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Dust Fleet v2.1 Patch Notes

Greetings, commanders. This is a bugfix release to correct some small space bugs that crept into the recent Command Update.
[h2]FIXED[/h2]
  • Station ability targets (eg bomber strike, nuclear strike) not being correctly set. Some commanders may have noticed that these abilities were firing on targets other than the ones being selected, or occasionally launching before a target had even been selected.
  • Wormhole opening/closing constantly while bomber strike fighters were attempting to return home.
  • Incorrect cooldown value for nuclear strike.

The Command Update

Hello Commanders!

I am still deeply humbled by your support, and invaluable feedback you’ve given. It’s been a thrilling journey since our last announcement and we have made significant strides towards delivering on the promises laid out. I’m excited to unveil the patch notes for Update #1, a milestone we have named The Command Update. Let’s explore the changes and enhancements that this update brings.

[h3]NEW[/h3]

Tactical Pause: The PAUSE key now starts tactical pause mode, where you can issue orders while the game is frozen. Hit PAUSE again to resume.

[h3]Tactical UI improvements[/h3]
  • Overall visual improvements: The UI in battles has been improved to take up less space, reduce visual clutter and improve readability.
  • Stacked ship buttons: Ships of the same loadout are stacked onto a single button. Double click the stack, or the arrow on the stack, to expand.
  • Carrier manager: A new SELECT ALL button selects all fighters for the current carrier selection. If you have multiple carriers selected the SELECT ALL button will select all the launched fighters for every selected carrier.
Keep what you capture: Any non-station ships you capture during a battle can now be retained after the battle instead of being scrapped.

Scrappage Display Improvements
  • During battle, scrappage counts can now be seen directly on the build buttons.
  • If you have less ships than you started with, this is now also displayed as a green number on the relevant build buttons.
  • If you have more ships than you started with, this is displayed as an amber number on the relevant build buttons.
Tactical Overlay Toggle: The green icon overlay during a battle can now be toggled with the O key.

Tactical Overlay Colors: Allied non-player ships are now colored cyan in the tactical overlay to distinguish them from player controlled ships.

Graphics Options
  • Motion blur toggle
  • Bloom toggle
Starmap Scrolling: The strategic starmap can now be scrolled with the in-game camera controls - WASD and the cursor keys by default.

Rebalance to make frigates more viable, and slow down fights a little:
  • Some ships have been made slightly tougher, more notably frigates and the UEN cruiser-class ships, by around 10%, except the Ocelot which has had its hull strength doubled.
  • Light and medium plasma turrets are now much tougher, by around 350%. Much less chance of getting your Knight's turret blown off, but still relatively easy to destroy with fighters or sustained fire.
  • Plasma projectiles fired by the light and medium plasma turrets do about 70% of the damage they did previously, generally increasing time-to-kill across most engagements
  • Laser damage modifiers have been reduced by around 9%.
Save files are now compressed, so they take up approximately 5% of the disk space they did before.

Middle mouse button changes: The middle mouse button is no longer required - a key bind has been added for moving the camera vertically ([). This is now displayed in the tutorial.

[h3]FIXED[/h3]
  • Fighter loadouts resetting on stations and ships after restarting a mission.
  • In battle, stations are sometimes repositioned when loading a saved game.
  • On the starmap, player fleet icons may appear at some locations where there are no player fleets. The fix prevents the issue occurring in future, but icons may remain in existing games.
  • One ship lagging behind when an order is issued.
  • Custom loadout not displayed correctly during ship building.
  • Deleting a loadout does not refresh the loadout editor.
  • Jumping ships out of battle and then back in could cause unexpected behavior.
  • Transposed dialogue on the "Spare Parts" mission.
  • General ordering system improvements - the queuing system has been completely rewritten to eliminate a number of persistent smaller bugs.

[h3]NOTES FOR EXISTING SAVED GAMES[/h3]
  • The balance changes may mean that some of your ships may now show as slightly damaged, due to the maximum hull value being increased. The ships themselves have not taken any damage, and this will clear the next time the ships are repaired.
  • The rewrite for the ordering system means that for any in-battle saved games in-progress orders will need to be re-issued.


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.

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





The Future of Dust Fleet



Hello, commanders!

It's been a really exciting two weeks since Dust Fleet's release! The community has been so helpful and I really do appreciate all your support. Thanks to everyone who has been sending in suggestions and bug reports, it was incredibly useful in getting those early bug fix releases out. It's also been really helpful in helping to understand what features I should prioritise next. So let's talk about the future!

I've used your feedback to help put together a plan for Dust Fleet's first updates. Here's what's coming in the weeks ahead!

[h2]Update 1: Quality of Life[/h2]
This is being worked on right now, and will be the next update.

[h3]Active pause[/h3]
I've heard you loud and clear! Active pause is definitely something you want to see, so it's coming to Dust Fleet.

[h3]Movement and formation[/h3]
Currently, when you issue a move order, ships arrange themselves into a wall formation based on the size of the biggest ship. So if you include a carrier in there, your wall could end up being enormous. I'm looking into ways for ships to organise themselves a little better in these situations. I'll also clean up some unusual behaviours, like when a ship lags behind the others.

[h3]Group by type[/h3]
Ship selection was a common topic. Once you get a large number of ships, the ship selection bar becomes less useable. So, with this update, ships are going to be stacked by loadout. You can expand a stack at any time and assign to groups just as you can now. So selecting all your drilling barques will be as easy as a single click.



[h3]Keep what you capture[/h3]
Ships captured during battles are currently only usable during the battle. This update will allow you to keep them afterwards!

[h3]Toggle overlay[/h3]
A toggle for the the green overlay icons.

[h3]Balance updates[/h3]
A rebalance of ship hull strength, with the aim to make ships last a little longer in a fight. Also, enemy difficulty will be tweaked to give a better challenge in late game situations.

[h3]Carrier manager improvements[/h3]
Easy fighter selection when you have multiple carriers selected.

[h3]More...[/h3]
You'll also see a number of smaller improvements and bugfixes.

After that, looking further ahead, we have more updates planned! More details about these will be announced in future posts, but here's the headlines.

[h2]Update 2: Strategy[/h2]
This will be a collection of updates to improve your strategic options.

You'll get more ship management options, including the ability to upgrade and scrap ships. You'll also be able to promote them to improve their stats, and see the improvement in new stat graphs for each ship.

Rally points for each station will make it easy to get newly built ships to your front line.

These are just a few of the changes planned for this update.

[h2]Update 3: Tactical[/h2]
This update focuses of the real time battles.

Your ships will gain the option to to engage at maximum weapons range, to make better use of beam weapons on mixed loadouts.

Destroyed turrets will be able to be restored during battles, depending on the situation.

In-battle rally points will be added, so newly built ships can immediately move in to a battle in progress.

There'll be more detail about these and other changes for this update as it gets closer.

[h2]Future updates[/h2]
As these updates evolve the game, there'll be more to do and more to improve. I'm looking forward to seeing what suggestions come out of these updates, and will use them to plan the direction of Dust Fleet's future updates.

That's all for now, see you in space!

Dust Fleet v1.2 Patch Notes



Hello, commanders!

We've got another bug fix update for you today. This is a quick one that squashes a single specific space bug.

  • FIX: Instances where some players get to the end of a mission but it doesn't seem to complete. This could happen in both Campaign and Sector Assault modes.

As always, Steam should update you to this version, but to be sure you're running it, check in the bottom right of the main menu, and it should say "1.2". If not, you might need to restart Steam to get it to download the update.

Please do join the community on Discord to give any feedback, and you can find us on Twitter and YouTube.

Dust Fleet v1.1 Patch Notes

Hello everyone! Thank you so much for playing the game and for your feedback. Since launch, I've been hard at work squashing all the space bugs I can find. Here's what's included in patch 1.1

Here's what's fixed:
  • FIX: Starmap stuck in "updating".
  • FIX: Double clicking a friendly ship will select all friendly ships of the same type (correct) but also all enemy ships of the same type (incorrect)
  • FIX: If a mix of friendly and enemy ships are selected, player will be able to control all ships, including the enemy ones.
  • FIX: Nuke not detonating sometimes (nuke strike)
  • FIX: Reloading saved game does not restore the tally of existing ships vs scrappage.
  • FIX: Braddock incorrect portrait in mission "Eyes".
  • FIX: Blank fleets left behind after a mission when game saved during a mission.
  • FIX: Rekjavik unable to fit heavy turrets.
  • FIX: AI ships not following (or abandoning) move orders in some circumstances.
  • FIX: Orca unable to be captured.
  • FIX: All ships show as "station" in shipyard and loadout stats.
  • FIX: Module buttons available for stations present in the battle, causing issues when they're used. During a battle, station modules should only be available from stations in neighbouring locations, not the one at the current battle location.
  • FIX: On "Assault" missions, the mission is missing when a mid-mission game is loaded (see the mission text in the top left during battle), but reappears when restarting. When the mission is missing, it means the battle cannot be won.
  • FIX: Hold Fire does not work for ships that have already begun shooting at a target.
  • FIX: Mission: "Nobody likes packing" - Script lock if asteroids are destroyed at the beginning.
  • FIX: Repair turrets continuously fire even after something is repaired, instead of switching to other ships to repair.


Thanks again and please be sure to leave a review and your feedback so I can keep making the game the best it can be.

See you in space!