShip Devlog #38

    Attention Captains! Starship Hub broadcasting. The fleet-wide iteration for The Flagship is now deployed, delivering comprehensive upgrades to starship loadouts, deep space events, combat interactions, and the exploration UI. This update significantly raises the strategic ceiling

  6. Developer post

    TheFlagShip Devlog #37

    Hi everyone. Recently, we focused on improving combat feedback and controls. The target info panel now shows more key details, including main turret range, height difference, missile info, and Buff status. Off-screen enemies now have extra indicators on spawn, while hit screen ef

  7. Developer post

    TheFlagShip Devlog #36

    Hi everyone! In this round of development, we focused on polishing the experience of a single roguelite run and making it feel more complete. Players can already enter rooms, fight, collect rewards, choose upgrades, and recruit crew members. Now the goal is to connect these parts

  8. Developer post

    TheFlagShip Devlog #35

    Hello everyone. In this latest development pass, we have been restructuring the four core layers of the roguelite build system. Previously, our rogue build were built mainly around upgrade modules. Players could feel their ship getting stronger, but those upgrades could also beco

  9. Developer post

    TheFlagShip Devlog #34

    Hello everyone. Lately, my primary focus has been updating our boss encounters. I have completely reworked the boss fight of first system with several new mechanics. The boss now features a dedicated top-screen health bar. The encounter is phase-gated, and it can now deploy reinf

  10. Developer post

    TheFlagShip Devlog #33

    Hello everyone. Lately, my primary focus has been updating our boss encounters. I have completely reworked the boss fight of first system with several new mechanics. The boss now features a dedicated top-screen health bar. The encounter is phase-gated, and it can now deploy reinf

  11. Developer post

    TheFlagShip Devlog #32

    Hi everyone. Lately, my main focus has been pushing forward the upgrade module system. Over the last two weeks, I’ve added close to 50 new modules, bringing our total up to 163 . With that baseline in place, a few distinct builds are finally coming together—which is really great

  12. Developer post

    TheFlagShip Devlog #31

    Greetings, everyone. Recently, our primary focus has been directed toward refining the in-mission experience and overall combat balance. First, we have introduced a new in game menu. This menu displays your active loadout and acquired upgrade modules. The objective here is to pro

  13. Developer post

    TheFlagShip Devlog #30

    Greetings, everyone. My focus recently has been on breaking the monotony of combat and more upgrade modules for better build experience. First, regarding loadouts, we have removed the original “Device” equipment category. The previous Device lacked the differentiation necessary t

  14. Developer post

    TheFlagShip Devlog #29

    Greetings, everyone. Our recent development focus has been on MOD support. Flagship will adopt a limited support strategy by releasing a Unity project as a Mod development environment. Currently, the ability to create and integrate spacecraft into the game has been implemented, w

  15. Developer post

    TheFlagShip Devlog #28

    Hello everyone, here’s an update on our latest developments. First, we’ve revamped the early game experience, adding a simple narrative to help new players ease into the game. While storytelling isn’t our primary focus, we hope this addition enhances your initial journey. In comb

  16. Developer post

    TheFlagShip Devlog #27

    Hello everyone. Over the past few weeks, our main focus has been on optimizing the gameplay experience. First, regarding combat, we adjusted the fixed turret logic. When you aim outside a turret’s firing arc, it will now automatically pull back into range instead of simply blocki

  17. Developer post

    TheFlagShip Devlog #26

    Hello everyone, and Happy new year! In this development update, we are focusing on the Roguelike upgrade modules. Since TheFlagShip allows players to accumulate modules easily, individual module performance is balanced accordingly. We’ve refined modules into over a dozen categori

  18. Developer post

    TheFlagShip Devlog #25

    Hello everyone, and welcome to the final dev log of 2025. This is our 25th update this year, and I want to start by thanking you all for your incredible support. It’s been a year of growth for “Flagship” and for me as a developer, and I look forward to sharing more with you in th

  19. Developer post

    TheFlagShip Devlog #24

    Hello everyone. My focus this period has been on refining existing features. First, in combat, we’ve expanded the side turrets’ vertical aiming range for greater attack angles. Their charge indicator is now an arc-shaped progress bar beneath the crosshair. We’ve also added a new

  20. Developer post

    TheFlagShip Devlog #23

    Hello everyone. Over the past two weeks, we’ve implemented a number of improvements and optimizations based on your feedback and suggestions. First, we’ve overhauled the missile firing mechanism. Missiles are now reloaded sequentially, one at a time. This replaces the old system,