Store data
- UK price
- £8.12
- US price
- Awaiting regional check
- Positive reviews
- 88%
- Total reviews
- 83
- Release date
- 3 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 29 | -47 | -61.8% | 10 | -68.1% |
| October 2026 | 21 | -55 | -72.4% | 8 | -68.0% |
| September 2026 | 76 | — | — | 26 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
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| United KingdomGBP · GB | — | — | Unavailable | — | — | No change recorded |
| United StatesUSD · US | — | — | Unavailable | — | — | No change recorded |
| Euro areaEUR · DE | EUR | €11.82 | 9,45€ | 20% | 9,45€ | No change recorded |
| United Arab EmiratesAED · AE | AED | AED 34.19 | 27.35 AED | 20% | 27.35 AED | No change recorded |
| AustraliaAUD · AU | AUD | A$17.51 | A$ 14.00 | 20% | A$ 14.00 | No change recorded |
| BrazilBRL · BR | BRL | R$38.79 | R$ 31,03 | 20% | R$ 31,03 | No change recorded |
| CanadaCAD · CA | CAD | CA$15.70 | CDN$ 12.56 | 20% | CDN$ 12.56 | No change recorded |
| SwitzerlandCHF · CH | CHF | CHF 13.40 | CHF 10.72 | 20% | CHF 10.72 | No change recorded |
| ChileCLP · CL | CLP | CLP 6,744 | CLP$ 5.395 | 20% | CLP$ 5.395 | No change recorded |
| ChinaCNY · CN | CNY | CN¥48.04 | ¥ 38.43 | 20% | ¥ 38.43 | No change recorded |
| ColombiaCOP · CO | COP | COP 30,485.00 | COL$ 24.388 | 20% | COL$ 24.388 | No change recorded |
| Costa RicaCRC · CR | CRC | CRC 5,360.00 | ₡4.290 | 20% | ₡4.290 | No change recorded |
| Hong KongHKD · HK | HKD | HK$76.68 | HK$ 61.34 | 20% | HK$ 61.34 | No change recorded |
| IndonesiaIDR · ID | IDR | IDR 106,235.00 | Rp 84 988 | 20% | Rp 84 988 | No change recorded |
| IsraelILS · IL | ILS | ₪44.30 | ₪35.44 | 20% | ₪35.44 | No change recorded |
| IndiaINR · IN | INR | ₹564.00 | ₹ 451 | 20% | ₹ 451 | No change recorded |
| JapanJPY · JP | JPY | JP¥1,386 | ¥ 1,108 | 20% | ¥ 1,108 | No change recorded |
| South KoreaKRW · KR | KRW | ₩13,390 | ₩ 10,710 | 20% | ₩ 10,710 | No change recorded |
| KuwaitKWD · KW | KWD | KWD 2.270 | 1.81 KD | 20% | 1.81 KD | No change recorded |
| KazakhstanKZT · KZ | KZT | KZT 3,326.00 | 2 660₸ | 20% | 2 660₸ | No change recorded |
| MexicoMXN · MX | MXN | MX$145.95 | Mex$ 116.76 | 20% | Mex$ 116.76 | No change recorded |
| MalaysiaMYR · MY | MYR | MYR 31.41 | RM25.12 | 20% | RM25.12 | No change recorded |
| NorwayNOK · NO | NOK | 133,95 kr | 133,95 kr | 0% | 133,95 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$ 17.55 | NZ$ 17.55 | 0% | NZ$ 17.55 | No change recorded |
| PeruPEN · PE | PEN | S/.27.26 | S/.27.26 | 0% | S/.27.26 | No change recorded |
| PhilippinesPHP · PH | PHP | P391.69 | P391.69 | 0% | P391.69 | No change recorded |
| PolandPLN · PL | PLN | 55,42 zł | 55,42 zł | 0% | 55,42 zł | No change recorded |
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| Middle East & North Africa (regional USD)USD_MENA · EG | — | — | Unavailable | — | — | No change recorded |
| South Asia (regional USD)USD_SASIA · PK | — | — | Unavailable | — | — | No change recorded |
Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Dread Admiral is a turn-based naval roguelite where you command a persistent fleet across a hostile archipelago. Every ship you build carries forward, and every ship you lose is lost forever. Every turn you spend on a mission is a turn less for the future - and a turn closer to a relentless enemy engulfing you.
Earn ranks, unlock Perks and technology, and earn upgrades for your Flagship even when you lose.
No two campaigns play the same. Navigate unpredictable mission modifiers against AI Admirals with distinct personalities and tactics, deciding when you fight and when you flee.
Every turn, the Black Fleet gets closer - will you gather more resources and ships, or will you abandon your mission to buy time?
Alternating Activations - You're always looking for the next best move, as is your opponent. Every ship has been delicately balanced to have a role to play.
Dread Admiral is perfect for players who enjoyed FTL, Urtuk: The Desolation, or Darkest Dungeon.
You will lose. You will make tough decisions. You will run out of time. You will fail mission objectives. You will eke out victory by the slimmest of margins against an AI that adapts its fleet and economy to yours.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Upstart Admiral | 63.2% |
| 02 | Worthy Opponent | 35.2% |
| 03 | Meta Male | 29.4% |
| 04 | Hat Trick | 22.4% |
| 05 | Bravery | 21.2% |
| 06 | Seeing Double | 18.6% |
| 07 | Nerd | 17.1% |
| 08 | Fullhonors | 16.6% |
| 09 | Superpower | 16.1% |
| 10 | Turn Around | 16.0% |
| 11 | A Grand Experience | 15.7% |
| 12 | Veteran Long War | 14.0% |
| 13 | Gheeds Fortune | 10.6% |
| 14 | The Grandest Fleet | 8.4% |
| 15 | Conquering Hero | 8.3% |
| 16 | Savior | 8.2% |
| 17 | Pyrric Victory | 7.8% |
| 18 | War Is Hell | 7.8% |
| 19 | Metropolis | 7.1% |
| 20 | Destroyer Of Cities | 6.2% |
| 21 | Firefight | 6.1% |
| 22 | Blackjack | 5.3% |
| 23 | Dread Not | 4.5% |
| 24 | Dd Denied | 4.2% |
| 25 | Double Spin | 4.0% |
| 26 | Broken Arrow | 3.0% |
| 27 | Traitor | 1.4% |
| 28 | A Missiled Opportunity | 1.0% |
| 29 | Youcanwin | 1.0% |
| 30 | The Grand Admiral | 0.7% |
| 31 | Fpocalyptic | 0.5% |
| 32 | 21 Gun Salute | 0.4% |
| 33 | Eradication | 0.4% |
| 34 | Glass Cannon | 0.4% |
| 35 | Pheonix | 0.4% |
| 36 | Dread Admiral | 0.3% |
| 37 | Lastcampaign | 0.3% |
| 38 | Failure | 0.1% |
Balance: * Partials always do at least 1 damage now. New: * Option to have flying planes highlighted (so they are easier to see) added. (Default: on) Minor: * Fixed another bug regarding boxed moves causing unit stacking * Fixed several areas where mouse clicks could register through the UI * Fixed a bug on the Metamap where the Fleet Panel no longer resized vertically * Possible fix for rare issue where 5 planes would not yield two sorties * Better UI updating regarding HP and 'Action Buttons' (should be correctly centered more often.) * Fixed a bug where Seeing Double achievement was given out for non-super ships * Fixed a bug with Bonus XP reward. Should now apply reliably. * Fixed an exploit/bug that allowed units to gain full 'invade' XP when invading smaller targets. (Invade XP is now equal to the amount invaded.) * Salvageering now shows a small panel when it earns you money *...
Read full update on Steam ↗Balance: * Wolfpack sub 'injections' added back to Normal, but adjusted to 1 sub per injection. * Number of Wolfpack Subs reduced by 2 for all difficulties. Bugfixes: * Fixed bug where Dread Admiral's Flagship would often spawn with no upgrades. Additionally, corrected a possible 'double upgrade' bug. * Fixed a bug regarding using the Double Click selection at inappropriate times.
Read full update on Steam ↗* Number of injected subs reduced (-33%) (Only affects Hard/Brutal)
Read full update on Steam ↗QoL: * Tooltips will now tell you how much invade a unit will cause (after all modifiers) when on a Port hex * Fixed Multi-move to recognize when it reveals a *new* enemy unit, rather than stopping a multi-move due to known information. * Recon range is now highlighted during multi-selection
Read full update on Steam ↗Balance: * Wolfpack sub 'injections' removed from 'Normal' difficulty * Wolfpack sub 'injections' reduced from roughly every 3 turns to roughly every 4 turns (-33%) Minor: * Recon highlights will now refresh when using them from multi-selection
Read full update on Steam ↗QoL: * Added Double-Click UnitType selection (e.g. double clicking a submarine you control will select all submarines you control on screen) Hotfix: * STR Tech Lab Fixed (accidentally required 100 population)
Read full update on Steam ↗Balance: * Interceptor/Patrol dogfights now use 'net veterancy' both defensively and offensively, rather than only offensively. * These dogfights have had that up-to-60% multiplier centered at 0 (-30% to +30%) instead of 0-60%. -> these changes reduce the lethality of Veteran'd planes in both directions (they should die less, and they will kill less.) * Tea Traders reduced back to $2 * Further flattened Hard to Hit divisor (Buffs non-PT Hard to Hit units chance to reduce damage.) --> Note: this is attempting to make DDs and SDDs a bit more survivable when not sharing a Hex. --> It also somewhat buffs Subs vs Planes (28% -> 32%) * The chance to reduce damage via Hard to Hit is now split 50/50 between Dodge and Partial, rather than geometrically favoring Partials. (Buffs Hard to Hit units and simplifies the function.) * Wolfpack missions should be less front=loaded, hopefully making pic...
Read full update on Steam ↗Balance: * Bugfix: Tea Traders will actually grant $3 per slot rather than just say it does. Optimizations: * Added caching to City calculations to avoid repeat calculation costs. * Added initial caching for 'action summaries' when calculating combat. (saves calcs between targets) * Ai move enumeration now splits itself across different frames, which should reduce possible visual lag when it's evaluating moves. Minor: * Bugfix: Tech Lab missions should give you a perk you do not currently have equipped, if able. * Fixed a bug regarding Aerophobia and dogfighting * Plane Acceleration increased again (does not affect balance) * Partials/Dodges now give that unit XP * When a player would see the bonus from the following, an icon will appear now: -> Napalm Munitions -> Legacy of Dread -> Aerophobia kills * Ai will no longer attempt to perform repairs at a besieged city * Ai will no longer...
Read full update on Steam ↗Balance: * Reworked the HP input to Hard to Hit. This should make DD's and SDD's feel more significant. This change sits between the original values and the reworked values around launch. -> The Rework specifically avoided buffing PT's to avoid complaints. Ex. 1: SS vs Bombing Run buffed from ~22% to ~28% Ex. 2: DD vs Bombing Run went from ~18% to ~28% Ex. 3: SDD vs BB broadside went from ~13% to ~26% NOTE: Remember that Hard To Hit doesn't affect Skirmish weapons or attacks made within the same Hex. (See its tooltip) * Fixed a bug where Emergency Stores could override Hospitals for 'repairing', causing 1 'repair' growth instead of 3. * Austerity Measures no longer lowers the VP generation of Buildings. * Armed Populace City-pop Black Fleet Delay effect increased from 15% to 33% (multiplicative) * Fortress Cities now increases City-pop Black Fleet Delay by 33% (multiplicative) * Pillb...
Read full update on Steam ↗Balance: * Investor nerfed to 2%. Also now caps at +$20. * Active Builder buffed back to 10%. (Text also clarified.) * Brute Force and similar upgrades now reduce the cost of their related Tech Labs by 50%. * Oil Baron now reduces the cost of Refineries by 50%. * Tea Traders buffed back to +$3 per empty slot * RepairBarge now fully heals your ships, rather than partially between missions * Tweaked how Patrols/Interceptors calculate kills. They should be more reliable now. Minor: * Plane speed should generally be increased. * Spy Network is now more explicit * Oil Baron now modifies the the Refinery's description * Cities now highlight their pop in orange in the City Management panel if they require housing to utilize all of their growth. * Friendly cities now highlight their growth in Orange or Red if they require housing (on the battlemap) * Removed new debug lines that were causing...
Read full update on Steam ↗Balance: * Reordered how growth checks are performed. They now operate *after* new buildings, but before checking for usable buildings. In rare cases this might allow a queued ship to sneak out of port when it wouldn't have been able to before. -> The purpose of this reordering was originally to turn on buildings 'in time' for them to operate during the upkeep. This update to that change should allow a 'just in time' housing building to house the new growth (as it used to.) This should also mean that Growth buildings once again take effect the turn they are created. * SDD now has buffed Depth Charges (averaging 9) * Adjusted how Patrols shoot at sorties, so that their 'flak' is 'staggered'. This should hopefully result in more consistent kills. This is probably a buff to overall kills but a nerf to preventing bombers from dropping their payload. * Adjusted how Interceptors and Patrols...
Read full update on Steam ↗* Fixes a bug where enemy VP was partially added to the Users internally when determining number of bonus turns.
Read full update on Steam ↗New: * End Phase confirmation added. (Details unmoved units and number of cities with empty queues) * Players can now Destroy their own buildings. NOTE: Destroying your Downtown or other 'housing' buildings will get rid of that excess population over time (likely at the beginning of the next turn.) Balance: * Fixed a bug where internal end of mission calc for VP was misaligned with the display. This should result in more of your bonus turns registering correctly. (The internal calc was more pessimistic.) * Fixed a bug where internal end of mission calc was misaligned with the display. This should result in more of your bonus turns registering correctly. (The internal calc forgot to add Gun Fort bonuses.) NOTE: the above should generally lower difficulty, largely in Challenge Mode. Localization: * Fixed several new areas that were in English. If you would like to help correct localizat...
Read full update on Steam ↗New: * Added Fortify campaign objective. Build AA, Forts, and Pillboxes to a specified amount before leaving! * New Campaigns will now summarize various stats about your campaign upon succesful completion. (Old campaigns won't display this data since it would be inaccurate.) Balance: * Ews Radius increased to 8 (sight + sub detection) * Legacy of Dread effect doubled (to 10% per prestige) * Napalm Munitions effect doubled, but reduces your chance to put out Fires by 33% * Ambushes will not have veterancy like their peers (previously, about half of the ships were ignored) * Destroyer of Cities Buffed significantly. Should give about 50% net of what it costs. (E.g. A size 50 city costs about 97 to destroy, but yield $162) UI: * Flagship upgrade screen will now tell you when a Flagship is a 'Glass Cannon' * Added Death Denied help topic * Removed Reddit button Minor: * New Profiles shoul...
Read full update on Steam ↗UI: * Unit tooltip - added various information and colored some of it according to damage/missing planes/etc * Superships should now always appear at the bottom of the purchase panel * Fixed a bug where Unrestricted Superships wasn't functioning. * Buildings should now arrange according to cost/required population * Fixed a bug where if you switched between Quick Battle and Skirmish, it would hide the Super Ship dropdown UX: * Added Middle-Mouse pan option. Speed is affected by option's menu 'scroll speed' slider. * "Easier" difficulty has been renamed to "Starting" difficulty * "Normal" now gated by a few levels so that users start on "Starting" difficulty * "Hard" now gated by 1 Prestige, Brutal by Prestige 2. (These limits can be bypassed by beating the campaign on the previous difficulty) Minor: * Starting difficulty will no longer 'splurg' on extra ships. * Surrendering in a Camp...
Read full update on Steam ↗Balance: * Siege Specialists now also have an additional 20% chance of downgrading/destroying pillboxes each Siege. * Siege Line now has an additional 20% chance to downgrade/destroy pillboxes each attack. * Fixed a bug from 1.0.18 where Black Fleet was coming in a turn early UI: * Tooltips now display for a unit when moused over Minor: * Clarified Depth Charges in unit description skirmish weapons * Investor now updates the Team Summary in a timely manner * Reduced the sound level of Patrols * Recon Speed incraesed 16% * Missiles will now animate appropriately above ships * Subs on a port hex get priority over other subs now for Escort movement * Fixed visual bug regarding some AA turrets on the SDD * Raze City Dialog should now pop-over the city's text * Closing City Management panel or cycling cities now closes the stale Raze City dialog * Fixed a bug that caused Fortress Cities an...
Read full update on Steam ↗Balance: * Protect City will no longer spawn early in new campaigns * Fixed a bug where Protect City and Friendly City spawned cities that were (often) too large. Their size is now relative to the mission number EWS: * EWS will reveal 66% of hidden Subs (up from 50%) * Fixed a bug where a revealed submarine would look invisible * Sped up EWS animation * EWS Panel should now show up near the revealed Submarine GFX: * Bloom added for Fire/Explosions. (Can be toggled via Options -> Bloom) Minor: * Adjusted Critical Hit chance code to be more accurate in its treatement of 'odds'. This generally lowers crit chance, more significantly on those that were achieving especially high numbers (e.g. submarines.) * Added a safety to deselect box-selected units between phases. * Added a safety to prevent SetWaypoint from being used. * Planes will no longer re-explode sinking ships. * Housing should...
Read full update on Steam ↗Balance: * Food Stores renamed to 'Emergency Stores' and now has a lesser version of the Hospital's repair growth Minor: * Fixed an issue with Razing Cities doubling the costs it inflicted (and possibly not reporting them to the user?) * Fixed HardPoint Text size * Ship Tech Tree added to City Panel * Building Tech Tree added to City Panel * Added button that Cancels all Queued Moves
Read full update on Steam ↗Balance: * Maximum Chance to kill a Pillbox increased to 20% (from 15%) * Pillbox II no longer halves this chance. Minor: * Some Perks are no longer gated by beating the campaign, since fixes for the detection are still ongoing * Another attempt at fixing the Campaign completion detection * Fixed a bug where changing player name on Main Menu wasn't being saved properly * Completed Campaigns should no longer be loadable (this should, in part, fix a bug where a user might accidentally reload pre-M10 after beating it.) * Fixed a bug where you could rollover your prestige to prestige 6 (which is undefined behavior) * Possible fix for Pheonix Achievement * Possible fix for Failing Upwards Achievement * Unit/Building Description tooltip should move out of the way of your cursor * Finally fixed Ai's Defend Port logic.
Read full update on Steam ↗Balance: * Hard to Hit is much more likely to function vs Torpedoes. (Buffs PT/DD vs Subs) * Final Battle should be better prepared for your Superships * Fixed an issue that was causing the AI to be more aggressive than it should under almost all circumstances, as well as failing to defend its ports due to said aggression. -> This should result in a more varied experience and more intelligent behavior. New: * Superships can be disabled or unrestricted in Skirmish mode. (In addition to the optiont o follow normal perk requirements.) Minor: * Target priority of Transports that are occupying a Port Hex increased substantially. ? Revealed Gun Forts should stay revealed on reloading a save * Mission Summary fonts updated for non-asian-characters (Note: due to font limitations) * Political Capital button now shows its Perk image * Another possible fix for End of Campaign achievements. Some...
Read full update on Steam ↗* Should finally award achievements/perks based on beating the campaign
Read full update on Steam ↗* Possible fix for rare bug regarding orbiting bombers at a target. * Added safety mechanisms around Animation Slider setting that should keep users from experiencing a Hang from various city, invasion, or movement animations. (Possible divide or multiply by zero existed.) -> This is guesswork to address recent bug reports. New: * Added 'Challenge Mode' option to Normal and Easier so players can experience the 'higher pressure' of harder difficulties, without the difficulty actually increasing directly. Minor: * Corrected some text regarding critical damage tooltips * Protect City missions will no longer spawn Fortified mod * 'Fortified' Admiral will no longer potentially have Protect City missions * Increased max plane speed for long ranges * Skirmish/Surrender/Campaign loss generally increased XP * Increased 'horizontal preference' for city generation (should help position them bett...
Read full update on Steam ↗* Fixed a rare bug regarding map start * Added a pair of saftey mechanisms to ship movement so they shouldn't hang -> should address a rare bug. Minor: * Fixed a bug with Shore Bombardment * Fixed Armed Populace's invade reduction * Clearing Fire with Repairs should now turn off the Fire effect * The Grid Highlight should turn back on after using interceptors * Reduced the difficulty of getting ship-price-reduction perks into the drop pool * Salvageering will now update your money in a timely fashion, and give you a text popup for the amount * Fixed a bug where Black Fleet Delay Reward was no longer being applied to bonus turns
Read full update on Steam ↗Version 1.0.12 Balance: * Mid/Late game building costs increased, some significantly so * BB, CV, SBB, SCV, SDD, SSS costs increased by roughly 10% -> cost increases are in hopes of reducing the snowballing a bit and create more meaningful choices. As bigger ships become less efficient at cost but retain production efficiency and between missions, it might incentivize more play with Cruisers/CVLs mid campaign. Map Balance: * City sizes should vary more often. Note: The aim is to try and get about 10-15 size usually, while having occasional 20-50 size Minor: * Plane repair bay will no longer claim to apply to every unit * Fixed a bug regarding End of Campaign achievements * Fixed a bug where save/loading could 'forget' Pheonix or other achievements * Many achievements no longer require a successful Objective to complete * City turrets for AAII and AAIII will now animate * Fixed a bug w...
Read full update on Steam ↗Hotfixes: * Fixed another set of issues with the Plane Repair Bay/Factory toggle * Possible fix for orbiting planes bug * Reordered save/load code -> might fix some bugs regarding loading/saving * Reverted a change that caused Destroyers not to be able to perform Shore Bombardment.
Read full update on Steam ↗Feature: * Set Waypoint has been added. Sets your created units queued move to that location Map Balance: * Cities will more often find reasonable positions * Cities can now vary quite a lot in size, but will on average be around the the same size as currently * Cities will now sometimes have a building and/or pillboxes already on them Minor: * Fixed a bug where Plane Repair Bay/'Factory' wasn't being saved properly * Fixed a bug where speeding up animations also adjusted your Sound * Attack Neutrals is now off by default * Fixed the metamap camera so you can view final mission's mods better. This time I'm serious tho. * Added Repair Chance to Critical Damage tooltips in HUD description * Plane Repair ability hooked up to HUD description * Fixed a bug where 21 Gun Salute achievement wasn't functioning * Flak Cannons are now allowed for the Glass Cannon achievement * Added protections...
Read full update on Steam ↗* Fixed a bug where loading a save would 'forget' that a reward was a meta reward * Choosing to 'prestige' now gives an unlock, akin to leveling up. * Queued moves should now prefer to fill the desired hex * Queued moves should now locate nearby open water hexes and mark them as their end point if they can't reach their desired location * Text hints now for repair amount for the unit, expected invasion, and siege, in the Move Action tooltip
Read full update on Steam ↗Balance: * Ai will now sometimes defend its ports on Normal difficulty. * Ai Hard or Higher difficulty will prioritize it to a higher degree * Hard/Brutal will spawn more Superships instead of some of their regular fleet (2x, 3x) Map Balance: * Cities should prefer to be in their horizontal 'columns' even more so. * Island generation should now be much more consistent so that giant empty maps are uncommon * Extreme chokepoints should be less common NOTE: These only affect new campaigns as campaigns are created on instantiation UI: * Slider added to increase the speed of various animations. (This does not affect battle animations.) * Fixed bug regarding Close Button * Gun Forts won't be cycled through during movement phase * Fixed a newline typo in Patrol, Intercept, * Various controls no longer function during the escape menu (e.g. moving your camera while you're trying to move a slid...
Read full update on Steam ↗Balance: * Interceptors have been buffed 33%. They once again do 'double' the amount of 'Flak' a Patrol does. -> in theory they are there to counter patrol spam, but currently it's a bit too much of a gambit. This can, of course, be reverted if it's a problem. Progression Fixes: * Fortified should spawn turrets farther away from start positions and cities * Fixed a bug with Repair Crane and Plane Factory - these weren't being saved into the meta progrses when unlocked. -> you will have to get them to drop again :( * Fixed a bug with Repair Crane that made it require SBB tech instead of STR tech * Reworked internal tracking of meta-progess, such as number of ships built. * Fixed various bugs regarding progress tracking. Several perks should start dropping reliably for people Localization: * Polish translation largely complete Minor: * Fixed a bug where the Dread Admiral 'personality' w...
Read full update on Steam ↗* Added another trigger condition to end the final level (ending your turn should double check for a dead Dread Admiral) * Added redundant checks for a dead Dread Admiral
Read full update on Steam ↗* Found fixed a new bug that was causing upgrades not to dropped -> Upgrade drops are now deterministic (rather than a dice roll) * Chance for bonus drops increased to 3% per XP gained to help people catch up * Made it easier for Upgrades related to Superships to unlock
Read full update on Steam ↗Hotfix: Reverted change to Protect City that could cause it to be near the enemy.
Read full update on Steam ↗Balance: * PT/DD Torpedo no longer has a special case to deal 1 to PT boats (dodge has mitigated the reason for this.) Known Bug: * Dread Admiral's flagship might not spawn. Can't replicate so far. It might be fixed? Added better logging to try and determine the root cause. Localization: * Control Scheme windows are now localized Minor: * Fortified will no longer be a Modifier for Protect City maps (new campaigns only) * Ai should build Universities earlier -> hopefully they build Superships more reliably * Fixed a bug that could cause Conquering Hero to still get Destroy Cities objectives * Tech Lab missions more likely to show up the longer you fail to find one. * Tech Lab missions on Normal or higher now have a higher chance of having multiple modifiers * Fixed a bug where a 0-damage bomb due to Fortress Cities would not show the Fortress Cities panel * Added 'Aggro' personality fo...
Read full update on Steam ↗Balance: * Flagships are now immune to Hull Breach Crits if they are at 1 HP. -> this prevents multiple Death Denies from occurring simultaneously. * Protect City will now more likely be towards the middle of the map Minor: * Repair Yards and Naval Academies should now function the turn they are constructed. * Arrows for minimizing/maximizing panels now more obvious * Actually fixed the Action Icon centering issue * Dodge chance now increases/decreases with Veterancy comparison. * Submarines blocking an Invasion attempt are now 'noticed' by the AI * Ai should no longer Recon the same hex multiple times. * should no longer spawn ships sharing a hex. * Final battle made slightly more difficult * Fixed a bug where last mission's XP was less than expected * AI will start with a couple PT boats each map * Max Skirmish Cities is now 11 * Skirmish map max size increased to 100x75 * AAI shoul...
Read full update on Steam ↗Localization: * Building Descriptions/Names will now localize properly * Other small various city related text has been fixed * Updated Conquering Hero, Scorched Earth, and Tea Traders perk text * Text bubble text for Conq Hero, Destroyer, and Tea Traders fixed Minor: * Reverted Building/Ship panel change. It should once again consistently show. * Fixed a bug with Tech Lab missions - the player should always get a Tech Lab that they don't have yet, if available. * Drops will now attempt to more evenly drop between upgrades and perks. (E.g. if you've unlocked 5 perks but 2 upgrades, it will be much more likely to drop an upgrade.) * Enemy Supertransports in Fog will no longer jump your camera for their heal * Fixed a bug where the MetaMap camera wouldn't allow you to see all of the mods on M10 * Action icons should once again be better centered on the hex.
Read full update on Steam ↗Map Balance: * Cities are more likely to be evenly spread horizontally. -> Note: Only affects new campaigns/skirmish. The entire campaign map is generated on creation. Balance: * Patrols' coverage extended by ~15% Minor: * Fixed a rare bug where a Fort would somehow get an Engine Damaged crit. (Don't know the root cause.) * Action Info Panel and Purchase Panel descriptions should now move out of the way of the mouse cursor/generally be out of the way of the buttons * If there is a non-Zero profile to load (e.g. an online profile) the game will attempt to load that over an offline profile. * Possible fix for bug where multiple units could jump on top of one another during a multi-move * Mild speedup for multi moves * Enemy Flagships are now more likely to attempt to Capture some cities on their side of the map. * Crit Icons now tell you what they are as a tooltip * Carriers gain XP a l...
Read full update on Steam ↗Campaign Balance: Easier/Normal (in each of the cases below, the first change is for Easier and the second for Normal) * Chance of Modifiers reduced by roughly 25% (relative.) * Anti-snowball bonus fleet for AI reduced by 33-50%. (.3->.15 and .4 to .3) * Ai money reduced 33% and 20% respectively (from 15->10 per mission and 25->20 per mission) * Ai fleet reduced by $35 and $25 on all missions * Ai fleet scaling reduced by 33% on Easier (15->10 per mission), 25% on normal (20->15 per mission) * Admiral Bonus Fleet reduced by $50 and $25 * Ai bonus fleet for Protect/Friendly cities reduced (100->25, 100->50) * Ai will take more risky fights more often now (should make the game easier) * City populations for initial hostile city reduced by 1 pop per mission (e.g. M10 would be 10 pop smaller) * 's reduced by 16% and 12.5% Minor: * Victory banner should now appear during normal missions th...
Read full update on Steam ↗Balance: * Hostile Territory modifier will now control less cities for the first few missions. Note: This modifier was originally intended to be the most dangerous, so despite recent nerfs, it probably still is. Bugfixes: * Planes are forced to land if they circle for 8 seconds (this includes the flight time home.) -> I am looking for a better fix but this is a stop gap since this is not easily reproduced. * Objective Window will now update when you Raze or destroy a city. QoL: * Added Victory/Defeat banners
Read full update on Steam ↗Hey all! Coming back with another patch; this one scales things up a bit in difficulty and focuses on localization fixes.This will be the last major version before release. If you want to catch up on everything that has been released from 0.12.0 until now, I've got you covered: Patch 0.12 Full Rollup Now onto the main dish!Balance:Anti-Snowball bonus for Easier and Normal reduced by 10-15% (relative)Number of Exit Hexes reduced by 3 (from 25-26 to 22-23), but now increases in number each mission. (This helps reduce extreme snowballing early in the campaign but should make mid/late game a bit easier when doing well. )Full Game: Scorched Earth perk reworked: now grants Victory Points and Bonus Turns for Razing Cities.Buffed Tea Traders from $1.5 (rounded up) to $2. Now awards 50VP as well.Conquering Hero, Destroyer of Cities, and Scorched Earth can no longer be rewarded within a campaig...
Read full update on Steam ↗Hey all, a lot has been happening in August, and I'm sure some information slipped through the hull cracks. Here is a comprehensive roll-up of the latest patches.Starting with today's patch, 0.12.5:Version 0.12.5Balance:Fixed a bug where Gun Forts receiving a Weapon Damage crit instead received On Fire.Gun Forts now have an equivalent to Hull Breach that they can receive.Submarine Torpedo damage buffed vs Armored units (except the Flagship)Damage variance increased from 5% to 15% (e.g. the chance of dealing +1 or -1 damage)Damage variance is now (highly) influenced by the difference in Veterancy between the units (Vet units are much more likely to roll high on damage, and have opponents roll low on damage)Reduced high variance of M1 opponent's City Size. Difficulty should feel steadier.Minor:Added a CRT filterFixed missing Black Fleet Warning (was accidentally removed in 0.12.0 due to...
Read full update on Steam ↗Hey all, today I'm bringing you a new build with a ton of fixes based on community feedback (thank you to those who joined the Discord and gave me brain fuel!)12.4 focuses on Difficulty adjustments and some more QOLs; please read the full patch notes below.Patch Notes:NOTE: With the 0.12.0 fix to AI logic for building Advanced Shipyards, the game difficulty increased quite a bit because it had been wasting money and often failing to build Battleships/Carriers.Balance:Normal Campaign difficulty reduced mildlyPlayer now starts with a PT boat for all Campaign difficulties.Recon range was bumped up to PlaneRange + 1. This might assist with Gun Fort missions or walking into opposing shipsFixed a bug with the timing of Patrol flak, which caused it to fail to apply flak if the sortie had dropped its bombs.(Hard Only) Enemy 'Safety Recons' now select a random nearby hex of the carrier, rather...
Read full update on Steam ↗Hey everyone, addressing some user feedback with a new patch!This will include Localization in multiple languages and a bunch of Balance adjustments.Regarding LocalizationThese are machine-translated and might not be completely accurate in context.If you'd like to contribute to Dread Admiral as a volunteer localization specialist, please get in touch with me on any of my socials, Discord, or Steam.If you contact me by email, please attach a portfolio of your previous work, if you have one.Thank you!Patch Notes:Balance:Conquering Hero will no longer receive Destroy Cities missions. These are now replaced with Rebuild Cities missions. NOTE: In the future, this will become a short list of alternative missions.Veterancy now increases your likelihood of rolling high or low on damage for all variable damage (including in skirmishes).Veteran'd Carriers are now more likely to have their plane...
Read full update on Steam ↗Hey everyone, addressing some user feedback with a new patch!Patch Notes:Balance:Depth Charges now deal -1 or +1 damage, 5% of the time each, respectively.CVL cost reduced from 28 to 27Austerity Measures reworked again - now provides bonus income from city pop but reduces all victory points by a percentage.Refineries now have diminishing returns for each other Refinery on the same city. (E.g. The first will produce 5, the second 4, the third 3, etc.) NOTE: There is a Perk that buffs Refineries in the Full Game.Some minor nerfs to Normal difficulty reverted.The number of exit-hexes has been limited to 25. This still allows a fleet (without superships) to get to $1k or so maxed out, but will hopefully reduce some over-the-top snowballing and give more reason to leave fleet behind, or leave a map early.NOTE: This will probably eventually be variable, to help snowballing be more gradual o...
Read full update on Steam ↗Hey all, I'm back with a huge digest of everything added in the previous week's worth of patches that were not large enough to make their own articles, but as with a fleet, strength in numbers, so here's everything that has been added to Dread Admiral!Dread Admiral comes out Sept. 3!Wishlist now!FeaturesCritical Hits & VeterancyCritical Hits and Unit VeterancyMetamapMetamap now has help topics/help menuGun FortsGun Forts have been made buildable. (Note: Your opponents will also now build them!)Demo PerksRotated some Demo Perks to be less focused on economy. Removed Fortifier, Austerity Measures. Added Double DDs and Aerophobia. -> Existing Campaigns/loadouts will be unaffected until you update them.AI AdmiralsAI admirals (missions with a Flagship opponent) now favor specific perks, flagship loadoutsAdvanced ShipyardAdded Advanced Shipyard. Requires no building slot, available at City...
Read full update on Steam ↗Hey all! A small patch has been deployed to address some 0.11.0 issues and some QOL additions!I'd like to extend a quick thank-you to the Discord community for all the ongoing feedback!Dread Admiral comes out Sept. 3!Wishlist now!https://store.steampowered.com/app/4492990/Dread_Admiral/Balance:Gun Forts now require 5 pop to buildGun Fort HP reduced from 20 to 17Added Advanced Shipyard. Requires no building slot, available at City Size 25. Battleships and Carriers (CV) (and all super ships) now require Advanced Shipyard. This will combine nicely with buildings coming to the full version to help give a bit more agency/choice in the mid-game, and it gives an invisible buff to the smaller ships.Gun Forts now have a bonus to Crit Chance.Forts and Cities can now receive some crit typesUI:Added Contrast, Saturation, and Brightness sliders to in-game OptionsMinor: Quick panel now shows non-Ho...
Read full update on Steam ↗Hey all! I am back with another update; this one focuses on Crits and Unit Veterancy, along with a lot of community feedback changes and fixes.I'd like to extend a quick thank you to the Discord community for all the continuous feedback!Dread Admiral comes out Sept. 3!Wishlist now!New Features:Turned on Critical Hits and Unit VeterancyMetamap now has help topics/help menuGun Forts have been made buildable. (Note: Your opponents will also now build them!) Rotated some Demo Perks to be less focused on economy. Removed Fortifier, Austerity Measures. Added Double DDs and Aerophobia.Existing Campaigns/loadouts will be unaffected until you update them.AI admirals (missions with a Flagship opponent) now favor specific perks, flagship loadoutsBalance:Easy Campaign now gives +2 turns per mapNormal Campaign now gives +1 turn per mapAnti-Snowball bonus reduced for Easy/Normal by 20%/10% respecti...
Read full update on Steam ↗Dread Admiral - Release Date Announcement TrailerThe Dread fleet looms ever closer; check out the release date trailer on IGN! Dread Admiral comes out Sept. 3!Wishlist now!General:Missions now have Mission Names. (Note: Admiral missions and the first mission will always have the same name)AI will now vary (per battle) with how aggressive it is in both its actions and how it prioritizes buildings vs shipsDifficulty now affects whether the AI will commit its forces and how much it will try to build up before attackingUX:Added Hotkey Support for most Actions (Hotkey is listed in the Description of the action)Attack Neutrals toggle added to HUD (Allows user to decide whether Combat will pause for them to attack neutral cities)New Help menu - Has 30+ topics with related videosBalance:Flagship vision buffed to 4 (like other carriers.)Conquering Hero now gives $3 if it would give less. Minor...
Read full update on Steam ↗Hey all, here are the patch notes for today's Demo build!Thank you to everyone who participated in the Tidal Splash festival; I've got some exciting things lined up!Patch Notes 0.9.0 UX:Player can now box their fleet and move it in a single command. The fleet will, roughly, attempt to maintain its formation. Fixed an issue where New Campaign could retain state from a previous New Campaign that was never started, leaving updated perk selection or flagship upgrades behind.Text has been added to let the user know that New Campaigns overwrite existing CampaignsPlayer Recons no longer force the Player to wait. I'll keep an eye on this in case it causes some kind of exploit.Black Fleet penalty turns are now displayed to the user.Balance: Gun Forts no longer have 'Shore Bombardment'Submarines can now shoot a Fort if they are directly next to it (submarines can't use their surface weapons whe...
Read full update on Steam ↗Hey all, here are the patch notes for today's Demo build!Patch Notes 0.8.2During city capture animations, icons affecting the siege, invasion, or growth will now display. (E.g. Siege Specialists, Siege Unit, Conquering Hero, Pillboxes, etc)UI:Fixed an issue where the Flagship would highlight targets it couldn't attack when at 0 planes.If at max rank for your Prestige, the game will now give a 1% chance per Xp to roll an upgrade.Conquering Hero now tells you how much money the Invasion gave you.Upgrade button now only highlights upon a successful reward roll'Go to next unit' button should disappear at appropriate timesFixed a display issue with binary upgrades FP values (sometimes showing 0 when toggled, showing full cost when locked)Fixed a bug with Siege Specialists that allowed cities to look like they were earning income/VPSound:Added four new Explosion SFXXP and Upgrades now have...
Read full update on Steam ↗Hey all, here are the patch notes for today's Demo build!Patch Notes 0.8.0Added difficulty settingAffects enemy fleet sizes and moneyMap modifiers and rewardsAI's goals, move, and combat logicEnables/Disables specific strategies, many of which are designed to thwart submarinesFound/Fixed a significant memory leakAdjusted how music is loaded to reduce memory usage to roughly 1GB in recent testingBalance:Pillboxes count CityPop as 10% higher when determining Black Fleet DelayMinor: Adjusted demo end screenMulti-Turn moves are now enabled. (These allow you to tell order moves towards out of range hexes and automatically perform those moves the next turn.)Quick Study perk added to the Demo PerksFollow our Socials, join the Discord!As always, appreciate all your feedback, and if you have any additional bug reports or Demo feedback!I am always available to talk on our Community Discord Serv...
Read full update on Steam ↗Hey all, here are the patch notes for today's Demo build!Patch Notes 0.7.1Bugs:Fixed a new hang in the campaign caused by a lack of a paint jobMinor:The player can now resume control of units after a Recon has reached its destinationAdded text that describes when each building slot is unlocked (which also lets the player know when their next building will come online when damaged.) Also clarified text regarding Required Population for buildingsFixed a bug regarding the City view panel's 'Under siege' text not showingFixed a bug where weather effects didn't cover the entire screen when fully zoomed out (due to the new zoom amount)Fixed Black Fleet counter positionEnding a Campaign mission now refunds all queued buildings/units automaticallyFollow our Socials, join the Discord!As always, appreciate all your feedback, and if you have any additional bug reports or Demo feedback!I am alway...
Read full update on Steam ↗Hey all, here are the patch notes for today's Demo build!Version 0.7.0Summary Metaprogression is now available: You can now rank up, getting up to 9 FP for your flagship and unlocking most of its upgrades.The campaign should be both easier for new players and more difficult for veterans.Major feature:You can now gain XP for Quick Battles, Skirmish, and Campaign missions to gain Ranks/Flagship Upgrades dynamicallyFuture update: UI for Quick Battles/Skirmish will be added to make it obvious how it's gained.Mission 1 Balance: AI's Transport in Mission 1 Removed - this should reduce the variance of M1. Removed initial Submarine from Mission 1. Mission 1 AI should generally build fewer submarines.Balance:Reduced AI's starting money by 25 for the first map, 20 for M2, 15 for M3Black Fleet Delay per mission reduced to 15 + Mission Number. (E.g, 16, 17, 18 for m1-m3)This should improve the pa...
Read full update on Steam ↗Hey all, here are the patch notes for today's Demo build!Patch Notes 0.6.4General:Mission Objectives will now be Green/Red in the objective window based on their current Success/Failure stateBalance:Destroyers - Added light torpedo attack (identical to Pt boat), Reduced Cannon damage by 1 to compensate somewhat, Increased cost from 14 to 16If the Black Fleet is in the area, Black Fleet turns tick down at twice the rate (affects the next mission)Fixed a bug with Patrol's damage. They should once again shoot down planes.Enemy VP is now subtracted from the player's when determining bonus turns in the Campaign (to a minimum of 0). Balancing remaining turns is ongoing - this is mostly to address that Enemy VP currently doesn't have an impact on the player. The number of default Black Fleet Delay turns per map changed from 20 to 22. This change is to compensate for the 2-4 turns per map pot...
Read full update on Steam ↗Hey all, here are the patch notes for today's Demo build!Patch NotesGameplay:Added Demo Campaign!Large-scale memory optimization! Drastically reduced the amount of memory consumed during gameplay.Balance:Transports now reduce the Income and VP of enemy cities that they besiege by 50%.Minor:Fixed various bugs related to Cities changing teamsPillbox upgrades should now be destroyable, as intended. (Currently, the max chance is 15%, determined by net damage to the city.)Cities now spawn a text bubble about their income/vp generation when performing their growth routinesRemaining action highlights now differentiate between Recon or Movement for carriers.Moved the wait for patrols to land to before the turn swap.Recon pip now goes away on use rather than when the Recon is finished.Ai should no longer recon the same submarine multiple timesAi should no longer spam patrols when it already ha...
Read full update on Steam ↗Hey all, here are the patch notes for today's Demo build!Patch NotesBalance:Refineries now give -100 VP each, to a minimum of 0. (Negative mods are not multiplied by Long Term Planning.)Cities now give scaling VP per "tier" above Small (breakpoints at 200@25/500@50/700@75). This bonus is not based on current population, only a city's display size. Having a city reach 0 will reset this bonus.DD and SDD Hp increased by 1Patrols effectiveness increased 33%Interceptors' effectiveness increased 50%General:Fixed a hang regarding incompatible saves between versions.Hud Description revampPlanes shot down while close to landing should now crash as normal (and likely into the carrier!) Fixed an issue in AI logic that caused it to sometimes skip activations due to how it calculated Patrols.Minor:Added 2 more 'ship sink' explosion SFXMinimap enlargedPossible fix for occasional 3-sortie carrier us...
Read full update on Steam ↗Balance: * Partials always do at least 1 damage now. New: * Option to have flying planes highlighted (so they are easier to see) added. (Default: on) Minor: * Fixed another bug regarding boxed moves causing unit stack…
£10.16 → £8.12 · 20% off.
Balance: * Wolfpack sub 'injections' added back to Normal, but adjusted to 1 sub per injection. * Number of Wolfpack Subs reduced by 2 for all difficulties. Bugfixes: * Fixed bug where Dread Admiral's Flagship would o…
* Number of injected subs reduced (-33%) (Only affects Hard/Brutal)
QoL: * Tooltips will now tell you how much invade a unit will cause (after all modifiers) when on a Port hex * Fixed Multi-move to recognize when it reveals a *new* enemy unit, rather than stopping a multi-move due to…
Balance: * Wolfpack sub 'injections' removed from 'Normal' difficulty * Wolfpack sub 'injections' reduced from roughly every 3 turns to roughly every 4 turns (-33%) Minor: * Recon highlights will now refresh when usin…