Devlog
Every release as we sail to the future
Patch notes for every alpha and beta build of Throw Weight: Fleet Doctrine. Relive the growth of the game from an idea to a live title.
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Beta 01 Ready – Sound and Animations!
Beta 01 sees a major set of milestones come together to really make the game start to feel complete. The inclusion of sound, including battle, UI, and a theme from our amazing sound artist…
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Alpha 13 – Personalities Introduced!
Alpha 13 unveils a key feature: opponent personalities. During game setup you can select from a list of historical admirals who each have their own strategic and tactical personalities. Should make the game a…
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Alpha 12 — Opt-in battles, per-ship missile loads, and an in-game menu
Battles are now opt-in, with a pre-battle window and auto-resolve. Missile loads are tracked per ship, and there is finally a menu behind the Esc key.
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Alpha 11 — A tactical movement rewrite, ship transfers, and level 10 shipyards
The tactical movement model got a significant rewrite: ships auto-dodge under fire and strafe into formation. Shipyards now upgrade to level 10.
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Alpha 10 — A smarter strategic AI
A short release built around one large change: the strategic AI got an overhaul and now runs its empire considerably better.
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Alpha 09 — Independent engagement range and fire rate, and an AI that shoots
Engagement range and fire rate become independent tactical settings, the AI finally uses its weapons, and fleet and build orders become reversible.
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Alpha 08 — Name your faction, and three crashes fewer
Name and colour your own faction, read a proper after action report, and stop hitting the three crashes that were making longer sessions difficult.
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Alpha 07 — Damage that persists, repairs that depend on where you are
Damage now carries between the tactical and strategic layers, repairs are gated by starbases and building slots, and drones and jamming move to the fleet level.
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Alpha 06 — A win condition, a tutorial, and range toggles
The strategic layer gets something to play toward, the tactical layer gets the range toggles it needed, and new engagement modes arrive.
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Alpha 05 — Ship explosions and the Formation Editor
Ships explode properly, the Formation Editor moves to the main menu with a save system, and skirmish mode gets AI opponents.
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Alpha 04 — Missile quality-of-life
Missiles on the minimap, remaining counts on the ship status box, more engagement options in the command bar — and the radial menu is gone.
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Alpha 03 — The game gets a name and a split-screen view
The project gets its name, and the tactical view splits to show both fleets at once instead of forcing you to choose one to watch.
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Alpha 02 — Shipyards become the economy
Each shipyard level now adds income and another parallel construction slot, and the interface becomes movable with draggable panels throughout.
