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Task Force Admiral News

Demo & Kickstarter : it's alive!

Greeting to you all, Task Force Admiral followers !

It is going to be a very short update (the shortest ever, but it's been quite a day!). Let's be efficient, because some of you will be impatient to go out there have fun.

First item: our Demo is ready! Just head to our store page, and it's there, in a glorious green button.



https://store.steampowered.com/app/1281220/Task_Force_Admiral__Vol1_American_Carrier_Battles/



Second item: our Kickstarter campaign is live! Click below to go have a look and tell us if something inspires you! It will be up for 30 days or so, so take your time to see if there's anything you like in there, and don't hesitate to ask around if you need more information!



And last but not least, a nice KS launch trailer from JP Ferré!

[previewyoutube][/previewyoutube]

Take care, everyone, and tell us what you think!
Cheers,
The TFA Team

The Task Force Admiral Team

Stretching for the skies - Good Wishes & Stretch Goals (KS Update 3)

Greeting to you all, Task Force Admiral followers !

First of all, best wishes of good health & happy life to you and all your loved ones. The team wishes you all the greatest things - and hope to spend this new year along with your soon enough.


(alright it was the Christmas card, but it looks too good to be left behind - say hi to Taffy!)



Regarding our Kickstarter campaign, please refer to post #1 & post #2 on Steam for a proper intro. I will still copy paste a remark I posted a few days ago as for the reason why this campaign exists in the first place, as a quick recap :

The Kickstarter is about the physical box, plain & simply, with extra steps - that is, a digital option to allow those who want to support without getting a box to do so (with some extra contents), beta access & stretch goals. We still have dev money, it won't make it happen faster or slower (just happen bigger).

As for what the demo will be about, allow us to direct you towards this preview from Tim Stone on TallyHo Corner, which will give you a small taste of the things to come.



As for the Kickstarter proper and to be kept updated, this way below, please:



One side we have not talked about just yet is that one interesting perk of running a campaign on Kickstarter : the famed stretch goals.



What’s a stretch goal ?

A stretch goal is like the bonus level of a video game: you’ve already crushed the main challenge (funding the project), and now you're unlocking extra cool rewards! It’s our way of saying, “Hey, let’s dream bigger together and make this project even more epic!”. It’s not about adding new perks to the game which will not slow down development, but make the gameplay more diverse, making good use of the simulation engine we developed for what remains, first and foremost, a strategy game.

So, what do we have in store? You’ve seen these items mentioned already in the survey you filled over the last few weeks – but let’s get into more details here and now. It’s not about hubris or getting over- optimistic about the campaign, for these goals might not all be attainable the first time, but they do remain medium-term relevant objectives.



Stretch goal 1 – Tiny 3D Crewmen!






We’ve heard your cries from the crow’s nest! Everyone loves those little guys scurrying around on deck, and we’re just as excited to bring them to life. Help us hit this stretch goal, and we’ll populate the decks with charming (but static) crewmen to add some life to the action.



Picture them standing ready at their posts, dodging imaginary seagulls, or just looking busy—until the chaos of combat hits. Don’t worry, we won’t leave them stranded during a sinking ship scenario! They’ll even strike dramatic poses for specific action triggers like air operations and action stations. The crew is standing by... ok, still & a bit stiff, but better than ghost ships, I suppose!





Stretch goal 2 – Orchestral Soundtrack!




Ready to take your ears on a journey? Our legendary musical duo, Aleksi Aubry-Carlson and Jonathan Figoli, have crafted some amazing tunes, especially those of Cold Waters, War on the Sea, Xenonauts, and more recently Sea Power — but now they’re dreaming big as far as Task Force Admiral is concerned. With your help, we’ll level up the game’s soundtrack by teaming up with an orchestra for some live performance-powered music!



Imagine the stirring melodies of air and naval combat performed live, sending chills down your spine as you lead your fleet to glory. Think Silent Hunter, Battlestations, and War Thunder, cranked up to eleven with orchestral magic. Your fleet deserves an epic soundtrack, so they’ll be making just that!



Stretch goal 3 – It might be 1943, yet the Pacific Air War continues in TFA!




Do you hear that? That’s the roar of Corsairs and Hellcats taking off! Help us hit this goal, and we’ll expand the timeline to include the climactic battles & what-ifs of 1943. Join the fight with Essex-class carriers, Iowa-class battleships, A6M5 Zeros, and more, as the Solomons campaign heats up and the skies over Bougainville and Rabaul become a battlefield of legends.





Stretch goal 4 – Flyable Fighters: Be the Fleet’s Defender!




Ready to suit up, ace? This stretch goal puts you in the cockpit of your pixel fighters so that you might get dirty. Barrel-roll through flak, chase down torpedo bombers, and go head-to-head with the dreaded Zero in exhilarating dogfights.



Think of it as your “top gun” moment—diving through enemy formations, skimming the ocean’s surface, and saving your fleet one fiery fireball at a time. If you loved the nostalgic thrills of Pacific Air War and the ability to jump into the cockpit in the heat of the action in the carrier battles mode, this is your chance to relive just that, joystick (or mouse) in hand!

[previewyoutube][/previewyoutube]

We will include a crude experiment in the demo of how it might feel like in-game (see above for a video posted on Youtube a few weeks ago). If you're into that sort of fun, give us a hand and make it happen for real with this stretch goal.



Stretch goal 5 – Controllable Anti-Air Mounts!




Do you have what it takes to man the guns yourself? With this optional mode, we’ll let you hop at the commands of a 20mm Oerlikon, a 1.1-inch "Chicago Piano" or a 40mm Bofors twin-mount and take the fight directly to the incoming planes.



Feel the adrenaline as you track targets, unleash flurries of bullets, and try to keep your cool under pressure as Kate skim the waves on their way to scalp you. Can you stop that last torpedo bomber before it gets through? Or will you shoot down that helldiving Val seconds before its bomb gets released? This is your moment to shine—or to feel the sting of salty sea spray on the first row in defeat!



Stretch goal 6 – Animated Crewmen & Activity in the Flag Plot!




Who wants static when you can have cinematic? With this stretch goal, your tiny 3D crewmen come to life—running, saluting, scrambling to action stations, and who knows what!



But wait, there’s more! We’ll also bring the flag plot to life with officers and sailors moving around, pointing at charts, and coordinating the chaos. Imagine the default in-game view pulsing with activity, like it’s been done in submarines games since Silent Hunter 3. Pushing the boundaries of your own naval drama is what Task Force Admiral is all about!



Stretch goal 7 – Controllable Ships!


You’ve mastered the skies of the Pacific, but can you handle the rough seas from up-close? With this stretch goal, we’ll let you take direct control of ships in the most intense naval battles of the Pacific. Command your destroyer through a night battle, dodge incoming torpedoes, and unleash fiery broadsides in the perilous waters off Guadalcanal.



Whether it’s day or night, surface combat or shore bombardment, this mode lets you captain the action and builds upon the foundation of our out-of-the-box surface combat mechanics. Get ready to channel your inner naval tactician—because every wave brings new challenges... or a spread of long lances in the Iron Bottom Sound!







Here. We hope it kinda sums up the possibilities offered by this campaign. Stay put, a few weeks still to wait, and it should hit the digital world in full swing.

Take care, everyone!
Cheers,
The TFA Team

The Task Force Admiral Team



(Follow us on our social platforms on the widgets below!)

Q1 2025: TFA on Kickstarter + Demo + Survey (KS Update 2)

Greeting to you all, Task Force Admiral followers !

So, in our very last update we talked about the reasons why we’re going for a Kickstarter. If you are still unsure of our motivations, please do head over there for the extra intel. Today we’ll be talking more about what you’ll find in that big box of fun. All these contents are to be taken as previews and the final items featured in the campaign next month might differ a bit, but it's a good start.

Talking about good starts, those who want to be kept updated about the launch are welcome to go over to Kickstarter & follow us by clicking on the relevant button.



As for the rest, let's go!

The tiers & the rewards


Although we cannot share absolutely all the details just yet, we have progressed far enough to provide you with a solid preview of what’s coming.

First of all, this campaign will give you access to both digital and physical rewards. These are distributed across a variety of tiers (nine in total), ensuring that every backer can find something that fits their expectations and budget.





[h2]The digital tiers (Delivery: late 2025)[/h2]

The digital tiers offer a lightweight way to get what you want without the hassle of storing a physical box at home. Beyond the donation tiers for those who simply want to buy us a coffee, you’ll have access to a basic digital edition (a key for the game upon release) and a deluxe version with extra digital goodies. The deluxe version also grants you access to our private beta, allowing you to play along with new builds as they go online, all the way up to the full release.



The Deluxe edition will also include the fantastic work Aleksi Aubry-Carlson & Jonathan Figoli have authored for Task Force Admiral, in a high-fidelity format. If you liked their work on Cold Waters, War on the Sea and Sea Power, we are pretty sure you will love this one too!





[h2]The Physical Tiers (Delivery: Early 2026)[/h2]



The physical tiers are for those who love the tactile experience of owning something. It’s a nostalgic throwback to the 1990s, when buying a game meant getting a real box with more than just discs inside. For anyone over 40, this was a cherished ritual—unlike later generations who grew accustomed to DVD cases or purely digital purchases.



Back in the day, boxes from publishers like MicroProse weren’t just glorified containers for floppy disks; they were treasure troves filled with comprehensive manuals, real-life anecdotes, unit references, and battle histories. Classics like Task Force 1942 and 1942: The Pacific Air War even included separate volumes for their manuals and historical supplements. We aim to honor this legacy by adopting a similar approach, paying homage to the games that first introduced many of us to the PTO over 30 years ago.





[h2]The “Crazy” Tiers (Delivery: Fall 2025 for the extra rewards)[/h2]

For those who want to leave their mark, we’ve designed a few exclusive rewards that offer unique opportunities only a crowdfunding campaign can provide. If you’re someone who loves to make things personal, these are for you.



We are designing a challenge coin to celebrate this event. Although it’s still in development and requires refinement to ensure it can be sculpted properly, here’s a small preview. Additionally, our talented artist Julien can immortalize you in the game—whether through a custom in-game portrait or a personalized loading screen, available in both digital and print formats.





The Timing & the Demo


We’ve pretty much finalized the timeline for the campaign, which we’re targeting for January 2025, provided everything stays on track. Kickstarter has already greenlit our landing page, so feel free to head over and click the “Notify Me” button to stay informed about the latest campaign developments.



To ensure a smooth launch, we’ve focused heavily on finalizing our demo, which will include a few key features we’re very excited about. Staying true to the tradition of classic games, this demo will allow you to judge for yourself whether Task Force Admiral is worthy of your time, attention, and hard-earned money. The demo will feature:

  • One historical scenario, centered on the carrier battle of May 8 in the Coral Sea between Task Force 17 (Yorktown & Lexington) and Carrier Division 5 (Shokaku & Zuikaku).

  • A functional carrier engagement generator, enabling you to customize a quick 24-hour engagement.

  • A preview of our first- and third-person control systems for fighter aircraft, showcasing some dogfighting action.




We hope these features will keep you entertained for a few hours and provide enough content to make you confident in our goals and the potential of our technology. The demo will only be available during the campaign’s duration (approximately 30 to 40 days).



The Survey


Now it’s your turn to give us some feedback. After reading about what’s coming, we’d love to hear how you feel and what you’re planning to do. Head over to our survey and share your thoughts about the campaign. This will help us make any necessary adjustments ahead of the Q1 launch.

You can access the survey by clicking on this link below or by scanning the QR code. A big thanks to everyone for your kind help!



At any rate, if you’ve made it to the end of this update, our deepest gratitude for the support you’ve shown over the years. This campaign marks a significant milestone for all of us, as Task Force Admiral continues to grow into something tangible. Stay tuned for more updates before the campaign launch, and thank you in advance to everyone who helps spread the word.

Take care, everyone!
Cheers,
The TFA Team

The Task Force Admiral Team

We’re back! A taste of things to come in Task Force Admiral (KS Update 1)

It’s been five long years since we began this journey publicly with our reveal on YouTube. No one feels that passage of time more than we do, believe us — our lives have been completely consumed by this project since then, especially for Jean-Baptiste, our sole developer.

[previewyoutube][/previewyoutube]

Make no mistake, if we could have released sooner, created a smaller game, or worked on a simpler endeavor, we would have. Perhaps it was hubris—but that same hubris kept us going despite the time invested, the setbacks faced, and the frustration of not yet having something playable to share with you.



Where we've been at


Although the pace of our Steam updates might have suggested otherwise, we have never let up on our development efforts—quite the opposite. Those who know us and follow us on social media are well aware of our steady progress, and there hasn't been a single week since our last Steam update that we haven't shared our efforts and achievements with our community. We chose to focus on the work itself, saving our energy on Steam (an interface not particularly suited to regular updates) for a more impactful announcement that would mark a significant milestone in the development of our video game. Today, that day has come.



[h2]Building a world one stone at a time[/h2]

As for "the meat" of the game itself, we have made significant strides in further integrating our graphics and sounds into the larger game world to make it more vivid and immersive. Hope we're getting there - you'll be judge of our progress soon enough hopefully, but until then here are a few nuggets of contents released over the previous months that will give you a clear indication of what we're aiming for.

[previewyoutube][/previewyoutube]

We are of the opinion that the sound atmosphere is crucial for creating a deep sense of involvement, as it immerses you in the experience and makes you feel like a true part of what's happening. Sounds are often your primary sensory input for what’s happening around you. The hum of engines, the crackle of radio transmissions, the distant roar of enemy planes, or the ack-ack of anti-aircraft fire — they all contribute to making the game world feel alive and reactive to your presence.

[previewyoutube][/previewyoutube]

Our goal is to make you feel right in the thick of the action, involved in the consequences of your decisions in the field, rather than feeling distant & safe. We want sweat, virtual eardrums bursting, and virtual smoke filling your screen. We’re just getting started, but it’s off to a rather OK start, if we can pat ourselves in the back.



[h2]Building an interface, switch by switch[/h2]

[previewyoutube][/previewyoutube]

The biggest remaining task alongside developing the virtual world was creating the entire interface that enables players to interact with their own forces and those of the enemy. This includes nearly all the tools needed for a so-called “diegetic” representation, aiming to enhance immersion by using graphics reminiscent of the actual tools of that era, in addition to more modern-looking indicators available in the menus on both sides of the screen.

[previewyoutube][/previewyoutube]

A diegetic graphical user interface is a type of game interface that is designed to blend seamlessly with the game’s world, as if it’s a natural part of the environment rather than an overlay. This approach uses elements that characters in the game could realistically see, hear, or interact with, rather than purely visual aids meant solely for the player.

[previewyoutube][/previewyoutube]

In Task Force Admiral, most of the planning tools are designed to be diegetic, fitting naturally into the game world. However, we don’t see the non-diegetic approach as incompatible—quite the opposite. Non-diegetic elements offer practical alternatives, and we strive to keep these elements visually aligned with our aesthetic choices while still providing you with quick and efficient information.

[previewyoutube][/previewyoutube]

So, that was a small report about what we did during that time. But what about we're about to do in a couple months from now? Well, if you're into some extra intel, here's the dope...



The World of Tomorrow


[h2]The Kickstarter[/h2]

First thing first, let's be clear, it is not about funding. We do have other avenues of financing ourselves, so it is not really the focus on this campaign. There are many ways to raise funds in this day and age, and a Kickstarter campaign is just one way among many others. We could very well launch Task Force Admiral in early access, or make people pay for a beta. But this is not what this is about. It's more about what we can do, using the tools of today, so as to recreate the full experience of what we had back in the 1990s, at the time of the prime of the original MicroProse: big boxes.

Disclaimer: goodies & all still very much work in progress, the KS landing page should come in very soon!

I know, it's 2024, why still do things the old way? Nostalgia is hard to explain, but easy to diagnose. These behemoths are relics from a time some of us in our 40s something probably remember with much kindness. Preparing for this kickstarter was the opportunity for us to embrace that dream of ours - actually owning a game box, of our own game, while satisfying a urge that has been progressively denied to gamers since the turn of the century.

https://www.youtube.com/watch?v=sWLMbmAv0tg
For the younger ones among you who might wonder what's a big box (courtesy of the excellent channel Ahoy)

As MicroProse has made experiments already with a prototype game box for Highfleet (a gem, this one, don't forget to go check it out too if you haven't heard about it), we felt it was time to try our luck with our community. As Task Force Admiral's fanbase has grown over time and has often mentioned its willingness to give us a hand, this Kickstarter allows us to provide you with such an opportunity - by either supporting us with a digital pre-order, or indulging in the guilty pleasure of owning a big, heavy box full of old-fashioned treasures. The choice is yours, starting Q1 2025!





[h2]The Demo[/h2]

Since it wouldn’t be fair to ask for your support without showing you what we’re working on, we’ll be releasing a demo on the same day we launch the Kickstarter campaign. This will give you a taste of what we’re building, though, of course, some smaller features will still be disabled as they’re not fully finished. That said, the game is already in a playable state, and we’ll do our best to make this demo as enjoyable as possible.



We’re also hoping to include a few prototype game modes for you to try out during the Kickstarter campaign. These modes could steer the game’s future direction once we wrap up the core experience, and they’ll make ideal stretch goals. More on this and much else in our next update, as soon as our new website and Kickstarter landing pages are live!





[h2]The Sea Power[/h2]

[previewyoutube][/previewyoutube]

Of course, we couldn’t post today without giving a shoutout to our friends over at Triassic. We’ve been long-time companions, joining the label at the same time and supporting each other however we could along the way. Words can hardly capture the pride and happiness we feel knowing they’re nearing their big moment. If you haven’t heard yet (though, honestly, they probably introduced you to us), Sea Power is hands-down the most significant and promising game recreating naval warfare in the Cold War era—a true successor to Fleet Command that you didn’t even know you needed. Launching in Early Access, it’s a solid offering—give it a try! We’re confident it’s worth the investment, and that's hardly a dangerous bet! We don't believe many of you, if any, will be disappointed by this masterpiece. Fair winds to them.



As for you, go get 'em vampires & hurt them bad! Launching November 12 everywhere in the world!

https://store.steampowered.com/app/1286220/Sea_Power__Naval_Combat_in_the_Missile_Age/



I guess that'll do for us being back in action.

Believe us, we’d love to speed things up. But patience brings the best results, or so they say. For those feeling the wait, we apologize for the delays. And to everyone sticking with us on this journey, our deepest thanks!

To those who might be reading us on November 11, please have a quiet Remembrance Day, wherever you might be from, and stay safe. See you soon, and take care.


The Task Force Admiral Team

A final, happy new year? Task Force Admiral Devlog #13 (Winter 2023)

Dear Fans,
Dear Followers of Task Force Admiral,
Old & new,
Welcome back!


First of all, allow us to dastardingly use the opportunity of this all-too-rare Steam update (oh, if that stuff could be made easier & faster, God knows we’d post more of them!) to wish you a Happy New Year, and great success & happiness – and health, more than anything else – for the year to come. To you, and all your loved ones.

By Julien our illustrator. Thanks to Taffy for finding some time to say hi to the boys!



Months have gone by, worked has piled up, and with the videos doing their good job online it felt that the weekly updates you get on the social platforms was a fair way to keep you all updated. We do understand though that some of you ain’t too hot about having a Twitter, Facebook or Discord account to enjoy properly the fruits of our progress. This post kinda is for you.

[previewyoutube][/previewyoutube]

It would be a bit long of a story to tell, but let’s say that things got really hot, really fast this Summer. As we decided to go for a slice to run on the computers of our collaborators and a select few contents creators, we wanted to use this opportunity to deploy the stuff at the larger scale – it meant making sure that it was good enough to be used in a video, despite all its rough edges and limitations in the day. It was also a fantastic way for us to collect additional feedback in regard of how the game runs, on a wide selection of hardware. So far so good: the games runs well (courtesy of Jean Baptiste’s healthy obsession for optimization, for sure)

[previewyoutube][/previewyoutube]


In that regard, let's help some of you play catch up. Here's some contents from your favorite contents creators, all trying out our (non-playable) slice. Those who had been thirsty for contents will probably be in luck.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

For those who'd rather have it in Spanish, we have that too!

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

Japanese? No problem!

[previewyoutube][/previewyoutube]

As for Chinese, you'll find us on Bili Bili easily enough I am sure.

Big thanks to them all contents creators, above and many others who might not be above, but still had the kindness to share their experience and post contents. Every view on your videos delight us and give us some hope that we are working towards something that matters.

As for what's next: what’s clear is that we’re now seeing the light at the end of the tunnel, and what remains to be done before a fine demo is made is easier to plan for. But that’s a hell of a tunnel still ahead of us, we ain’t gonna lie, even though we're all set for 2024. At least, we’re lucky to be in the right company for the trek, and we’ve walked way too far down that hole to fail at that point, save for a cataclysmic event. So, rest easy, things are moving forward, and we're getting the stuff ready to roll, especially for the future KS campaign for a fine box, manual & goodies included.

We sure wish they could move faster, but good things take time, as they say. For those who can't wait, I am sorry for the pain we inflict on you. To those who will still stay along for the ride, our thousand thanks...!

And to you all, once again, Happy New Year, Cheers and stay safe!

The Task Force Admiral Team