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Battlecruisers News

Minor polish fix

Hovering over the different buildable options in the selector no longer cause the informator to bob up and down like a rabbit on meth.

Ultra-marginally Balanced Update



Mecha Weka, New Zealand's 2nd-best flightless bird-themed game studio, has released an update to Battlecruisers! We decided to address balance and bugs, as well as release a little bit of tasty new content at the same time. The icing on the cake is that we've managed to explain what we've done here in our patch notes, which is important to our dear players.

New Content
  • Added story stage interstitial screens, at the start of each stage.
  • Added video display settings for PC.


Tweaks & bugs
  • Informator behavior changed to on-hover instead of on-click.
  • Increased or improved sizes of some text objects.
  • Options screen text centered for 4:3 aspect ratios.
  • Spacebar now toggles pause/play.
  • Fixed issues with shipwrecks facing the wrong way.
  • Removed no-longer-accurate loading screen hints.
  • Fixed issue where too many aircraft dying at the same time caused SFX distortion.
  • Decreased time required to demolish a structure.
  • Adjusted credits in various non-English languages.
  • Video display settings are now accessible in the Options menu.
  • Alt-tabbing or multitasking in Windows no longer forces the game to pause.
  • Hovering over buildable buttons on the selector now shows their stats in the informator.
  • Only available buildables can be selected now.
  • Added link to our official Discord.


Balance adjustments
  • Mortar range increased.
  • Something happened to the MLRS.
  • SamSite rate of fire reduced.
  • AttackRIB fires 8 shots per burst cycle, rather than 12.
  • Buildings are immune to damage when under shield protection.
  • Shields now only delay their recharge when depleted, rather than anytime they take damage.
  • Shield recharge has been lowered to compensate.
  • Increased fire rate of front-facing cannons of Destroyer and Frigate.


To get involved with how Battlecruisers develops, or request a new weapon, please join our happy community of Battlecruiser Captains on Discord.

Ultra-Marginally Improved Edition

You all asked for more content, so to prove we're still alive, here it is :)



● Five new AI enemies to challenge, including Kentron, the most handsome robot on Earth!
● Five new weapons and buildables, including the SteamCopter, the MLRS and the mighty GatlingMortar.
● Simpler UI and better accessibility
● New boss fights - can you beat them on the first try? I doubt you can. Prove me wrong!
● Destruction score and ranks to climb, starting from a lowly Boat Thief, up to Fleet Admiral and beyond.
● A conclusion to Charlie’s story, making for 95% less confusion.
● Improved AI tactics, making for more variable gameplay and strategic options
● Improved balance game-wide, giving you the choice of how to dispatch your enemy
● Available in 12 languages: English, German, French, Spanish, Portuguese Brazil, Polish, Turkish, Japanese, Simplified Chinese, Korean, Arabic and even Russian (it's not their fault their leader is a small-dog-syndrome drop-nuts fake-tough-guy psychopath :)

If you consider yourself to be a connoisseur of pyrotechnics, or your drug of choice happens to be nuclear conflagration of mechanized war-machines, then now is the time to pick up Battlecruisers :)

Tweak Difficulties

[h2]Difficulty changes[/h2]
• Removed Easy difficulty
• Renamed difficulties
  • • Normal => Easy
  • • Hard => Normal
  • • Harder => Hard

• Made (new) Easy and Normal difficulties increase AI build speed per level:
  • • Easy: 0.65 (level 1) => 0.77 (level 25) (Previously constant 0.7)
  • • Normal: 0.93 (level 1) => 1.05 (level 25) (Previously constant 1)
  • • (new) Hard difficulty AI build speed remains at 1.25


[h2]Bugfixes[/h2]
• Fix bug where gunship would not attack destroyers as soon as they came within range, especially on fast forward
• Only show the “Loot!” button after winning a level for the first time, forcing the user to check out the loot
• After winning a level (eg: 1), make the home screen “Continue” button start the next level (eg: 2), instead of the same level (eg: 1).

[h2]Balancing[/h2]
• Increase artillery build time from 120 to 140 seconds

[h2]Other[/h2]
• Tweak clocked game message to encourage users to try the Skirmish game mode

[h2]What we’re working on next (long term)[/h2]
• Localization
• Expansion
• Multiplayer maybe?

Skirmish Game Mode

[h3]Skirmish Mode[/h3]
In a skirmish you decide:
  • The AI to fight (random, balanced, rush or boom)
  • The cruiser the AI uses (random, or one of the eight cruisers)
  • The cruiser you use (random, or one of the eight cruisers)
  • The difficulty (easy, normal, hard or harder)




Unlike in the campaign you won't know which strategy the AI will use!



[h3]Other Improvements[/h3]
  • Remember help label toggle (question mark) state between levels
  • Improve Options screen UI


[h3]Balancing[/h3]
  • Destroyer

    • Increase build time from 80 to 100 seconds
    • Reduce air turret range from 20 to 18
    • Reduce SAM site range from 25 to 20
    • Reduce SAM site burst size from 3 to 2
  • Reduce Mann o` War built time from 360 to 300 seconds