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Dust Fleet News

Dust Fleet v6.3.1

Hello commanders! A small bugfix is now being deployed to your battle terminals. Here are the details:

[h2]Fixes[/h2]
  • The Clydesdale-S could not be reverse engineered in Sector Assault
  • Captured ships could not be refitted to a new loadout if the player only has one loadout available for that ship class.


Stay safe out there, commanders!

Dust Fleet v6.3

Hello commanders!

Another small update today for your battle computers. Some commanders reported a few intermittent issues. The techs have been looking over those reports and come up with some fixes.

Thanks are due to the bold commanders who supplied information leading to these fixes. Their invaluable help has been noted in their personnel files, and Admiral Connelly is preparing a firm handshakes for them all as we speak.

[h2]FIXES[/h2]
  • After a battle involving fighters, on rare occasions the game could became stuck while processing the next turn.
  • When dragging a ship to create a new fleet on the starmap side panel, a ship different to the one that was selected was sometimes used.
  • When a fleet was retreating from battle, it may instead have got deleted if it had never moved from the location it was built.
  • If a battle was exited during certain points in a cutscene, it could cause the next battle to fail to initialise correctly.


If you're encountering any issues with Dust Fleet, please don't hesitate to get in touch. To find out more about report bugs see this thread.

Take care out there, commanders, and don't forget to leave a review if you haven't already.

Dust Fleet v6.2

Greetings commanders, I hope you're enjoying Dust Fleet!

I have a tiny update today to fix an issue with the loadout editor. Please do continue to report any bugs you find so I can squash them as quickly as possible. To leave a bug report, see this thread.

[h2]Fix[/h2]
  • Loadout screen may break when trying to edit a ship from an opposing faction in some circumstances.


Thanks for playing Dust Fleet this year. It's been really wonderful to turn your helpful feedback into real improvements. Thank you all for helping make Dust Fleet a better game. If you haven't yet left a review, please do consider doing so if you have the time - it can be a huge help!

Have a great 2025, commanders.

Dust Fleet v6.1

Season's greetings, commanders!

We're releasing a small patch today to correct a few issues that were reported with the Sector Assault update. As always, please report any issues you come across so they can be fixed as quickly as possible. To leave a bug report, see this thread.

Also, it really helps small games like Dust Fleet if you have the time to leave a review, so please do if you can!

Now, onto the fixes!

[h2]FIXES[/h2]
  • 3-way battle did not work correctly when player withdrew from battle. The location was still shown as contested, preventing moving to the next turn. With this fix, if a battle location is contested on return to the starmap, the game now runs an autobattle between the remaining enemies to find a winner.
  • Ocelot could not be reverse-engineered when playing as D-SEC.
  • Odyssey did not have enough dock points to be captured with APCs.
  • Withdraw button sometimes did not disappear correctly when selected.

The Sector Assault Update

Hello commanders!

Winter is cold, space is colder. But starting today, you can heat things up by getting Dust Fleet at a huge 50% discount, from December 19th to January 2nd.

And if you already own Dust Fleet, there's something for you too. Update #5 is live right now. Welcome, commanders, to The Sector Assault Update.

I've been picking up hypercom messages from all the brave commanders continuing the fight in Sector Assault mode, requesting new features and improvements. The Orbiting Disco Corps of Engineers (me) has been working hard to put those requests into action, and here's what I've got for you.

[hr][/hr]
  • Play as D-SEC: You can now choose between the UEN Navy and D-SEC as your faction.
  • More enemies to fight against:
    • The UEN Navy (the player faction in the story campaign) is now available as an enemy if you play as D-SEC.
    • The Raiders, using the same ships as in the story campaign.
    • The Abandoned, who feature in the story but aren't named. Their ships are similar to the campaign, but with some balance changes.
  • Raider stations now have Industrial and Technology slots, making them useful to capture.
  • D-SEC has gained a bomber-class fighter, to even the odds when playing against the UEN.
  • Custom difficulty setting now includes the ability to choose which of the factions to fight against.
  • Salvage mode: An optional mode for Sector Assault. It replaces the tech tree with collecting new technology by securing locations on the starmap. Each location has one or more icons below it showing you what tech you'll gain by controlling it.
  • Rebalance: At the start of a game enemies are now concentrated together, further away from the player. Their starting fleets have been toned down slightly, and they take a little longer to ramp up to full aggression. This should make the "Hard" difficulty a little easier to manage. And you can still choose "Custom" to get the game you want.


There are also some improvements that help both the story campaign and Sector Assault.

  • New loadout editor: The loadout editor UI has been vastly simplified. It's now more informative and intuitive - just a single click to fit a new item, and a long click to fit it to all matching slots.
  • Station capture in auto-battle: if your attack fleet has enough APCs (usually 4) you can now capture stations during an auto-battle. As long as you win the battle and have enough APCs, the station will be captured automatically instead of being destroyed. This option, when available, can be toggled next to the auto-battle button.
  • Auto-rebuild for carriers: By default, carriers will automatically attempt to rebuild destroyed fighters. There's a new button on the carrier manager to toggle this setting.
  • See depleted locations: The starmap now shows a "no resources" icon on locations that have run out of resources, so you can see at-a-glance where to send your mining ships.




  • Minor balance tweaks:
    • Heavy battle laser cost reduced from 6500 -> 5800
    • Heavy railgun turret cost reduced from 8500 -> 8200
    • Honshu hull reduced from 1600 -> 1500
    • Wolf, Wolf MkII and Jackal now provide a starmap vision radius in line with most other frigate-class ships.
  • You can now hold down shift while selecting your groups to add them to the selection.
  • Loading time and file size improvements for saved games: 20% smaller files, 88% quicker load times and 66% quicker save times.




  • Ships with welding beams were not auto-repairing nearby damaged ships.
  • D-SEC fighters could not attack other fighters, only capital ships.
  • When remapping controls, if you try to bind a key that's already being used, you'll now get a warning about it.
  • The rebinding screen was not displaying localized names for the controls.
  • Fighters were costing twice as much as the displayed amount.
  • Wolf MkII had no silhouette icon.

[hr][/hr]
Thanks to all those commanders who helped with suggestions and sent me their saved games to track down bugs. If you do come across any issues, here's how you can report them.

Don't forget to join our community Discord and share your experiences!

I would also love to hear what you thought of the game through a Steam review. Steam reviews can have a massive impact on the success of small indie games like Dust Fleet so if you have the time it's really appreciated.

That’s all for now, Commanders - see you in space!

https://store.steampowered.com/app/406160/Dust_Fleet/