AMA results and FAQ! - Nov. 2025
AMA answers! - 11/12/2025
[p][/p][h3]What a response![/h3][p]Over 200 submissions were made in just 3 days! Thank you all for the many questions, and while we can't answer all of them for various reasons, we happily took some time to answer some of the most pressing questions and some new ones!We wanted to roll out a new beta today, but we will delay it for 1 to 2 more days for public testing. A new Roadmap will also be released then with some big news![/p][hr][/hr][h2]AMA Answers[/h2][h3]Frequently Asked Questions[/h3][p]Let's go over some of the most repeated questions that we noticed in our AMA form first and foremost![/p]
- [p]When will the Dynamic Campaign Release?[/p][p]A: We chose to delay it from a 2025 release to a 2026 release in favor of improving the base game systems and performance. It's still very much on our radar and we are looking to resuming work on it once the AI infrastructure is in place.[/p]
- [p]AI improvements for carriers, submarines, and ships when?[/p][p]A: Very Soon! We have already made some smaller additions to the AI already, but are planning to roll out our AI infrastructure prototype very soon (roughly within this month to the next month). This system will allow for mod makers as well to make their own scripts, and will really open up the game to more engaging combat![/p]
- [p]Will there be multiplayer?[/p][p]A: It's not really planned at this time. It would require far to much work when we are still working on core systems. There is a tiny chance we explore it, but it won't likely be until far later into the future past full release at this rate.[/p]
- [p]Will there be Multi Monitor support?[/p][p]A: Not planned at this time, and would be tricky for us to do. There is a possibility in the future, but it would require too much time we need to spend elsewhere right now. We want to see this feature ourselves![/p]
- [p]Air to Air Refueling when?[/p][p]A: We know the importance of this, and will be working on this in the near future![/p]
- [p]Royal Navy when?[/p][p]A: Already in the works to some degree![/p]
- [p]What are the next countries you are considering adding?[/p][p]A: European ones -France, Italy, more of Bundesmarine and of course Royal Navy down the road.[/p]
- [p]SpicyTaco asked - Will there be an Mission Editor similar to DCS or ArmA 3?[/p][p]A: Not at this time. We are constantly working on improving it's functionality at this time, and will have many more features and QOL updates for it in the future![/p]
- [p]Comrade Thomas - While the emphasis of Sea Power is obviously the missile age, is there a chance we could potentially see an expansion in early Cold War warships across various nations? For example, the SCB modifications of the Essex class carriers?[/p][p]A: The artist and devs have expressed interest in exploring the earlier period of units, so we will see! I can't promise any specifics at this time.[/p]
- [p]Bobjr - The team behind the game very clearly stated early in development that they were not interested in modeling the use of nuclear weapons in the game. Given that the modding community has become so extensive already, is there any chance that you will change your mind and add nuclear weaponry in the game, so that it can be used for modded scenarios, for an example?[/p][p]A: We have done very limited testing with it, and the performance impact was too noticeable to ignore. We likely will not be looking to add these weapons as well since we see these weapons as a easy 'delete' key for scenarios. It's not impossible, but it's not likely at this moment in time.[/p]
- [p]Gladio - can you share some samples in the gamefiles that people can learn from, to work on modding the game?[/p][p]A: The game files are almost entirely open to be explored and reverse engineered. Things like carrier air wings, weapon configs, and radar systems are handled in the respective folders. If you have more questions about modding, there are excellent community resources located in the BUORD naval modding community. If you want to join their discord here: https://discord.gg/6XrUn6AaDH[/p]
- [p]ZeRichtofen - Hello dev team! I was wondering if there was any plans for improved fire and smoke from damaged ships? The fire and smoke are great as it is but i wish they had more volume and were darker and had shadows like real fires. They just feel lacking when I barrage a ship with ASMs it feels like the ships fire is not as extreme and lethal as it could be. Thank you for your time dev team! Stay awesome![/p][p]A: We might update the VFX rendering system down the road but what we have now works good enough.[/p]
- [p]dmdiman92 - Hello! Please make a telescope for submarines and binoculars for ships, as well as a convenient free-standing camera that could be installed on the captain's bridge with a normal all-round view.[/p][p]A: That's one of the little things we think would increase immersion so those are considered worthy additions, but lower on priorities ladder.[/p]
- [p]Considering we have Virginias, Californias, and the "TheCube", would it be reasonable to assume we'll see the completion of the Nuclear Cruiser Force with the addition of Bainbridge and Truxtun at some point?[/p][p]A: That's highly probable.[/p]
- [p]Killshot - Are there any plans to go backwards in time to say the Korean war era and also into the early 90s for some Desert Storm era fun?[/p][p]A: As much as Korean War sounds tempting to some of team members it's not very likely, as for 1990s we're considering post 1.0 releasing 1990s units DLC[/p]
- [p]Necro Noctis - How in-depth will the game be in relation to Command Modern Operations on the technical side? Keep up the good work and thanks.[/p][p]A: Sea Power is it's own thing, hard to make comparisons with CMO, as we do not strive to make "CMO with 3D". We want to make Sea Power as good as it can be :)[/p]
- [p]Kex Solar - Are there any plans to add a 'Game Master' or 'Spectator' mode? to be able to set up and watch AI vs. AI matches with full map visibility[/p][p]A: Interesting idea, worth discussing among the team.[/p]
- [p]Connor M - While still in the future and not a critical priority, is the dynamic campaign planned to be a global style campaign where you build or order ships at a port on a map and assign them to a task force, and you have to find the enemy task forces through submarine patrols and/or other intelligence assets, or is it more of a interactive mission set where there is for example, 5-10 missions that will be played and if you loose a ship in the first mission you will not be able to use that ship for the rest of the campaign and weapon supplies are limited without resupply ships[/p][p]A: The Dynamic Campaign will not be a series of connected missions but rather a strategic campaign where the player moves/assigns units on a map "overworld" view and then zooms into tactical view (the existing SP mission mode) for individual encounters. Losses and ammunition expenditure will be logged and carried through encounters.[/p]
- [p]The commando973 - Will we get a more detailed map maybe by selecting an area of operation and raising its resolution?[/p][p]A: We're limited by datasets we are using for terrain mesh creation and land types features. We have done some experiments with double the terrain resolution but for now we're more focused on improving the terrain look by improving the terrain shaders. Also we're mindful of game size, introducing larger resolution datasets would increase the game download size quite a bit.[/p]
- [p]Burak - Can we have a dynamic campaign like UBOAT? That we are assigned to a ship and do missions as they are randomly generated or do patrols, etc..[/p][p]A: The single platform mode like this is not planned in the foreseeable future[/p]
- [p]Endo - will we ever see Late Soviet planes in the game (not added through mods) like the Su-27 and MiG-29?[/p][p]A: MiG-29 is considered. Su-27 would be more of 1990s DLC content candidate.[/p]
- [p]Stu - What is the timeline for a dynamic campaign?[/p][p]A: 80's in the North Atlantic[/p]
- [p]Cpt. Third Leg - will there be some wave simulation in the future like nvidia waveworks 2.0 or is it too performance heavy?[/p][p]A: No, we stick with CETO ocean simulation system for foreseeable future.[/p]
- [p]Currently, importing external 3D models into the game requires the use of third-party tools such as Anchor Chain or SeaLifter, which can sometimes cause compatibility or stability issues after updates.[/p][p]With that in mind, are there any plans or considerations to support importing 3D models, without relying on external tools, in future updates?[/p][p]Since many MOD creators rely heavily on custom models, it would be great to know if official support for such functionality is being discussed or considered.[/p][p]A: Yes, it is coming soon.[/p]
- [p]Liam - Will there be different dynamic campaigns, like the 1968 and 1984 campaigns from cold waters?[/p][p]A: That's technically possible but we will concentrate on the 80's North Atlantic campaign first[/p]
- [p]Could you set a 500 nautical mile x 500 nautical mile rectangle as the boundary for each game scenario? This would avoid loading the entire world and allow for the creation of richer details.[/p][p]A: The scenery is loaded as and when needed in the background. Changing the map scale would not affect this.[/p]
- [p]Yamato43 - Will there be an overall plot like with Warno for the Dynamic/map based/more Cold Waters like campaigns?[/p][p]A: The dynamic campaign will include some backstory that progresses through the campaign[/p]
- [p]Micah Nakonechnyi - Currently, the aircraft AI is, for the lack of a better word, a bit dumb. For example, I have had the enemy ai send waves of tomcats toward my task force to intercept an air target behind the task force, and no matter how many I shoot down, it keeps sending them until it runs out of tomcats. At the current moment is there any plans to address the aircraft AI in the near future.[/p][p]A: Yes, the aircraft AI and aircraft carrier/airbase AI will be significantly improved soon[/p]
- [p]PlasticBlue - Will we see more experimental/prototype units in the game? Also where's my beloved Aardvark, I can't live without my aardvark.[/p][p]A: Aaedvark and Raven are planned :) As for prototypes there are some that look interesting enough worth giving them a spot in the game.[/p]
- [p]What will the dynamic campaign look like? Will it be like the one as cold water/Atlantic fleet (assign some budget to buy units and deploy them in the battles around the world etc.)?[/p][p]A: It will be real-time on the map and there will be some supply system to manage the assets[/p]
- [p]Yonderboi - What are your thoughts on WW2 as setting? I really think the Game would be phenomenal in a WW2 setting. Would you support modders in pursuing this idea with small adjustments to the game where the cold war would also benefit from? Armor and penetration modeling for example?[/p][p]A: The game mechanics is mostly Cold war era oriented so some aspects like armor vs shell etc. are too simplistic to potray the WW2 naval combat as good as it had to be.[/p]
- [p]Atali - How did Seapower originally start out, and how does it differ from the current game?[/p][p]A: Originally, back in 2018 when it was codenamed "Taskforce" it was envisioned more of like Cold Waters successor with small 6-8 units task force under player's command. Later in 2019 that transitioned towards something that could be described as modern-day Battlestations title that was more action-oriented and taking place on locked 500x500 NM maps. Including mouse-controlled aircraft, launchers, turrets and so on. But once we realized we are able -and in fact are forced to due to nature of systems modeled- to make the missions span more than 500x500 miles square maps, we decided to make it more sophisticated naval strategy and then it evolved bit by bit feature by feature into how it ended up being now.[/p]
- [p]Jonathan - Regarding the potential future dynamic campaign, will we see in depth mechanics like the soviets rolling out older and worse equipment as we thin their forces. Other examples are seeing Convoy routes change over time as some routes become too dangerous, things like SOSUS existing and being a sabotage target for the USSR, equipment malfunctions like weapons failing as supplies run low, a potential territory control on land as armies maneuver in the background, and possibly the ability to build new ships, aircraft and facilities to replace losses[/p][p]A: Yes you will likely see the AI selecting the best available assets from a persistent inventory of units. And that routes will change in response to territorial seizure, spec ops actions etc.[/p]
- [p]Ability to put custom video in campaign briefings? Just like in video section of tutorials?[/p][p]A: This functionality should be in the game already in Linear Campaigns. FreeContent can use the WPF MediaElement tool to play mp4 files.[/p]
- [p]Will the original scenarios be reworked? there's some included that just are not as fun or well designed[/p][p]A: Yes, scenarios are being reworked as new features or mechanics are added to the game.[/p]
- [p]Craig - What are the general plays regarding linear campaigns and the dynamic campaigns that are planned to come in the future. Will it be strictly naval based, or will the current land units be more heavily involved with the strategic picture.[/p][p]A: In the dynamic campaign the land units will be most likely limited to airbases, shore batteries, radars, SAM sites and important installations/targets. There are no plans to implement mobile troops and the frontline progress on the land will be most likely abstracted.[/p]
- [p]Would you ever consider adding nuclear warheads to things like Torpedoes?[/p][p]A: That's something we were against for plenty of reasons for a long time but in the end we might consider it long down the road if we get to do it correctly on a technical and visual levels.[/p]
- [p]Ondřej - What are your planes regarding performance scaling? The game makes it already possible in some aspects (eg. simplified graphics). That being said, scenarios with higher unit count leaves modern hardware underutilized (only a couple threads used) while the performance is suffering.[/p][p]A: We plan to further exploit the Unity Jobs system to enable multithreaded systems to be explouted more fully. That said this is a pretty significant architectural change so it will be gradual.[/p]
- [p]Jon G - Could you implement auto generated civilian ships, aircraft and biologics with preset waypoints to different ports and airports? Biologics will just be random obviously.[/p][p]A: The dynamic campaign will auto-generate sea/air civilian traffic.[/p]