[EA SITREP #1] A busy week - what has been done and what lies ahead
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Note & credit: all the screenshots were provided by players on the game's discord. Big thanks to them![/p][p][/p][p]
[/p][h2]Current Status[/h2][p][/p][p]The first three days since the Early Access release have been stellar, exciting, and challenging. This update gives me the opportunity to thank all our players for their kind support during this critical moment. We did our best to be transparent. At times, for various reasons, this may not have been obvious, as it can be difficult to convey that kind of information outside of the news section.[/p][p]Most players, I believe, are adults who know what they’re buying. They understand that we’re attempting something fairly unique, with means that are what they are. If the whole team were in the same place, we’d probably be working out of a garage. Does that excuse everything? Certainly not. But it’s important to understand what kind of product one is committing to when buying into Early Access: it is about supporting us and our project with a premium, and in no way does it mean we can suddenly reach AAA levels of quality and development overnight.[/p][p]Early Access was also primarily a way to provide our early Kickstarter backers with the access they were promised within a reasonable timeframe. In the meantime, please keep in mind that you are playing a version that is incomplete and subject to regular changes. We greatly value the feedback you send our way, especially whenever you encounter major issues, whether gameplay- or system-related.[/p][p]At the end of the day, this is a handmade experience, crafted with all the care and attention you would expect from traditional artisans. That said, don’t buy it if you feel it’s not yet up to your expectations. We would rather have happy late players than disappointed early ones. We’re not going anywhere: a 10% discount will naturally return every few months during major events, so there’s no need to rush. Join us when you feel the state of development justifies the price. That’s perfectly fine. We hold no grudges, and we’re certainly not trying to force anything on anyone.[/p][p]Launch is, of course, a critical moment in the life of a project, so we are especially thankful to those of you who are enjoying the game and are willing to leave a positive review. We’re currently hovering on the edge of “Very Positive,” and if you want to help us, a few kind words in the review section can truly go a long way toward securing TFA’s future.[/p][p][/p][p]
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[/p][h2]Improving Accessibility and Learning[/h2][p]One of the most consistent pieces of feedback we have received concerns the learning curve. This is a valid concern, and we acknowledge that onboarding can and should be improved.[/p][p]Several core systems are still undergoing refinement, which complicates the creation of long-lived instructional material. We have also observed that many questions raised by players concern features that already exist but are insufficiently documented or communicated. Improving clarity and accessibility is therefore a priority.[/p][p]Planned actions include:[/p]
[/p][h2]Weekly changelog[/h2][p]To avoid wasting space, here are the changes made to the game since the Early Access release. As you already know, the changelog is visible at game startup, but for clarity, we’re also listing it here. It will also be shared on Discord.[/p][p][/p][h3]29/01/2026[/h3]
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[/p][p]Again, thank you all for following us and giving Task Force Admiral a chance. It's still quite the journey ahead, but we'll be happy to spend that time in your good company. Welcome aboard, and let's get serious![/p][p][/p][p]With love,[/p][p]The TFA Team[/p]
- [p]The introduction of a video-based instructional layer, providing short, focused explanations of interface elements at each station.[/p]
- [p]These videos will form the basis for multilingual support, with the goal of enabling future interface localization.[/p]
- [p]Video scripts will be reused to build a structured knowledge base for the manual.[/p]
- [p]Manual development will continue in parallel.[/p]
- [p]Interactive tutorials will be introduced later, once all major systems are finalized, to ensure their long-term relevance and reliability.[/p]
- [p]Fixed carriers not retrieving aircraft despite being undamaged and having available deck space.[/p]
- [p]Improved torpedo bomber trajectory planning.[/p]
- [p]The TBD + Mk13 combination has been refined to reduce the risk of “aberrations” when finding an attack angle. Feedback, both good and bad, is welcome.[/p]
- [p]The ruler now also displays the bearing relative to true north.[/p]
- [p]Fixed bearings in contact reports.[/p]
- [p]Fixed incorrect radio messages.[/p]
- [p]Slightly increased TBD-1 range.[/p]
- [p]The TBD remains the limiting factor for strike missions, but now has a small range increase.[/p]
- [p]Reworked SOC-1 flight model.[/p]
- [p]The Seagull is now much less viable as a long-range naval search platform. Please be mindful of its limitations, especially speed. Proper mission types for US seaplanes will come in due time.[/p][p][/p]
- [p]Fixed spotting bug placing aircraft over the edge of the deck. Please test several strike configurations in-game.[/p]
- [p]Fixed planes getting stuck on Midway’s runway. This mainly occurred during second strikes. Feedback welcome.[/p]
- [p]Fixed missions disappearing from the AIR panel when a carrier is destroyed. Yorktown can now sink — but its air group will live on![/p]
- [p]Pilots will now redirect to the closest available carrier from another Task Force or to an airbase if their original carrier (or fleet) is unavailable. This is an important change and needs testing. Note that rerouting to Midway currently means you’ll lose control of the squadron once they land for the remainder of the scenario, though Midway will make good use of them.[/p]