Hello everyone, in this update, we’re bringing several important changes that directly respond to your feedback and expectations.
First, let’s talk about the vertical mobility of warships. Many of you have questioned whether combat in the game is limited to 2D after watching previous videos. Based on your feedback and survey responses, we’ve decided to introduce vertical mobility for warships. It’s important to note that while the game’s overall design still focuses on a Rebel Galaxy like combat, we’ve adopted an approach similar to Dreadnought, offering limited vertical movement without including rolling or pitching. Rolling and pitching will only serve as visual feedback to enhance the sense of movement. Additionally, we’ve added vertical position indicators for other units on the radar, and a simple altitude gauge has been placed on the left side of the screen to help players better grasp the battlefield’s spatial dimensions.

Next, we’ve completely overhauled the missile system. Due to the poor performance of missiles in the previous version, we’ve conducted a full reconstruction. Starting with shipboard missiles, we’ve introduced a concept similar to vertical launching, where launch positions are determined by the ship's hull and section configuration. Once a target is locked, the HUD will display the missile’s status. Hold the lock button (E) to begin targeting, and release it to fire the appropriate number of missiles. Warships can now carry multiple types of missiles and switch between them during combat to achieve different tactical objectives. However, shipboard missiles do have limited ammunition.

Additionally, we’ve added sub turret missiles, which have some homing capabilities and are particularly effective against smaller units. Currently in testing, these sub turret missiles feature a trajectory similar to cold-launch systems. We’ve also restructured the missile trajectory logic, allowing missiles to create multi-stage, mixed-type trajectories, increasing tactical diversity.

In terms of weapon systems, we experimented with configuring a test ship’s wing guns to all face forward, but the previous logic didn’t support this aiming style. We’ve now successfully implemented this feature, laying the groundwork for future "axial" superweapons.

We hope you’ll enjoy these changes. If you have any feedback or suggestions, please share them in the comments. Thank you all for your support!