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Task Force Admiral News

Fall Update 2025 - News on the Road to Point Luck

[p][/p][p]Hello there, Steam fans![/p][p]It’s been some time since our last update. We haven’t been idle, far from it, so no worries about that. We have some nuggets of interest today, along with a few shots from the work that has been achieved over the last few months. Welcome back aboard & let’s get done with the latest intel digest – and please accept our apologies for the time it took![/p][p]Note: Kickstarter backer have a custom version of this update online on the KS website. Please click here to check it out! [/p]
The Team
[p]The funds acquired from the Kickstarter campaign allowed us to expand the talent pool, hiring some “off-the-shelf” fashion makers from the War on the Sea & Sea Power modding community. They did bring new blood into these old arteries of ours (yeah, 2019 feels like a century ago by now), and are helping much to increase the overall cadence. Allow me to use this article to thank them all for their contribution – in particular Ian, Reis & Skyblazer, with whom you will certainly be very familiar if you’ve been dwelling on the unofficial SP & WotS modding server.[/p][p][/p][p]We have also hired a couple of experts for short-term missions for the animations (more about it below) & the overall action log system, which is about enabling, at first, compatibility with Tacview, and then an actual replay system. All of this is progress happening in parallel, but also remember that we only have one single dev, and as such, more than ever – good things do take time.

[/p][p]Most importantly, don’t take the lack of news as a proof that we were idle or something. We simply had to keep a lower profile, as a couple of us were also in the last leg of their studies (and will defend their respective thesis in the weeks to come), while we were simultaneously working on the future schedule with our publisher. This also meant that the extra help was not only welcome, it was actually decisive in keeping us on track. JB our dev, on his end, took a few weeks of rest before the last development stretch, and we’re going into November with a strong organization and project timetable.

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The Release
[p]
So what are we going for in terms of a deadline? Right now we’re planning for an early access release in Q1 2026.

[/p][p]Why the early access release thing? Several reasons. First of all, we owe a version of the game to the pledgers, and having it in the ballpark of what was promised cannot hurt (well, at least there will be something delivered...). Besides, obviously, the number of new features introduced by the successful campaign means that the game will have to be further developed stage by stage. Selling it as a final product in this state would be deceiving, and EA offers that kind of safe space, an intermediary stage between something not playable and something final that fits neatly as far as the current state of the game is concerned. Besides, it will also allow us to have a price that increases step by step along with the completion of the game – those who will buy into early access will be rewarded compared to those who will buy the final game, as will Kickstarter backers compared to EA & 1.0 customers. It might be all about a few dollars more or less, but the symbolism is important. At any rate, Beta Access players get to play with the exclusive contents a bit longer, so there’s that too.[/p][p][/p][p]So, we know some of you guys might have their reserves regarding Early Access as a release mode. But I’d rather focus on what’s been done right in the past as an example of what we're aiming for. Take a darling of mine, Doorkickers 2 for instance. Or Sea Power, that has built a steady & strong followership a year after a strong EA release. So, yes, success stories do exist, and we’re really going to work hard to emulate them. Obviously, we’ll also do our best to provide you with a working demo – all efforts are now directed at the release so I can’t promise to have the demo hit Steam in due time. Possibly we might be able to refurbish the Coral Sea one for a small early surprise, but no promises there.[/p][p][/p][p] [/p]
The Features
[p][/p][p]As for the features: well, we’re focusing on finishing as many gameplay functions as possible early on, albeit in a playable state, so as to allow the Manual to be finished as early as possible. That necessarily includes the core FPS & Campaign experiences too. That’s for the digital part.[/p][p][/p][p][/p][p]The only exception we’ll concede for now, as far as priorities are concerned, is animated crew. These do take a long time and some dev resources away, and although they aren’t exactly central to the core gameplay experience, they were a much-awaited, popular addition that increases immersion somewhat. Considering the team took a much-needed yet short-lived Summer break, it felt right to use that time to develop these in parallel by hiring a dedicated animator who provided us with top-notch prototypes, and we’re busy adding them in-game as long as he is around to help. Time will tell if these can make it in time for the EA release, but we’ll do our best to provide within a reasonable time frame. They are a rather key “glamour” feature that will help with the game’s appeal, overall.[/p][p][/p][p][/p][p]The second stage of the Kickstarter “animated” stretch goal rocket, which is animated crew in the flagplot, is definitely left for later though. Same with some other features that might sound easier to implement, but don’t really need to be documented, and as such are not on the immediate to-do list – in that category, the museum & the history stuff comes to mind. It’s a necessary evil at first, but it doesn’t make our commitment to make it happen any less real in the longer term. We just need to get a full-featured game going before we can afford more time on the non-gameplay content. So we have all our energies set on making Midway a thing, at least on the carrier side. You’ll end up with a scenario where dozens of ships and literally hundreds of aircraft will clash with each other – a delightful chaos we can’t wait to implement. It’s coming to Beta players as early as possible, with a complete, delightful roster made of Buffaloes, Vindicators, B-26s and B-17s, so you guys stay put![/p][p][/p][p][/p][p]In the meantime, here are a few shots published over the course of the last months, showing some different aspects of our progress. I am sure those among you who know their WW2 stuff by heart will know what they're looking at. We're pretty happy about the research that went into a lot of this, but if you spot a mistake, please do tell us (Midway & aircraft skins being work in progress aside, that is ^^).[/p][p][/p][p] [/p][p][/p][p] [/p]
Bombs Away! Microprose’s New Kickstarter is on!
[p][/p][p]Talking about B-17s, some of you might have noticed that Microprose is now offering a new Kickstarter project. This is a beauty centered on a B-17 crew experience with beautiful production value. It’s not just a matter of promoting something that is completely unconnected to what we’re showing in here. Obviously, the amount of quality and craft that went into that design might get to some extent reinvested in the box edition of TFA, and I’ll probably be able to assess how much of this we can source out while keeping it workable on the price side of things. As for the boardgame, what is there not to love? Lot of dedication went into this, and I still have that “flattopoly” project in a darker corner of my mind that I’d like to pinch next – but the game gotta come out first, so we’ll get back to these shenanigans at a later date.[/p][p]Click on this button to visit the project's page![/p][p][/p][p]At any rate, there is nothing much I can add to all this at the moment. As one can guess, as we are nearing the deadline, updates will be more numerous. If you still have questions, feel free to post them below, or join us on the dedicated TFA discord & don’t forget to claim your privileges over there if you are a Kickstarter OG backer, of course! [/p][p]👉 Click here to join the TFA Discord ! [/p][p]Big thanks again for following us, supporting us & believing in us, and see you for the next stage, soon enough. We are getting there, one effort at a time, and that is all thanks to your kindness and your friendship. We'll keep you updated on our way there.[/p][p]Until then, fair winds and following seas, [/p][p]
Cheers![/p][p][/p][p][/p][p][/p][p][/p]

TFA Demo: Success, Roadmap & Fond Farewell (For Now!)



Greetings, digital Admirals!

It's been an incredible couple of months, and we're still reeling from the overwhelming response to the Task Force Admiral demo. To say it was a crazy ride would be an understatement!



A Golden Waterfall


A staggering 43 thousands of you took to the high seas and experienced the strategic challenges of the Pacific. What's even more astounding is the dedication you showed: an average playtime of 3 hours and 15 minutes per user! This, coupled with an honorable median playtime of 21 minutes – well above the typical engagement for demos – speaks volumes.

In fact, 50% of players dedicated more than two hours to exploring the intricacies of Task Force Admiral truly warms our little French romantic hearts. It shows us that you didn't give up on our vision easily and took the time to delve deep into the gameplay we've been crafting with a passion.



Words can hardly capture the feeling of these past two months, watching our concept navigate the vast ocean of player feedback. Your engagement and insights have been invaluable. We're pleased to see that beyond the bugs & the limitations, our core design decisions and strategic directions have been assessed and validated by a fanbase the kindness of which knew no limits.. A massive thank you to each and every one of you who invested your time and shared your thoughts – you've helped shape the future of this game.

However, even the most thrilling voyages must eventually reach their port of call. The Coral Sea Demo will be taken offline in a few hours tonight, US time. We encourage you to get in a few more sorties and enjoy the experience before the gangway is lifted.



Sighted... Main Body!


This isn't goodbye, but rather a "see you on the next tide!" We're taking all that we've learned and heading back to the shipyards to continue development, fueled by your enthusiasm & by the kind sacrifice of all those who decided to ride with us in the beta testing phase. Here's what they are to expect on our way to our next patrol zone: Midway!



To those who did not join us for this leg, worry not: this next stage is fully expected to deliver a second Demo experience which will allow us to show you the advancement of it all. So stay sharp and stay with us, you're still part of the cruise after all.



As for the few among you who regret having missed the original offering - well we are still in the process of treating upgrade requests for the Kickstarter, we'll get back to you soon, hopefully. We're doing it slowly, deliberately, so as to make sure we're not forgetting anybody on our way there. We'll keep you updated in this very section. Stay sharp for new intel! And if you want the latest dope, never forget - we have our own Discord!

👉 Click here to join the TFA Discord !



Until then, fair winds and following seas,

The TFA Team

TFA: Demo availability, Late Pledges, Discord, and What’s Next!



Dear all,

In this small update, we will be addressing several aspects of the current availability plans for Task Force Admiral. The screenshots featured in this update are taken from the TFA Discord server (courtesy of Hood_fr, nafeij, and Hyacinth). Enjoy the read!



Demo Availability Extended!


Contrary to our previous plans, and considering we have been recently selected to be featured in it, the upcoming Wargame Fest (running from April 28 to May 5) has made it worthwhile to keep the demo online until the end of the event.

While the demo is gradually becoming distinct from the beta experience, the key difference is stability: the demo is stable, while the beta remains in flux. This isn’t about introducing flashy new gameplay modes just yet — it’s more about behind-the-scenes fine-tuning, left and right, We recently reworked the TBD’s flight model, and made a few fixes. Eventually, the beta will diverge more significantly from the demo as we continue squashing bugs and implementing deeper changes. That said, we might push one final update to the demo — but only if we’re confident we won’t break anything in the process. No promises.




Late Pledges & What Comes After (Upgrades, Alt Payment Options)


It's now decided: Kickstarter late pledges will close in a little less than 24 hours, at midnight Eastern Time. Until then, you are still free to pledge through Kickstarter — but once the clock runs out, the platform will no longer be an option. All along these last few weeks, we had an incredible experience with nearly 2500 fans who were willing to give us a chance. Our heartfelt thanks to them for their trust.

(click on the image above to check out our KS page!)

As announced, we have put together a workaround to help those who experienced issues (e.g., failed payments, unavailable credit cards), and to allow upgrades to existing tiers. However, you will still need a Kickstarter account to be eligible, along with a Paypal account.

If you were affected by prior issues - or interested to take part to the adventure - please message the MicroProse profile on Kickstarter with your request (click on "message me" on the lower left corner of the profile), and we will happily guide you through the next steps. Beyond this very last episode, know that buying options will not feature immediate access to the game beta anymore, and will only focus instead on the physical rewards proper, with or without a copy on release.



Task Force Admiral Dedicated Discord Access


Now that the majority of our original backers have joined us on Discord, we’ve decided to open access to the wider public. Feel free to hop in and say hi using the link below.

👉 Join the TFA Discord

Non-backers are welcome! Simply claim the “bluejacket” role upon arrival to access all non-restricted channels - and join the discussion or debates taking place there!

Prefer a lighter experience? You can still follow major updates and conversations via the official MicroProse Discord, where we’ll continue to post regular news.

👉 Join the MicroProse Discord




What’s Next!


No mystery here: our next major development goal is the Battle of Midway. While we regret to say it likely won’t be ready for the historical anniversary, it remains a key milestone in our roadmap (which we will be publishing in our next update).



The sheer scale of the engagement — involving hundreds of aircraft and over a hundred ships of all types — makes it the perfect stress test for both our engine and gameplay systems. We believe we’ve reached the level of maturity needed to push the limits and see if the structure we’ve built holds strong under pressure.



Right now, we're focusing on rebuilding the Midway Island base complex, which will of course play a central role in the upcoming battle. It will serve as an active Allied airbase, hosting a wide array of aircraft types from three different air services — including B-17s, B-26s, SBDs, SB2Us, F4Fs, F2As, PBYs, and TBFs — all operating from the same small island and sharing its fate.



This scenario will also give you the opportunity to take command of Task Force 16, including the legendary USS Enterprise and USS Hornet — two iconic ships we know many of you are eager to lead into battle. All the while, work is also done on other aspects, such as advancing on the 1943 Kickstarter goal completion. Yes, it's taking time, but we are getting there, one 3D model at a time!





Well that's all for today folks.
See you for the next update and thank you so much for following us! And as always, take very good care.

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]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

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

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

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.


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