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Dust Fleet v5.7

Hello commanders! Another day, another update!

Today, I have two more requested changes from players. I think you're going to like both of them, but the headline is that bottlenecks from hyperspace exits are now a thing of the past! Even big fleets can pour out of the wormhole without delay. Enjoy!



If you're enjoying Dust Fleet, or even if you're not, why not leave a review? It really helps small games like Dust Fleet to get seen. To leave a bug report, see this thread.

On with the patch notes!

[h3]CHANGES[/h3]
  • Exits from hyperspace are now less restrictive, meaning far less waiting for the wormhole exit to clear, so your ships arrive as quickly as possible.
  • The Advanced shipyard can now also build all the ships from the Standard shipyard.


Remember you can always stop by the Orbiting Discord to chat with me or like-minded players.

Dust Fleet v5.6

Hello commanders! A small update today to address feedback from some very helpful players. Please keep the suggestions coming, and a review is always appreciated.

If you experience any issues, please follow the steps in this thread to report them.

[h3]Changes[/h3]
  • Lance moved up a level on the tech tree, and research cost reduced.
  • Odyssey research now requires the Oslo to be researched first.

[h3]Fixes[/h3]
  • Repair ships ignored repair orders for ships that do not have turrets, such as APCs.
  • On the starmap, some enemy ship lists for missions were inaccurate.

Dust Fleet v5.5

Hello commanders! After every update, I keep a close eye on player feedback and work to fix issues as quickly as possible. The Reinforcements Update was no exception, and I've been able to release fixes sometimes within hours of them being reported thanks to your feedback.

I also want to say that I've been really pleased by the response since The Reinforcements Update came out - thanks to everyone who has been making great suggestions, helping me uncover issues, and writing reviews. And as always, I ask that you please do leave a review if you can. I can't overstate how much even a single review can help small indie games like Dust Fleet.

If you find a bug, there's advice on the discussion forums on how to report it.

All patch notes are available on Discord as soon as any update is released, but I release fixes so regularly I don't post them all here. Instead, I do round-ups like this one!

First of all, here's the lowdown on today's release:

[h2]v5.5 release notes[/h2]
  • When capturing/dropping off resources/docking, target ship backs off.
  • Hubs and roamers were capturable on mission "The Way Out" when they should not be.
  • In sector assault, some ships may jump out of the wormhole immediately in rare circumstances, without being ordered to by the player.
  • Captured ships auto-launch fighters when in combat. For ships affected by this in existing saved games, they will be corrected after their next battle.
  • Cruiser not being awarded in "Heist Part 2" when it survives.
  • Upgrading ships to loadouts with no fighters would not correctly remove the fighters, but still award the resources.
  • D-SEC-controlled Honshus not equipped with fighters in Sector Assault.
  • In the mission preview for "Heist Part 1 " and "Heist Part 2", D-SEC ships are incorrectly listed as UEN ships.
  • "Enforcer Part 1" does not list any ships on the mission preview.
  • Minor text errors.


[h2]v5.2 - v5.4 release notes[/h2]
Here's a round-up of other fixes since The Reinforcements Update was released.
  • The new D-SEC ships (Orca Mk II, Wolf Mk II, Honshu) could not be reverse engineered.
  • Pre-"Reinforcements Update" saved games did not show the new ships in the loadout editor.
  • Enemy ships will stop attacking in some circumstances when a ship exits the play area.


That's all for now, commanders - keep safe out there!

The Reinforcements Update

Hello Commanders!

If you were thinking about getting the game, now is a great time to do so. You can add the game to your collection for 40% off starting with the Steam Summer Sale on June 27th and ending an additional week after most sales end on July 19th!

Make sure to check out other great indie titles on sale to kick off your summer gaming!

Now it's time to unveil Update #4 - a milestone we have named The Reinforcements Update!

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Missions: Five new side-missions for the main campaign.
  • Battle against D-SEC and powerful new enemies to earn unique mission rewards.
  • These new missions start to appear after playing "The Way Out" mission. These missions won't trigger on any in-progress campaigns - you'll need to start a new campaign to get them.
Ships: new ships are available on the tech tree and for reverse engineering.
  • UEN: Oslo - a light carrier-cruiser, an improvement on the Copenhagen.
  • UEN: Bergen - an upgrade to the Reykjavik, with better weapons and armour.
  • UEN: Knight Mk II - an upgrade to the Knight, with twice the firepower and improved maneuverability.
  • D-SEC: Honshu - a dedicated light carrier.
  • D-SEC: Wolf Mk II - to keep up with the Knight Mk II, D-SEC are deploying this improved Wolf design.
  • D-SEC: Orca Mk II - The most devastating version of the Orca, with tougher armour and an extra heavy weapon slot.
  • Unknown: Two powerful new boss-level enemies in the extra missions.
Sector Assault improvements:
  • Sector Assault now has a comprehensive settings screen.
  • Edit map size, enemy aggression and starting resources to create the challenge you want.
Starmap improvements:
  • Station icons: At-a-glance starmap icons for identifying station types without having to click on a location.
  • Ship type icons: Seperate symbols for warships and mining ships, so you can tell instantly if you have any mining ships at a location.
  • Quick access: It's now possible directly click the ships or station icons at a location to immediately jump to the relevant tab.
Capturing improvements:
  • The capture order can now be given against a group of enemy ships, just like attack orders.
  • Enemy ships will now prioritise attacking armed opponents, making it possible to distract enemies while you sneak your APCs in.
Move and keep attacking (Alt): outflank ships to attack their less armoured side and rear quarters.
  • Hold down Alt when giving a move order to attacking ships, and they will keep facing and attacking their target as they move around it.
  • This replaces the previous behaviour where happened automatically, but only after the first movement order given after an attack order.
Improved tooltips for items on the tech tree and mission info screen.
  • Ships now list which type of shipyard they must be built at.
  • Ship turret sizes and numbers are now included in the details.
Other New Features
  • Mission tracker: easily keep track of which missions are available and where to find them.
  • Bigger explosions for large ships and stations, and improved lighting effects on beam weapons.




  • Rapid fire missile launcher was incorrectly very overpowered - damage reduced by 75%
  • Starmap fleet list will now auto-scroll when dragging ships to the edge.
  • Confirmation dialog for unsaved changes in the loadout editor.
  • Some turrets have been reduced in size - this is a cosmetic change only.
  • Shipyards have been renamed to accommodate the newly added ships
    • Cruiser shipyard is now the Standard shipyard.
    • Carrier shipyard is now the Advanced shipyard, and now also builds all of the advanced-tier ships in the new update.




  • Ship health bars were only showing when the cursor was over them. Now they also appear when a ship is damaged.
  • DPS values for ships were not including fixed/non-editable weapons. This affected stats tables and auto battles only.
  • When repairing a damaged ship that has damaged turrets, or when given the order to do so, repair ships will only fix one turret then stop.
  • Ships with a mix of repair beams and offensive weapons were not responding to repair orders correctly.
  • Turrets on newly promoted ships would appear to be damaged.
  • Ship stances were not saved in savegame files.
  • In battles, the average health bars for ships grouped under a single button was not always accurate.
  • A Hub was incorrectly set as capturable in the "Spare Parts" mission.

[hr][/hr]
As always, I am excited to see what suggestions come out of these updates and will use them to continue to improve the plan and direction of Dust Fleet. Don't forget to join our community Discord and share your experiences!

I would also love to see your honest thoughts of the game through a Steam review. Steam reviews can have a massive impact on indie games like Dust Fleet and I love reading your experiences in reviews.

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


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



Dust Fleet v4.11

Welcome to Monday, commanders. Here's the patch notes for the latest Dust Fleet update addressing some feedback from the community.

[h2]CHANGES[/h2]
  • The flak turret now only requires a light turret port instead of a medium.

[h2]FIXES[/h2]
  • Some ships captured during missions may not respond to orders. This is fixed for future occurrances, but any affected ships in saved games will remain affected.
  • Destroyed squadron fighters being immediately rebuilt with low health upon docking, instead of waiting for other ships to complete build/repair first.
  • Captured ships continue their attack orders on allied ships until given a new order.
  • Allied ships continue attack orders on captured ships until given a new order.
  • Holding right mouse button to pan the camera when a cutscene starts results in the camera pan still being active afterwards, until the right mouse button is pressed again.
  • Tokara loadout has heavy missile launchers when it only has ports for medium. Tokara's default loadout now changed to use medium missiles. Note that these are much stronger against frigates than the heavy missiles.
  • Using chaff opens pop-up camera view notification.

Patch notes are always available on Discord, but for commanders who don't use it, I'll leave you with a round up of other recent fixes and improvements. Until next time, commanders!


Dust Fleet v4.8

(Released 20th April 2024)
[h2]CHANGES[/h2]
  • The game will no longer automatically minimize when you alt-tab away from it, making for a smoother desktop experience.
  • The taskbar executable icon has been updated.

[h2]FIXES[/h2]
  • When given an order involving a specific ship part (eg a turret or landing pad) ships are unable to proceed if the target was destroyed or removed after the order was created.
  • Fixes for some minor cleanup errors when ships were destroyed in certain circumstances.
  • Some users were experiencing errors with the Epic overlay. These should now be corrected with this release.


Dust Fleet v4.9

(Released 22nd April 2024)
[h2]FIXES[/h2]
  • When saving a game while capturing, the saved game may become invalid.
  • When saving a game during a mission-related APC docking, the progress bar may become stuck or instantly complete when reloaded later.
  • Error when loading a saved game from the latter half of mission "Eyes".


Dust Fleet v4.10

(Released 23rd April 2024)
[h2]FIXES[/h2]
  • Unable to close the "low power" notification manually.
  • More improvements for edge case situations around loading saved games.
  • When merging fleets, the merged fleet may sometimes be called "new fleet" instead of using the custom names for any of the fleets being merged.