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Task Force Admiral News

Kickstarter & Demo: New Intel on Availability, Changelog & Projects we Love!



Dear all,

A small update today to answer a few questions regarding the imminent end of the Kickstarter and what it means for the campaign & the demo both. Also, big thumbs up to nafeij for this fantastic series of screens posted on Discord.



The TFA Demo: Here to Stay a Few More Days!


Allow us first of all to address the elephant (or the Mavis) in the room, that is, the availability of the Demo. The Demo will be kept online at least for another week, for we need time to regroup and properly set up the pledge manager on Kickstarter (so as to collect Steam details, shipping addresses, an the likes). It means that invitations to Beta should be send no earlier than the last days of March/the first days of April. The same goes for the private Discord & other niceties (payment processing among others, which will take several days in itself).

As such, it felt unfair to take the Demo down while our backers wouldn't be able to access the Beta program just yet. Considering said parameters, the Demo will be kept online for the duration of the time we need to properly process the digital rewards to be provided ASAP. It means that everybody else can also keep playing the game.



Late Pledges on Kickstarter: When There's No Time Left, There's Still Time!!


Besides, Kickstarter has enabled a system of late pledges that we will make sure to use too. What it means is that you will still be able to access the Kickstarter reward system and acquire the digital or physical editions of the game for several more days, albeit at a small premium (price will be increased around 10% for each pledge). So, tomorrow Saturday noon (more or so, US time) will not be the end of everything. There is still time to play catch up if you are only joining us now. Naturally, we will make another post in here and on our socials to signal the end of the demo and pledge manager access both, so you will not be taken by surprise.

At any rate, for more info have a look at our Kickstarter if you're still wondering if it's worth your time and your money. As said above, no hurry!

[previewyoutube][/previewyoutube]

Latest Demo News & Videos


As for the demo itself, here is a changelog regarding last minute improvements made to the current version. Hope it will fix a few issues for you - we are sorry not to be able to interact more in the forums due to the flux of contributions and our own need to look after the builds proper and the on-going campaign, but know that we are very much reading everything that is being posted on the official boards.

  • Added a logic of "bingo" detection for CAPs and Scrambles so that they don't pursue targets too far away
  • Improved a bit escort
  • Fixed some bugs in the "AIR" panel
  • Reworked text alignments in the FDO panel
  • Fixed a rare/random bug making cameras to roll
  • Changed scrambles deck spotting
  • Added an "anti-stuck" logic to avoid spotting getting locked
  • Fixed fleet not following the waypoints if course has been changed during airops
  • Improved (a bit) fleet formation turns
  • Fixed SBD-3 decal glitch on some camera angles


If you still have questions about how the game can/should be played, don't forget that we have several talented youtubers hard at work.

[previewyoutube][/previewyoutube]

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Along with a few extremely powerful, atmospheric creators who really managed to strike a chord. Great for a weekend coffee!

[previewyoutube][/previewyoutube]

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The Few: a Shout Out to Good Neighbors!


Allow us to use this last opportunity this week to introduce you to another project many of you might not have heard about just yet: Ground of Aces.

[previewyoutube][/previewyoutube]

Husbanding aircraft carrier task forces is one thing - but do you have what it takes to deal with the hurdles of doing it on land instead? Ground of Aces offers a refreshing take on the hurdles associated with managing a combat airbase in a cute, light setting.

Indeed, do not expect a dark mood, or a heavy-handed dramatic narrative. Ground of Aces decided to go the way of a building & management game which, all things considered, works very well in its own world, along the rules of its own paradigm. The art direction is top notch, the mechanics flow well, just don't expect to play a 3D version of Bombing the Reich - you gotta enjoy it for what it is. I do personally enjoy it, like others would enjoy, say, Bomber Crew, and that satisfaction you get from managing your little uniformed workers does definitely scratch the itch of anybody captivated by the period, and looking for a break from the deadly, bloody South Pacific skies. Love for the topic transpires in every polygon, and if you don't mind the tone, it's a keeper.

https://store.steampowered.com/app/2308690/Ground_of_Aces/

It just so happens that they have a demo up (demos are great, aren't they!) and will be heavily featured in the upcoming City Builder & Colony Sim Fest. They have been great to us and are a lovely bunch to talk to, featuring us on their numerous accounts & newsletters. We'll be happy to give them the same treatment over the next few days, of course. Now that you are sure to play our demo for a few more days, there's no excuse not to try theirs!



That's all folks! Until next time - enjoy the weekend and take very good care!

New WW2 strategy game smashes its Kickstarter goal by more than 1,000%

New WW2 simulation and strategy game Task Force Admiral has smashed past its Kickstarter goal, raising more than ten times its sought-after funding. Six years in the making and bearing the name of legendary PC developer MicroProse, which brought us the likes of the early Civilization and XCOM games, this new project puts you in charge of American aircraft carriers during the Pacific conflict in 1942. It's a rich throwback to classic PC games from the '90s, and you can even try a demo on Steam right now.


Read the rest of the story...

Demo Changelog & Upgrade, Contest, New Stretch Goal & New ways to have fun!



Dear all!

A rather beefy update today. Stay with us, it will be worth the read!

State of the Demo: Upgrade incoming + Changelog
Win a Copy of Task Force Admiral! Screenshot Contest with the Tally Ho Corner
New Stretch Goal : Introducing the TFA Battle Stations!
Good Friends & Good Dope!

State of the Demo: Upgrade incoming + Changelog

So, it's simple. We're entering the last 10 days of the Kickstarter, and now that stability is becoming less and less of an issue (big thanks to everyone reporting bugs here and on Discord), we can try to spice up the existing offering a little in time for the final home run.



Starting next week (possibly as early as this weekend), you'll encounter a few more party poopers in the demo scenario, "Of Cranes & Patriots." Nothing too drastic- it’s still very reasonable and within the scope of what’s possible without breaking too much of the game as it stands- but it’s also a much more faithful recreation of the threat environment Task Force 17 faced that day. Rabaul as an airbase has been activated, along with Kamikawa Maru in the Louisiade Archipelago. This means many more eyes of all sizes in the sky and a heavy hammer ready to strike at any admiral pushing too far north...



All in all, it should add some variety and bring us closer to the kind of environment we envision for your average scenario. The more parameters, the merrier- and the greater the chance that everything will go completely wrong!

Speaking of things going wrong, JB, our dev, has been working hard on the builds lately. The latest beta build incorporates a series of improvements made over the past five days. Let us know if you’re still experiencing issues, but rest assured, we’re refining every aspect of Task Force Admiral one challenge at a time—and we’re not stopping now.



[h2]LATEST UPDATES & BETAS CONSOLIDATED CHANGE LOGS : 12-03-2025[/h2]

Note: changes made to both build (stable & beta).

[h3]STABILITY[/h3]
A few more crashes identified & fixed

[h3]USER INTERFACE[/h3]
Fixed inputs issue on the UI in 4K resolutions

[h3]GAMEPLAY[/h3]
Fighters are now firing more often (and missing more often too)
Improved TBD's flight model (issue of TBDs ditching on approach)
Fixed a bug corrupting a strike setup when planning is done while aircraft are landing
Fixed blocking issues with deck-management
Carriers can no longer receive aircraft if damage caused it to pitch or roll too much
Carriers are now accelerating faster before takeoffs
Fixed deprecated search flightplans being shown in Search Planner
Fixed duplicated payloads on aircraft after a strike has been canceled
Fixed Yorktown barrier animation
Fixed near misses being logged as torpedo hits in missions reports



Nobody Expects the Screenshot Inquisition!




We decided to work with fellow man of taste & tales Tim Stone over at Tally Ho Corner so as to give you all a possibility to win a digital edition of Task Force Admiral. You think your screenshots are cute and/or mean? Well, show us what you've got!

CLICK HERE FOR MORE DETAILS

All the rules are explained over there. Please follow them properly so as to be eligible, and don't hate us if we pick somebody that ain't you - we love you all!



So it’s stretch-goal time AGAIN! Introducing the TFA BATTLE STATIONS


Now it’s a real trick. It’s neat, we went over the AUD $300k limit – but the next goal is probably worth a bit more in work than what we would get with another AUD $50k perhaps. Up to you to see if it’s worth it.
As you know well, Task Force Amiral specifically hails from the legacy of two MPS Labs simulations that built our gaming culture – Task Force 1942 (1992) and 1942: The Pacific Air War (1994). Although TFA is primarily a strategy game, both TF1942 and PAW were simulations first and foremost, with a strategic layer aimed at providing the player with more gameplay options and a “long game” game mode.

So as to make it all fit back together and truly claim this lineage, it is time for us to venture a bit more in the simulation lane with one last ambitious stretch goal that will bring us back in time with a bang : introducing interfaces for the battle stations, namely the gun director and the F4F cockpit.

Yes, previous stretch goals made it a certainty that we would let you fire at stuff in your ship, in your plane, or even fashionably using a anti-air mount. But we did not say anything about putting you inside said environments and let you fire away at your enemies in a more orderly fashion. What those battle stations would bring to the game is yet another layer of immersion for the player.

- A gun director interface reminiscent of the classics of the genre (Task Force 1942, Great Naval Battles and Destroyer Command, to name a few), allowing you to use your main battery against enemy surface forces, but also your 5 inch guns in anti-ship and anti-air modes ;



- A good looking, working cockpit with animated gauges for your F4F-4, along the lines of what you had in Pacific Air War, Aces over the Pacific or even Pacific Strike, so as to down bandits in style.



Although the cockpit view would primarily come with controls optimized to let you look around and zoom, the gameplay addition is somewhat secondary to the improvement it brings to the feeling. For the gun director interface though, we will have to come up with a system that isn’t too hardcore, yet satisfying to use – an efficient balance of feeling and fun when shooting pixel shells at the enemy. We have ideas, but we still need to test them. This will take time, this will take resources.



Because this endeavor is notably more ambitious, as so as not to downplay its cost, we will set this stretch goal at the AUD $375k instead. We might get there. We might not. But we’ll work hard to achieve it, and we’re counting on you if you like what you see! Just bear in mind that like any other stretch goal (save perhaps for Tacview), the implementation is not a priority & will be done in due time when core mechanics will be safe and sound – see it more as an ornament to the original game than its main meat, even though it will certainly impact greatly your fun factor. As such expect this function to possibly be released after the 1.0. At any rate, this is a natural direction for us to head towards, but what this stretch goal ensures though is that it will not be behind a paywall as a DLC.





Good Friends & Good Dope


Talking about this stretch goal, we wanted to take the opportunity to introduce you to three PTO-related projects close to our hearts – projects that let you experience a first-person perspective at a level of realism we could never hope to reach, along with a classic command simulation that ties them together. These three projects are Combat Pilot, Battleship Command and Carrier Battles 4 Guadalcanal.



Combat Pilot has two uncommon qualities. First, it is the dream project of Jason Williams, who has already done so much for the revival of World War II air combat simulations over the past two decades – being instrumental in the rise of the modern IL-2 and its World War I counterpart. He has now decided to dedicate his energy and experience to a new project specifically focused on the Pacific Air War. Working alongside the dynamic and highly competent team at Entropy Aero the project has already made solid progress. You only need to see the love and expertise poured into the modeling of their 3D ships and planes to understand what true passion is (and to paraphrase our recent interview with Enigma [link to Enigma interview]: you can trust a Frenchman on these matters!).

[previewyoutube][/previewyoutube]

What’s the second uncommon quality, you ask? It’s that the sim already has a playable build! Yes indeed – if you are willing to support the team in their endeavor on Patreon with an Ace Tier subscription [link], you can already fly around in an F4F-4 or A6M2 in their Pre-Alpha version of the game. Everything is still very much a work in progress, but just a few minutes of flying will show you that the team is on the right track to recreate a PTO experience like no other out there. And if you aren’t ready to support them financially just yet, adding the game to your Wishlist on their Steam store page [link] will already be a great help. So, if you want to do your part… you know where to go!



https://store.steampowered.com/app/2761800/COMBAT_PILOT_CARRIER_QUALIFICATION/

CLICK HERE TO ACCESS THE PATREON!



Battleship Command, although it is hailing from the same spot in his creator's heart, is a completely different beast. Its single dev, Bracer, has put all his energy in learning all the skills he needed to recreate the ultimate German Schlachtschiff experience! Take command of both Scharnhorst and Gneisenau, and go out there lead the life of a modern-day corsair, until the moment you will not be able to escape the vigilant and vengeful claws of the Allied forces.

[previewyoutube][/previewyoutube]

A lot of thought went into this one, and there is much potential. As you can see in the screenshots, the creator went for a completely uncompromising and immersive adventure - shamelessly dedicated to recreate every inch of every pipe so that you might call these lost giants home.



We are happy to have given him a small token of help in the past, and we will be following his progress with great interest indeed. He doesn't have a steam page juste yet, so if you want to know more about him, the best is probably to join his discord BY CLICKING HERE!

[previewyoutube][/previewyoutube]



Last but not least, allow us to introduce Cyril Jarnot, the French designer behind Carrier Battles 4 Guadalcanal, a game that remains, quite stubbornly and successfully, the best modern recreation of Carriers at War adrenaline (click on the pics below to go to the CB4G Steam Page). The place looks familiar to the players of the demo, doesn't it? For good reasons, obviously...!



Carrier Battles 4 Guadalcanal provides a hex-based, turn-based strategy experience focusing on historical carrier battles in the Pacific theater like no other – and with multiplayer to boot! Players manage fleets, launch air missions, and engage in reconnaissance, all within a framework reminiscent of traditional board wargames. The game emphasizes strategic planning, with fog of war mechanics and the need for meticulous scouting and timing just like ours – and even better: it is scheduled for a big update in the few months ahead, which will modernize it all around. She’s a keeper, you can believe us.



Wanna know more about that fantastic piece of PTO fun? Just click below, it's for sale online on Steam and quite the good deal when it comes to the number of hours you will spend playing it, waiting for the final version of our game!

https://store.steampowered.com/app/1163340/Carrier_Battles_4_Guadalcanal__Pacific_War_Naval_Warfare/





There there, guys. Hope you had some fun. Thank you for following us, for supporting us, and see you soon for new adventures - we're nearly there, and we would be nowhere nearly there if it wasn't for you!

Cheers & take good care, all of you!

The State of the Demo & Kickstarter - Statistics, Changelog & Stretch Goals



Dear players, supporters, and friends of Task Force Admiral,

We are thrilled to announce that the player base for the Task Force Admiral demo has surged past 40,000 downloads and activations. Yes, more than 40,000 people have tried our game. According to Steam's data, out of 30,000 users with measured playtime, the average duration was 2 hours and 23 minutes. Impressively, 18% have played for more than 5 hours, which is remarkable considering the limited content available!

We will not let you down. We are currently developing several improvements and surprises for the demo. To start, we will continue to support it by squashing as many crashes and debilitating bugs as possible. The latest changelog can be found at the end of this post.







[h2]Current state of the demo & kickstarter[/h2]

The demo is being patched almost daily and will soon enter a phase where we start adding small, incremental content all the way until the end of the trial period. Yes, Next Fest was a fantastic time for us as we celebrated the Steam festival with you. Just as the demo was available before the festival proper, we are keeping it online until March 22nd, coinciding with the end of the Kickstarter campaign.



Regarding the Kickstarter campaign, it is going exceptionally well! We are nearing 1000% completion of our original goal and are well on our way to reaching the next stretch goal, which includes native support for Tacview. We explain here and here why this is not just a minor, inconsequential addition. It serves a greater purpose, and we're excited to achieve this milestone within the next few days. Once we reach that point, brace yourselves for the next step - it will be quite cool, believe me!



Need some cues on how to play? Worry not! Besides Wolfpack's excellent early video now featured on our steam store page, have a look at these vids - his part 2, of course, but also the fantastic contributions of RAMJB, Ryu1940 and The Warsimmer who will walk you through every single function in the demo - some you might not even know existed in the first place!

[previewyoutube][/previewyoutube]

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As for the limitations of the demo, it's important to clarify a couple of things. Two features are currently unsupported (even if, under the right circumstances, they might seem viable): maneuvers near land masses (due to the absence of actual pathfinding for our AI) and surface combat (which is currently only implemented as a token defense system for your ships). There's no need to report issues with these; they are intentionally not fully implemented yet. To the question, "Will they be supported?" I can assure you, "They certainly will!" Just not in this demo, not yet. And for those who might be tempted to venture too far north, be aware that you might get a "bloody nose" when our content update hits Steam sometime next week...





[h2]Bring out the big guns and damn the torpedoes![/h2]

About that, if you really want to use guns, allow us to show you an alternative that happens to be already available in the line-up of our publisher: Boat Crew!



https://store.steampowered.com/app/1633370/Boat_Crew/

Back in the day we were pretty happy to introduce the team to our publisher, and so far it seems it was a great match indeed. Ever since then, Boat Crew has improved, found its public, and grown a fond community receptive to its easy-going - yet comprehensive approach to the topic.



Boat Crew now has it all, including big friendly guns and aircraft carriers, for more and more extreme violence in the Slot. We'll get to revisit the era & the area soon enough in our own way in Task Force Admiral, but until then don't hesitate to give the game a chance, the team sure deserves some love, and is on its way to accomplish even greater things, as one can easily see in their choices of gameplay modes & units.





[h2]Demo Changelog[/h2]

Last but not least, here are the latest changes made to the demo over the past days.

LATEST UPDATES & BETAS CONSOLIDATED CHANGE LOGS : 05-03-2025

Note: changes made to both build (stable & beta).

STABILITY
- Another array of 10 different crashes has been identified and solved
- Fixed a bug that divided a task force into smaller chucks when speed was set too high

USER INTERFACE
- Added a small widget on the left of the air ops timeline to improve feedback about the air ops status aboard the selected carrier. A fly-over info tooltip will provide you with context on demand

GAMEPLAY
- Greatly improved timing of scout missions landings. Aircraft from these missions will land back on carrier at least three times faster
- Improved ship-to-ship avoidance logic
- Clamped waypoint max speed to the fleet's slowest ship, outside of damage. Note that a damaged ship will fall behind the formation until it is detached by the player, as designed
- Improved fighter AI behavior
- Improved large strike package formation keeping and behavior

IMPORTANT NOTE

- Some of the changes brought to the aircraft AI mean that older saves are unfortunately no longer compatible with the current build. We apologize for the inconvenience.

Big thanks again to all the players who provide us with the vital intel allowing us to catch 'em bugs & hunt down 'em crashes. Everybody have a great time!

For a complete changelog updated regularly, please refer to this topic in the relevant Steam discussion forum.

Thank you all for your time and friendship, and see you up there in the skies over the Coral Sea!

The DDG Team

36 hours into the demo & 10 000 players later!

Dear all,

Thank you very much for testing our demo over the past couple of days. As expected, it hasn’t been a smooth ride - after all, this is a demo of our current beta, and there’s still a lot of optimization left to do.

We've had to sift through hundreds of reports covering all sorts of issues, from crashes to texture problems and GUI glitches. We’re incredibly grateful for the community’s help so far, as it allows us to make adjustments ahead of the proper Steam Fest. The Kickstarter has also been a great success, proving that quite a few of you have enjoyed the experience, even with its current limitations. The demo has already been downloaded more than 10,000 times, and this is just the beginning. To those who might still have questions or don't find their answers in the demo guide, please have a look at Wolfpack345's video on youtube, who will take you step by step through the current mission. Part 1 is live!

[previewyoutube][/previewyoutube]

As for our immediate plans, we’ve been rolling out fixes at a hectic pace since release. Our top priority is addressing the most critical crashes, followed by fixing gameplay-affecting bugs. Sometimes, these fixes may introduce new issues of varying severity - that’s the nature of testing without the luxury of a full QA cycle. Once we’ve tackled the major bugs, we’ll focus on refining the gameplay experience and possibly adding some extra fun to the demo. We sincerely appreciate your patience and understanding—there’s still a lot of work ahead!

For those experiencing issues, please create a thread in the dedicated MicroProse Discord channel (the fastest way) or post in the Steam general discussion section (which may take a bit longer). We’ll do our best to address your concerns, but please understand that there’s only so much we can handle each day. Thank you for your patience once again.

We’re actively reading the forums. Unfortunately, we can’t respond to every topic, but we’ll do our best. A huge thank you to those who support and believe in us. If you have unanswered questions, feel free to ask. And to those who disagree with how we’ve handled this project, we still appreciate you giving it a shot.

As for the Kickstarter, it's going pretty well too - we reached our initial objective within 2 hours of launch! Nearly all stretch goals were unlocked already, and we're thinking about what's next. We'll make sure though that it doesn't take priority over fixing what's been shown to be broken - that remains our one priority.



Above all, let’s keep things civil and respectful between you and us, and between yourselves. No need to start flame wars or throwing names. Thank you for your cooperation.

See you soon for some more good news, hopefully!

Cheers,

The TFA Team

[Image credit - thanks to Katen_SM for the lovely screenshots!]