Preface
[p][/p][p]Hello, players![/p][p][/p][p]Since the release of version 1.2, we've been experimenting with a development pace of monthly content update and quarterly major gameplay update. In the past few months, we introduced a relatively complete World War II aircraft gameplay system in version 1.3. We believe that this development pace will continue in future updates.[/p][p][/p][p]Therefore, we have established a new roadmap to briefly address some frequently asked questions about the upcoming updates.[/p][p][/p]
Current Status
[p][/p][p]As an indie project began in 2018, NavalArt has grown into a sandbox construction game with a relatively high level of completion.through the combined efforts of the developer and the community.[/p][p][/p][p]However, limited by the production capacity, we haven't been able to focus on building a solid framework. The current mission system still relies on the early game prototype. As a result, missions lack playability and a proper learning curve for new players.[/p][p][/p][p]Additionally, some early-game mechanics can no longer satisfy the current needs for players. For example: propulsion systems with only funnels, flawed armor penetration simulations and ammunition damage calculations, problematic submarine controls, lack of anti-submarine weapons, damage control mechanics, and fire-control mechanics.[/p][p][/p][p]We've decided to focus on developing a single-player career campaign after version 1.3. The main goal is to fulfill the lack of content for casual players and to establish the framework for future content updates, such as mission editor, map editor, and some multiplayer-compatible gameplay features. This will provide veteran players with more opportunities to make use of their fleets. At the same time, we will continue maintaining and refining existing mechanics.[/p][p][/p][p][/p][p]To achieve this, we've divided development into several key areas:Now, let's take a look at the roadmap.[/p][p][/p][p]
\[Campaign Framework]: A linear, mission-based campaign featuring a simple economy and tech system. As development continues, this framework will also benefit the mission and map editors.[/p][p][/p][p]
\[Combat System Improvements]: Refining surface and air combat so they can be more balanced, historical, and enjoyable. These include stat balancing, penetration and protection optimization, anti-air and carrier mechanic updates.[/p][p][/p][p]
\[Mechanics Expansion]: Introducing unique gameplay systems such as a new propulsion system, practical fire-control mechanics, aircraft squadron morale, and fleet command.[/p][p][/p][p]
\[Combat Dimension Expansion]: Adding new layers to combat, including submarine rework, anti-submarine weapons, guided torpedoes, missile rework, and aircraft capable of using guided munitions.[/p][p][/p][p]
\[Construction System Expansion]: Continuously improving NavalArt's signature shipbuilding experience, including better save file management, category system optimization, part grouping, and in-battle part linkage and interaction.[/p][p][/p][p]
\[Optimization]: These include bug fixes, sound and graphic improvements, UI refinement, AI enhancements, and the constant addition of new parts and preset ships (thanks to our community's continuous support). These can be regularly integrated into the game as resources and technical conditions allow.[/p][p][/p][p]It's important to emphasize that each development direction requires significant time and effort. We cannot complete everything overnight, and some features may take longer to arrive. Many systems rely on foundational frameworks, which must be built first. Nevertheless, we will continue updating the game as scheduled, and we welcome players to share their ideas and feedback through all available channels. Together, we'll make NavalArt even better.[/p][p][/p][p]Now, let's have a deep look at the current roadmap.[/p][p][/p][p][/p]
Campaign Framework
[p][/p][p]As mentioned earlier, the campaign framework is currently our
top priority and will serve as the core feature of version 1.4. This new campaign mode is primarily designed for new and casual players.[/p][p][/p][p]In the campaign, players will face off against AI-controlled enemies to progress through missions, gather resources and research points, to build and upgrade their warships. Each campaign features independent themes, which means that ships and technologies available within each theme are not interchangeable. However, players' currency and research points can be shared across campaigns. We currently refer to this system as "Timelines."[/p][p][/p][p]For example, Timeline A might cover the technological progression from 1931 to 1941, allowing players to experience the evolution from small ships with outdated weapons to advanced warships. A player who doesn't enjoy the early game with a lightly armed destroyer could instead switch to Timeline B, like focused on battleship-vs-battleship warfare, or Timeline C, which offers higher combat intensity and better economic rewards. After earning enough currency and research points through large-scale engagements, the player could return to Timeline A to build a cutting-edge capital ship and quickly clear the earlier, lower-intensity missions.[/p][p][/p][p]We understand that some players may have concerns about an economy-based campaign system, especially those who prefer a more relaxed experience.
Don't worry——the career campaign is completely independent from the existing sandbox and multiplayer modes. It's simply an optional and additional way to experience the game. Once the campaign's modding tool is released, modders will also be able to freely adjust the campaign's economic balance.[/p][p][/p][p]To provide players with a richer combat experience, we're also updating the mission framework, adding new victory and failure conditions, as well as map triggers. The tutorial system, ship save management system introduced in version 1.31, and a possible future fleet command system will be integrated into the campaign. However, the development of the fleet command system is challenging, and we can't yet guarantee it will be ready with the initial release of the campaign framework.[/p][p][/p][p]
![]()
[/p][p][/p][p][/p]
Combat System Improvements
[p][/p][h3]
Protection and Penetration Rework[/h3][p]Our current shell and armor penetration system has had long-standing issues. For example, fuse delays on AP shells are too short, small-caliber shells have unrealistically high penetration, and magazine damage isn't calculated accurately. We're planning to refine the armor system further and add more detailed weapon attributes to address these legacy issues.[/p][p][/p][p]Nevertheless, we managed to resolve the issue based on existing mechanisms---such as removing ammo racks for small-caliber weapons and adjusting weapon stats. Consequently, the current damage performance is still considered acceptable. Because of this, the AP shell rework will be treated as a
medium-priority project. We will continuously implement small adjustments rather than completely overhaul this system, so developments in other critical areas will not be disrupted.[/p][p][/p][p][/p][h3]
AA and Carrier Updates[/h3][p]Our current AA damage system was originally designed with focus on performance optimization. This has led to a number of gameplay issues --- such as explosions of DP guns being unable to damage multiple aircrafts in a squadron, damage being assigned to only the last surviving plane in a squadron, unpolished aircraft animations, a lack of content in carrier operations, oversimplified takeoff/landing system and deck management. We also considered it as a
medium priority project. However, since the planned squadron morale system will interact with the AA damage model, we may prioritize the improvements to AA damage calculation earlier in the future development timeline.[/p][p][/p][p][/p][h3]
Magazine and Weight[/h3][p]Adjusting the magazine and weight systems is a
low-priority project, mainly because these issues can be traced back to the earliest stage of game development. However, the solutions are quite clear, so we may still address them earlier.[/p][p][/p][p]The main problems with the current magazine system are:[/p]
- [p]magazine damage is determined by the incoming shell's damage, not magazine itself. This makes small-caliber turrets' magazines quite lethal in surface combat.[/p]
- [p]Limited flexibility in adjusting magazine size and location, making it hard to recreate realistic internal structure.[/p]
- [p]Not enough gameplay for module-based damage --- for example, handling room, customized elevator path etc.[/p]
- [p]No ammunition limits.[/p]
[p][/p][p]As for the weight system, the main issues are:[/p]
- [p]Weight is calculated as hitbox volume × density, which simplifies balance but reduces flexibility.[/p]
- [p]Large-caliber guns almost all end up unrealistically heavy。[/p]
- [p]Magazines have no weight.[/p]
- [p]No propulsion system, thus no propulsion weight.[/p]
- [p]These issues result in designs having to rely on counterweight or even armored hull blocks.[/p]
[p][/p][p]We're monitoring these issues and are in active discussion with the community about potential ways to resolve them. We don't want to force players through constant change to their designs when updating the mechanism step by step. Once the timing is right, we will do a one-time, comprehensive update that completely resolves these long-standing problems.[/p][p][/p][p]
![]()
[/p][p][/p][p][/p]
Mechanics Expansion
[p][/p][h3]
Propulsion System[/h3][p]A brand-new propulsion system is one of the key foundations for future development. It not only allows players to fine-tune their ships to reach ideal speeds, but also serves as the base for several major upcoming features --- such as the submarine rework and the damage control system.[/p][p][/p][p]First of all, introduction of the propulsion system will more accurately represent the realistic layout of warships, making the main armor belt really protecting the vital parts. Moreover, submarines require a new propulsion model to properly handle underwater engines and power sources, while damage control systems will at least require the existence of a propulsion system to "have it repaired". The earlier this system is implemented, the easier it will be for players to adapt to future mechanics. Therefore, the propulsion system has been assigned
high priority.[/p][p][/p][p]We also understand that some players prefer simplicity or may want their older saves to remain functional without changes. The new propulsion mechanism will not replace the older system. As a result, players can still use the legacy propulsion mechanism where funnels directly provide a fixed amount of horsepower. This also ensures that some non-ship creations are still operational after the overhaul.[/p][p][/p][p][/p][h3]
Fire Control System[/h3][p]We have completed initial planning of the fire control system (FCS) and can enter full development at any time. However, since it's not a core gameplay system, it's currently marked as a
medium-priority concept, giving way to other more important features.[/p][p][/p][p]In the current version, surface fire control only grants an accuracy bonus. Long-range engagements are often frustrating with the current difficulty to hit hostile ships. In addition, the auto-firing system can only fire at the locked target, which also lacks flexibility.[/p][p][/p][p]The problem becomes even more noticeable in anti-air combat. Current mechanism will force all DP guns into anti-air mode, which often results in awkward conditions. For instance, DP mainguns will have to choose between solely anti-surface or anti-air, which makes the ship vulnerable in the fast-changing battle scene. This was the reason why we removed the DP function for the majority of non-dedicated DP guns, like the famous 46cm Type 94 with Type 3 shells.[/p][p][/p][p]Our new FCS concept aims to solve these problems, we will briefly introduce our concepts in the following section. In this system, players will be able to organize the armaments into three fire control groups, representing typical real-world arrangements like "main battery, anti-surface secondaries, and dual-purpose guns."[/p][p][/p][p]Each group will require at least one director/rangefinder to operate. Rangefinders have their own effective ranges and can only handle guns of similar/same caliber and ballistic characteristics.[/p][p][/p][p]Guns not assigned to a fire control group will behave similarly to current autonomous secondary guns. They are capable of basic actions but without additional accuracy bonuses.[/p][p][/p][p]With the new fire control system, players will be able to:[/p]
- [p]Select the desired type of ammunition for each group[/p]
- [p]Choose targeting modes: manual anti-surface, auto anti-surface, AA only, or simply nearest enemy[/p]
- [p]Switch between full salvo and single-fire[/p]
- [p]Manually issue fire/ceasefire commands for each group[/p]
- [p]Manually aiming specific zones[/p]
[p][/p][p]Additionally, turrets in auto-mode will gain an increased accuracy bonus when continuing fire at a single target. There will also be visible shell impact markers to help players manually correct their aiming point.[/p][p][/p][p]
This still remains a conceptual design at this stage and maybe altered or cancelled depending on the real game development.[/p][p][/p][p][/p][h3]
Squadron Morale System[/h3][p]The squadron morale system was initially planned for version 1.3.[/p][p][/p][p]In this design, each aircraft squadron would have a morale bar similar to HP, directly affecting bombing accuracy. Morale decreases faster than health but regenerates when the squadron disengages from combat. Once implemented, this system will allow us to re-balance AA efficiency towards a historical level --- reducing aircraft losses and anti-air efficiency but not making carriers biased. Accuracy of squadrons will depend on the overall anti-air firepower intensity, improving overall air combat dynamics and reducing extreme outcomes we are currently facing.[/p][p][/p][p]However, because our current AA damage system was built primarily for performance optimization, implementing morale interactions with dual-purpose guns has proven more complex than expected. As a result, the system was postponed. The squadron morale mechanic remains a
high-priority feature and may appear in an early, simplified form in future updates, or be added later once the AA damage rework is completed. The exact timing will depend on the progress of the campaign framework and community feedback.[/p][p][/p][p][/p][h3]
Fleet Command System[/h3][p]The Fleet Command System is a core feature for the future gameplay of NavalArt. Whether in single-player campaigns or multiplayer battles, many players have expressed their desire to be a fleet commander rather than controlling only a single ship. Players can direct and issue orders to a fleet, and even switch control between ships during battle.[/p][p][/p][p]This feature was assigned
high priority, and initial work has already begun.[/p][p][/p][p]
![]()
[/p][p][/p][p][/p]
Combat Dimension Expansion
[p][/p][h3]
Submarines Rework[/h3][p]NavalArt currently has a simple submarine system that allows players to submerge beneath the surface. However, it is difficult to control and lacks a proper propulsion simulation. Our goal is to make submarine handling feel closer to the existing surface ships, giving players more intuitive control and a smoother experience.[/p][p]Once the new propulsion system is introduced, submarines will receive authentic underwater power mechanics, such as battery capacity and electric motors. This will allow us to simulate realistic underwater endurance and performance.[/p][p]Because this feature depends heavily on the propulsion system, the submarine rework is currently assigned
medium priority.[/p][p][/p][p][/p][h3]
Anti-Submarine Weapons[/h3][p]Right now, players have almost no countermeasures against submarines. This creates gameplay imbalance and limits the combat diversity. We've already prepared assets for anti-submarine warfare. Once the campaign framework is set up, we'll move forward with this as a
high-priority update to introduce basic unguided ASW weapons.[/p][p][/p][p]As for guided torpedoes, these will be developed later alongside the missile rework, as the two systems share similar mechanisms. Guided torpedoes are therefore classified as
low priority right now.[/p][p][/p][p][/p][h3]
Missiles Rework[/h3][p]Missiles are one of the most frequently discussed topics in the community. The current missile system has several design flaws: Missiles are single-purpose, launchers have no rotation, and ammunition cannot be customized. To address these issues, we have planned a complete missile system overhaul. [/p][p]However, as this will require a significant development time for the major framework changes, missile rework is being treated as
low priority. [/p][p][/p][p]Nevertheless, we will introduce some missiles using the existing mechanics in the regular updates.[/p][p][/p][p][/p][h3]
Aircrafts with Guided Weapons[/h3][p]We've already built a considerable collection of Cold War--era aircraft models, but due to the limitation of the current missile system, we haven't been able to integrate them into the game. [/p][p]For now, our focus remains on refining the game's core mechanics and improving the shipbuilding experience. Aircraft with guided munitions are therefore considered as
low priority. [/p][p][/p][p]However, we do plan to introduce several jet aircraft with unguided armaments in the near future --- such as the A-4 introduced in version 1.3 and the Sea Harrier planned for version 1.4.[/p][p][/p][p][/p][h3]
Reconnaissance System[/h3][p]Developing a realistic and enjoyable reconnaissance system has long been a challenge. It is hard to create a reconnaissance system with both high playability and historical accuracy. Given that NavalArt's current maps are relatively small, the reconnaissance system will remain
low-priority in the foreseeable future. Once we expand the scale of map and combat that a reconnaissance system is required, we'll revise the design and implement a more complete system.[/p][p][/p][p]
![]()
[/p][p][/p][p][/p]
Construction System Expansion
[p][/p][p]The construction system has always been the heart and pride of NavalArt. Since version 1.0, we've introduced multiple QoL improvements, but this is far from the end. Our goal is to make shipbuilding more enjoyable while maintaining the creative freedom that defines the game.[/p][p][/p][p]In version 1.3, we've already implemented several foundational updates, including:[/p][p][/p][h3][/h3][h3]Parts Catalog Collapse[/h3][p]Currently, the game already contains more than 900 vanilla parts, with multiple variations of a single part available. It is hard to find out the desired parts in the list, so this system was introduced.[/p][p][/p][h3]Save Folder Management System[/h3][p]The old save management structure could no longer keep up with the increasing number of vanilla ships and players' own builds. To resolve this, we developed a unified save management system. Vanilla ships are now categorized by precision level --- Basic, Advanced, and Historical. Players can also create their custom folders directly within their local save directory for better organization.[/p][p][/p][p][/p][h3]
Upcoming Construction Features[/h3][p][/p][h3]Enhanced Part Search[/h3][p]We're improving the part search and filtering system, we will refine the filters to allow players to search weapons by era and caliber. Filters to the aircraft will also be available in the future. This system ties closely to the upcoming campaign framework, so it has been assigned with
high priority in our development schedule.[/p][p][/p][p][/p][h3]Part Grouping[/h3][p]Recently, we attempted to rework custom parts so they can be saved in the file without being disassembled. The goal was to allow these custom parts to serve as a part management tool. However, we encountered several unexpected challenges during its development. To move forward, we're exploring alternative approaches. Our current concept involves introducing a new grouping system that is individual from custom parts. Players would be able to:[/p]
- [p]Assign multiple parts to a single group[/p]
- [p]Designate a parent part that controls movement and rotation for the entire group[/p]
- [p]Convert a custom part into a grouped assembly.[/p]
- [p]Not disassemble the group once exiting the dockyard.[/p]
[p][/p][p]This feature is still in early conceptual design. Details may change or be cancelled during development.[/p][p]Due to the workload and the current focus on reworking the combat system, part grouping is now considered a
medium-priority feature. We will reevaluate it once more core gameplay features are complete.[/p][p][/p][p][/p][h3]Linked Parts in Battle[/h3][p]For years, the community has requested the ability to mount AA guns or decorative items onto the rotating turrets or other moving modules. This feature would significantly improve both gameplay and visual quality. [/p][p]However, because it shares the same underlying framework challenges as the part grouping system, it is assigned
low priority for now.[/p][p][/p][p][/p]
Coming soon
[p]Looking ahead, our main goal for version 1.4 is to complete the foundation of the single-player campaign. This will serve as the core milestone for the next phase of NavalArt's development.[/p][p][/p][p]Before that, the upcoming version 1.32 will focus on several QoL updates for the photography enthusiasts. These include:[/p]
- [p]Adding a roll axis for the cameras.[/p]
- [p]Allowing players to save camera and scene configurations in the in-game gallery for easier photo setup and sharing.[/p]
[p][/p][p]
![]()
[/p][p][/p][p]We'd like to demonstrate our sincere thanks to all players for your long-term support and to the community developers for their incredible contributions. Your feedback, creativity, and enthusiasm continue to shape NavalArt's development.[/p][p][/p][p]Stay tuned for more updates. We'll see you next month![/p]