Iron Armada ► June Roadmap

Iron Armada ► June Roadmap

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Welcome everyone to the Iron Armada June roadmap update!

Iron Armada.png


Iron Armada Pre-Alpha v0.2.0

Welcome to Iron Armada's first major update! In this article we'll cover what new features and changes have been added to the game, what has been released to the public, and what we are next looking to complete! Iron Armada is a completely original game, written from scratch in Java by our community developers. If you want to be more involved with project development, make sure you follow the development channels below!


If you wish to follow the project, try to stay active in our primary development channels.

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Iron Armada: Update Trailer & Development Vlog

After a long period of radio silence... it is finally time to show you what we have been building! Version 0.2 brings a huge list of improvements and expansions into Iron Armada. This is the first major update we believe begins to illustrate Iron Armada's ultimate vision, and is also a strong preview of what to come.


Our Iron Armada v0.2 Release Trailer


New Major Features

Version v0.2 is the first major expansion of Iron Armada that shows the power of our engine, and what is possible within the scope of our game. New features include complex ship construction, manned weapon systems, animation overhauls, sound effects, new gameplay mechanics, and fully upholstered artwork.


New major features.




Upcoming Features & Updates

The current feature list is still only scratching the surface of what we have planned for Iron Armada. In this section I will give you a brief preview of our work-in-progress development on features we are expecting to release in future versions of the game.


These features are not currently in the game, but are actively being developed.



In addition to the above, a new default gamemode is currently being developed named "Armada" which will serve as the foundation for our Steam release. We will release more details on this mode as we near our official release on the Steam store, however the mode should allow players to much more quickly enter the action... without sacrificing the deep strategic gameplay that Iron Armada currently offers.


Steam Release Checklist

We are inching closer to our first official release on the Steam store each day... however there are still a few critical things we need to complete before this is possible.

  1. Server Browser & Steam Integration. Most importantly, we first need to finish our in-game server browser and Steam client integration. We already have the initial framework for this completed, however we are forcing ourselves to triple-check this integration to ensure that it will be as reliable as possible upon release.
  2. User Interface. Our user interface is currently placeholder programmer art while we perfect our backend and solidify our layout. However before our official release, we would like to have our entire user interface completely polished with the custom typefaces and aesthetics we have designed for it. We think this is critical to a good first impression.
  3. Gamemode "Armada." We want the first moments of gameplay for each new Iron Armada player to simultaneously be enjoyable and smooth, but also fully showcase the best of what Iron Armada has to offer. We think our new upcoming gamemode will be the best combination of strategy, construction, and teamwork, to properly show off Iron Armada in the best light.

Once these three things are done, we will finally be ready to release on Steam! We are expecting these features to only take a few more weeks, but as always we can only promise that it will be done "when it is done!"

That is everything to update you with for this month! If you have any questions about the project, be sure to visit the forums and Discord... and if you wish to become a supporter and pre-order the game, please do so below! Thanks so much for your support everyone, and we all look forward to seeing you on the Iron Armada testing servers!


SuperButtons.png SuperButton2s.png


See you soon!

- The Iron Armada Team

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Full Changelog

  • Multi-size ship blocks implemented
  • New blocks implemented
    • Capital ship engine
    • Rocket engine
    • Maneuvering thruster
    • Flak turret
    • Autocannon
    • Gatling autoturret
    • Railgun
    • Small cockpit
    • Large cockpit
    • Large reactor
    • Equipment bay
    • Small armor
    • Small panel
  • Existing Blocks Changed
    • Normal thruster changed to be larger
    • Artwork updated for almost all existing blocks
  • New gameplay mechanics
    • Build restrictions for turrets, engines, and cockpits now implemented. You may no longer build either in front of or behind (or in rare cases both) for restricted blocks. This forces weapons, cockpits, and engines to stay on the outside of the ship, and fixes many previously exploitable designs.
    • The ability to capture enemy ships has now been implemented. If you enter any cockpit on an enemy ship, and the enemy ship has no other enemy crew currently occupying any cockpit on the ship... then that ship turns to your faction. This works for all ships except for core-ships.
    • Crew can now equip their weapons and become marines only at constructed equipment stations. Press "E" while standing over a equipment station to equip a marine loadout. Marines cannot build, repair, crew ships, or crew weapons.
    • Weapon handling for infantry has now been overhauled. Your weapon will be forced to lower into a "low ready" state if your muzzle passes through a wall. This means that longer barreled weapons are less effective in claustrophobic corridors. Marines also now have burst fire instead of fully automatic fire rates.
    • Many blocks (including weapons and engines) now stop functioning when excessively damaged. They need to be repaired to function again.
    • Killing players now grants the killer 50% of that player's resources. This is only a temporary measure to prevent the "tear down and suicide" exploit and will be further changed in the future.
    • Players now have oxygen tanks that slowly expire when in space. Marines have larger oxygen tanks. You can replenish oxygen by walking over any tile that has oxygen, which is currently any ship-tile. This is a pre-requisite for the ship pressurization system we are currently building for the next update.
    • Turrets now rotate smoothly and follow player cursors. Turrets have a maximum deviation, will not traverse through blocks that impede their movement, and will also not fire if a block from the ship it is mounted on impedes its line-of-sight. When a turret cannot follow a player's crosshair, it becomes comatose and awaits for another player's cursor to slave to.
    • Only one single player can now operate a single cockpit at a time.
    • Radar is now implemented for all ships, players must be in a cockpit to use it.
    • Construction is now sorted by categories, press the category you want in order to cycle through blocks of that category. Left click to open the build menu, right click to close the build menu.
    • Repairing is now restricted to your immediate vicinity. A small repair icon will appear on your cursor if you are able to repair. Left click repairs blocks, and right click deconstructs them.
  • New effects
    • Muzzle flashes for almost all weapons
    • Firing animations for almost all weapons
    • Impact animations for bullets impacting blocks
    • Players in space now face the direction they are jetpacking towards
    • Player corpses now appear when players are killed, these quickly fade away
    • New environment artwork
    • Internal and external sprites for entering cockpits and turrets. Now players can go "inside" things. This is a pre-requisite for full interior/exterior support for ships. In the future you will not be able to see inside ships unless you are actively aboard it.
  • Positional sound engine implemented
    • New sound effects for almost all blocks
    • Sound is positional and will decrease in volume the further you are to it
    • Sound is 3D and will be heard from the direction it is originating from
    • A pre-requisite for in-game positional VOIP, bridge-to-bridge hailing, and crew radios
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Thought I drop-in and and say hi, this looks good drake, while it still is clearly very early alpha I can see this being quite a nice game for those who wanted more out of the likes of FTL. Good job on working towards getting twitch features in the game, it will be interesting.

Edited by theriddick_lives
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This is exactly the type of game I would envision building myself. You can bet I will be getting more involved with this community, I am really excited about this project. I hope I might even be able to contribute something to the development.

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