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Flagship is a real time strategy game played from a first person perspective. Fight a war with an agressive alien fleet from the bridge of your own starship. The game is being built with VR support from the ground-up, though it can be played without a headset.


Can I play this without a VR headset?
Absolutely, the game can be played on a normal monitor.

Will there be multiplayer?
Unfortunately not, Flagship is single player only.

Will there be mod support?
While there won't be full mod support, we are hoping to ship the game with a mission editor that will allow you to create and share your own campaigns.

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Hello everyone!

It's been quite some time since our last update, apologies for that. Quite a few things have changed with Flagship and we were holding off until we had something concrete to show you. Unfortunately things haven't fallen into place yet, but with it being over a year since our last update we thought we'd better post something anyway.

Game Scope
Firstly, we have decided to further reduce the scope of the game. While we're well into our fourth year of development this has always been a spare-time project - and that spare time has become scarcer with each year while the demands of the project keep growing. Despite putting a tremendous amount of effort into it, the strategy metagame was not coming together in a way we were happy with. Strategy at a galactic scale requires more depth than our '4X lite' approach could provide, and the menu-surfing nature of managing your fleet and economy was at odds with the faster-moving tactical combat, not to mention a bad fit for VR.

Factoring into this decision is the fact that space games are far less niche than they were when we first started work on Flagship; 4X especially has seen many good releases in recent years with many more on the way. Compared to these titles Flagship would likely be regarded as a weaker attempt at a 4X, and this assessment would probably be correct. So where does all that leave us?

Authored Missions
The very core of Flagship, the tactical capital ship combat with RTS-like control of a small fleet is more or less unchanged. But we're switching to a more linear, mission-based approach. This may come as bad news for some, but it comes with quite a few benefits. Firstly, it will allow us to get this thing shipped sooner. It allows us to really drill into the ship-to-ship combat, which up to now had been left underdeveloped while I focused on the strategy metagame and the various systems and interfaces that allowed players to move seamlessly around the galaxy. The more linear format also allows us to tell a story, and while we can't promise anything too epic (we really don't have the budget for it) the hope is to deliver a fairly interesting set of missions, each taking between 10-20 minutes to complete. There will also likely be a skirmish mode, and we're hoping to ship the game with a mission editor that will allow users to author and share their own missions and campaigns.

So where's the strategy?
The strategic component of the game now takes the form of a pre-mission planning table. This allows you to organise your fleet into groups, give each group preliminary orders and plan out the battle before it begins. Once you command your fleet to execute the plan, you can still command each group but if left alone they'll carry out the orders given to them at the planning stage. This is the last piece of the puzzle for us and it's something that's still at the design stage, so we can't really go into great detail just yet.

Input devices
We started development of Flagship at the very beginning of the VR revival and for a long time there wasn't a standard input device, so during the first years of development I was developing Flagship to be played with a keyboard and mouse. We expected motion controllers to become the standard and remapping mouse inputs to motion controllers seemed like the way to go. Those who have kept up with VR will know that while motion controllers pretty much are the standard, the HTC Vive is the only headset that actually ships with them included. This meant that Flagship had to work with 'gaze control', which in turn meant that the standard RTS-style map table needed to be scrapped and replaced with something better.

The Tac-sphere (working title)
The tac-sphere is a podium that when stepped onto gives you an augmented reality overview of the battle. From here you can order your ships by group and track the movements of enemy groups within a planetary system. This is also where you'll be selecting targets for your own ship to fire upon, as well as manually firing weapons, launching countermeasures, performing evasive maneuvers, controlling power distribution and more. It's a bit more intuitive than the original map table and works with either a gamepad or motion controllers. It's even playable with just the Oculus remote.

Flagship is designed as a room-scale VR experience, and though it won't require a large playspace (one square meter should be fine) it is best played standing because threats will come from all sides. We are of course aware that not everyone is able to stand, and not everyone wants to, so we are doing our best to develop the game so that it can be played seated as well. For those planning to play the game without VR, it still works just as well on a normal monitor with keyboard and mouse, so a VR headset is not required to play.

Voice Attack Support
We have often been asked about adding voice commands to the game and voice attack support is a commonly requested feature. This was previously impossible because of how the game originally played, but when developing the new tactical interface I bound each command to a different keyboard shortcut and have created a voice attack profile to go with it. This means that if you have Voice Attack you'll be able to just load up the Flagship profile and control most systems with voice commands. We can't promise everything will be covered (complex actions like group management and other strategic decisions will probably still require standard input) but most commands are supported.

Ahead Full
In summary, despite some hard cuts things are going well. Most of the game mechanics are locked in (with the exception of pre-mission planning), the game is hitting a respectable framerate in all but the most heavy combat situations and everything is starting to come together nicely. There is still a lot to do though, the UI needs a lot of refinement, missions have to be designed, crew dialog written, voices and music recorded, balancing and lots of other background bits.

Since so much has changed over the last 12 months a lot of the information currently out there is now out of date, as such we've rebooted the website and de-listed some of the videos from YouTube. News posts and image dumps probably won't be frequent again until we get closer to a release, but rest assured we've worked incredibly hard on this over the last 4 years and we're still fully intending to see it through to the end. I do post snippets on Twitter every now and then so follow me there if you want to keep an eye on things. For those not on Twitter, I'll post the most important tweets on the website (flagshipgame.com). It's possible we'll run a limited early access campaign though itch.io prior to our full release, if you want to get involved with that sign up to our mailing list here as those are the people we'll be contacting (Kickstarter backers will probably have first refusal).

Until next time, take care and thanks for your continued support.

Flagship Progress Update

Flagship Progress Update

News 69 comments

A development update covering progress on the core game, upgrade to Unity 5 and the state of VR.

Flagship Status Report

Flagship Status Report

News 29 comments

We know it's been a while since our last news update, and some recent press mentions mean that some of you are just discovering Flagship; many of you...

The Future of Flagship

The Future of Flagship

News 21 comments

Thanks for the all kind words and messages of support over the last few days, it really means a lot. Our last update raised some questions so we’ll...

Star System Scale Demonstration

Star System Scale Demonstration

News 6 comments

We've put together a video demonstrating the huge scale of star systems in Flagship.

Comments  (0 - 10 of 288)

Let me start by saying this was an ambitious project from the start. I've been a lurker for a few years now and wanted to finally say thank you for trying this.

I've been really looking forward to a management game with such depth and great tactical combat. For me though, the former was more important than the latter. And while you have plenty of people in the comments section saying "oh yes, that doesn't matter." I'd like to be the one ******* who gives an honest opinion :) .

So many games have combat in them. This game stood out to me as a chance to move away from that and actually deal with the rigors of military campaigns, loss of life, loss of assets/resources and where/how to acquire replacements. That interests me 10x more than a game that (brutal honestly incoming, with no disrespect intended) I could frankly play on my phone. I could open Steam right now and buy 3-5 games with excellent ratings that will provide me with a set of "linear missions" in space on a grid and let me watch my ships shoot each other.

Thus, I guess what I'm trying to say is that I, as a potential customer, am somewhat disappointed. Can you sell me on why I should buy your product?

Note: There will be a few asshats that choose to attack me for typing this well-structured (if somewhat short) response, I'm going to be ignoring those individuals and probably not reading this ever again anyway. This is just something for you (developers) to think about going forward: how are you going to sell your customers (and yes that's what we are, not gamers) on your product after the entire selling point has been removed?

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UrbanLogicGames Creator


For me the entire selling point of the game is being able to play a space strategy game in first person aboard your own ship. That's the core idea I started with and it's what people seemed excited about back in 2014 when we released our first trailer. Granted, many people were also very interested in the possibilities for gameplay outside of combat, and many of those people like yourself were disappointed when we cut that stuff, but it was never the primary selling point.

Based on what your saying, I'm not sure Flagship was the game for you even before we removed the asset management mechanics, which as I explained in the last news post were not deep enough to justify their existence (and making them deeper would mean expanding the scope of the game beyond our capabilities). In any case, you do seem to have already made up your mind so you'll have to forgive me if I don't spend much time trying to change it.

I appreciate you following the game this long, and I do hope you'll check out the game when it's released, but if you don't that's totally fine.

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Is the Game Abandoned?

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UrbanLogicGames Creator

We're still working on it. I know we haven't posted an update for a while but I do tweet about what I'm up to from time to time - you can see all Flagship-specific tweets at Flagshipgame.com

Hopefully I can find the time to write a full update at some point in the coming months.

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It is hard to say - there's a tweet saying that Flagship is still in development since the end of May, but no updates have been posted in more than a year.

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It isn't abandoned yet, but it seems like work has slowed significantly due to a lack of Kickstarter funds.
The main dev tweets his progress every now and then.

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Hi! This is perhaps the first time I'm commenting out here for this game or for any game for that matter! This could be one of the best games ever! Keep up the great work.
I just hope it doesn't becomes a disappointment like No Man's Sky, looking how hurried and incomplete the game is... I had some questions I would love you kindly answer... beg your pardon for the length in advance (getting all excited!!!):

1. Just in case, it is the game both single player and multiplayer?

2. Is it the universe procedurally(?) created and not the same thing, size and shape (as in Endless Space) every time we play it? I grant you that though that might make the "scope" as you called it too big.

2.1. Could we set certain rules for the world, like whether it will have Pirates, rogue and neutral factions and to set their difficulty level? (Rogue here like a headquarters for the Pirates kind of like STALKER.)

3. Is it possible to have building constructions e.g. turrets and defenses?

4. (AND ONE OF THE MORE TACTICAL ONES!!!!) Is it possible to command multiple fleets, separated from the main fleet.

Either controlled by person again and/or by AI, and to give them, let's say commands to follow and attack certain other places, BETTER YET, to meet up with you later by another route, flanking an enemy in the form of REINFORCEMENTS.
(As I can't expect this kind of drama by itself if the game has no campaign like Galaxy Angel.

Note on the side: (this one was an old visual novel (2 trilogies) with an unusually interesting strategy game built-in in a none-linear map (units moving in all directions) which is advisable for any visual novel and space game fan as well as developer, with a kind of pseudo 1st person view of some units in the 2nd and 3rd games using "insert key". Graphics become rather impressive in the 2nd and especially the 3rd games.)

4.1. How big can the fleets get? Is there a limit.

5. Will there be factions. Is it possible to do commerce and make alliances with other factions or fleets as in Endless Space, or is it a last man standing of sorts?

6. In case doing business is possible, is it, like one of the videos, possible for people and AIs to set mini quests of sorts like "defend us against pirates" through out the game, like No Man's Sky and STALKER?

Sorry for the rant again and any comments on how tactical the game can be will be much appreciated. Thanks again for all your efforts.

Best regards!

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UrbanLogicGames Creator

Hi, thanks for the kind words! In answer to your questions:

1. Flagship is just single player I'm afraid. As much as we'd love to add multiplayer, it increases the development of the scope of the game beyond what we'd be able to deliver at this point.

2. Our latest news post covers this, but Flagship is now an authored, linear campaign that would be the same every time. While I use procedural generation to create the planetary systems the game takes place in, the gameplay itself is mainly focused on tactical ship-to-ship combat over a set of missions making up the main campaign. However, we are hoping to ship the game with a mission editor that will allow players to create their own scenarios and campaigns, and there should also be a skirmish mode.

3/4. Building static defenses is not necessary because of how the game now plays. You're largely attacking enemy outposts (where you would not be able to build turrets) or defending allied positions (where turrets would already be established). You control a single fleet that you maintain throughout the main campaign. These ships will rank up, while lost ships will be replaced with novice ships.

4.1. There is no limitation on the size of the fleet, but there will be limits on how much of your fleet you can deploy on any given mission. From a lore standpoint, deploying ships costs resources and you should only be using what you need. From a real-word practical standpoint, I want to keep the game challenging and ensure the game runs smoothly. :)

5. There may be other factions in the game, but their alliances would probably be dictated by the plot of the main campaign. Any control we give the player (if any) would be fairly limited to be honest.

6. Flagship is at this point entirely linear, the chances that we'll introduce any kind of branching storyline or optional 'quests' are very slim, but we haven't ruled it out entirely.

I'm sure you've gotten the picture by now, but I feel should stress that while Flagship was originally intended to be a more open 4X-style game, this is no longer the case. The latest news post goes into why this is and what we we gain from the new direction.

Hope that clears things up!

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