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Task Force Admiral News

The Demo is available yet again! Happy New Year!

[p]Dear fans,[/p][p][/p][p]As promised, the demo has now been released. We pushed it out a little quickly so that you could enjoy it during the final days of the New Year break. As a result, you may encounter a few minor issues here and there, but nothing game-breaking so far. We’ll begin providing technical support on Monday.[/p][p][dynamiclink][/dynamiclink]Ahead of its Early Access release coming in Q1 2026, Task Force Admiral’s demo lets you take command of Task Force 17 during its showdown against Carrier Division 5 in the Coral Sea, in May 1942. Will you prevail and save Port Moresby, or will Shokaku and Zuikaku prolong Japan’s supremacy over the Southern Seas? [/p][p][/p][p]This new version of the demo includes the following features: [/p][p]• Two single scenarios (one historical, one variant with a new guest). [/p][p]• A functional Battle Generator using the scenarios’ assets. [/p][p]• Take control of your friendly fighters in 1st- and 3rd-person view to defend the skies over your Task Force! [/p][p]• Compatibility with Tacview to review and assess your accomplishments. [/p][p]• Updated gameplay and graphics. [/p][p][/p][p]If you have issues, either post about them in the dedicated channel on discord or feel free to share them in this dedicated discussion room. [/p][p]Good luck, Admirals. Happy New Year, Best Wishes of Good Health — and stay sharp: on to the decisive year![/p][p][/p][p]The TFA Team[/p][p][/p][p][/p]

Christmas Update 2025 - Demo, Release Window, Pricing, Progress & More!

[p][/p][h3]Dear Friends, [/h3][h3]Dear Fans,[/h3][p]Welcome back to our December SITREP! New stuff spotted ahead, fasten your seat belts and let's dive into this serious business.[/p][p][/p][p][/p][p]Hope you’re having a great holiday season right now. We are taking a short break for a few days to spend some time with our loved ones too, which gives me the opportunity to provide you with some news.[/p][p]First, the important stuff: the Demo is about to return![/p][p][/p][p][/p][p][/p][h2]THE DEMO[/h2][p]We will re-release the Demo next week. It will contain the original content, along with an extra scenario (a variant of the base scenario "Of Cranes & Patriots"). New objects featured in said scenario will be available in the mission generator too.[/p][p]The real added value isn't really found in the scenario itself—it is more a matter of providing you with the latest gameplay options and GUI improvements made over the last six months. The most obvious change is the ability to jump into the cockpit of one of your F4F fighters at any time, whether it is involved in a Combat Air Patrol or on escort duty for a strike. Those who were disappointed they couldn't influence the outcome of a tactical battle will now be able to get directly involved, and try to prevent your carrier from taking that extra bomb or torpedo in the face. Obviously, it’s all optional, so it will not change your core game experience. Access this feature at your own discretion.[/p][p][/p][p]Apart from that, improvements also include Tacview support. We will introduce a full library of 3D models over time so that you can survey the battle properly without having to come across the odd jet fighter placeholder. It's not a huge priority right now, but it’s good enough to allow you to dissect the events and understand where things went right—and when they went wrong. The free version is enough, of course.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][h2]THE PROGRESS[/h2][p]Most of our time over the last few weeks has been dedicated to the construction of Midway Island, AI routines for bombardment, the corresponding special effects, etc. Basically, we want to release the game with Midway fully operational. Once that is the case, we’ll have honed our skills and will be able to build the other bases with a little less friction overall—but until then, it’s a demanding job at the center of our immediate priorities.[/p][p][/p][p][/p][p][/p][p]As you can guess, fleshing out the Kido Butai is also part of this deal. We went the extra mile with the Kongo sisters, who are getting special treatment to reflect their diversity—which is not only about aesthetics, but also implies changes to their light armament, among other things. New other smaller combatants have joined the roster too, and will ensure that Task Force Admiral will provide the Combined Fleet with an array of assets that has rarely been seen in 3D until today.[/p][p][/p][p] [/p][p][/p][p][/p][p][/p][h2]WHAT’S NEXT[/h2][p]And, yes of course, the release proper—well, we’ll make no mystery of it. It is set for the end of January, possibly early February if things don’t go 100% according to plan (but we hope to meet the deadline in good order). It will be a bit bare-bones perhaps for those who have played the demo extensively, but Midway should be absolutely playable, possibly with half a dozen or so scenarios and variants making the best use of available objects and settings. We aren't promising something revolutionary immediately, but the goal is to provide our Kickstarter backers with access to the game within a reasonable timeframe, and we’ll keep building from then on. Obviously, early access means that there’s still much work to be done, but we’re getting to the point where it’s more generic work than fundamental work, considering the game mechanics and stability seem strong enough to us.[/p][p]At any rate, those who might harbor any doubt are welcome to try the demo before buying, or keep the demo as long as needed until they consider our pricing fair.[/p][p]Said pricing is not going to be "hardcore wargame" premium. Something closer to what you had with Sea Power. The final call will be made at the time of release, based on immediate business considerations. We do hope, though, that the presence of a demo will help ensure that everybody knows well in advance what they’re getting, so that no misunderstanding sours our relationship with future newcomers to our fanbase.[/p][p][/p][p][/p][p][/p][p]At any rate, we wish a Merry Christmas—and Happy New Year—to you all, our dearest friends. Stay around, it’s getting closer, and we mean it! If you want to be kept 100% updated, don’t forget to follow us on Discord, or on one of our multiple platforms (X, Facebook, Reddit, YouTube Community - links are available below at the bottom of this page or on the Store Page) where all important news is also forwarded—or drop us a message in the Steam general discussions section![/p][p]See you in the skies above the South Pacific sometime next week,[/p][p]Best, & Cheers![/p][p][/p][p][/p]

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.

[/p]
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.