Hello from the Triassic Games team!
Today we are sharing our mid 2026 development report for Sea Power, including our updated Early Access roadmap, information on what is coming in the next few months, and more detail on several major systems currently in development.
Royal Navy release is moving to September 2026, so it can launch as part of a broader faction release which will include Argentine units and a 1982 Falklands linear/persistent campaign.
Dynamic Campaign Phase 1 is now planned for the end of 2026, as several of the foundational systems it depends on are still in active development.
Our next major campaign Pacific Strike '85 is approaching as the first campaign built on the new Task Force Mode campaign framework.
We know players are watching the roadmap closely, especially Royal Navy and Dynamic Campaign. This update is intended to be direct about what is moving, why it is moving, and what is being delivered along the way.
Updated Roadmap - June 2026

Royal Navy, Argentina, and 1982 Falklands Campaign
The Royal Navy faction is now planned for release in September 2026. The main reason is that we are now working to deliver the UK faction alongside a 1982 Falklands War linear/persistent campaign, with two versions of the campaign to allow play as either side. As a result, this campaign requires additional Argentine ships, submarines, and aircraft to provide a proper force set.
We will share more details on the Royal Navy, Argentina content, and the Falklands campaign as those pieces move further through development and testing.

Confirmed units to be included in the UK/Argentina factions supporting the Falklands campaign:
Great Britain (confirmed)
Invincible class aircraft carrier
Type 42 (Batch 1) class destroyers
County (Batch 1) class destroyers
County (Batch 2) class destroyers (1975 and 1985 variants)
Type 21 class frigate
Broadsword class frigate
Leander class frigates (gun, Ikara, and Exocet variants)
Rothesay class frigate
Oberon class submarine
Porpoise class submarine
Churchill class submarine (as built and late variants)
Swiftsure class submarine
Trafalgar class submarine
Valiant class submarine
Sea Harrier FRS.1
Lynx HAS.2
Sea King HAS.5
Wasp HAS.1
Wessex HAS.1, HAS.3, and HU.5
Harrier GR.1 and GR.3
Nimrod MR.1 and MR.2
Scout AH.1
Argentina (confirmed)
A69/Drummond class corvette
A-4 Skyhawk
Mirage III
Super Etendard
... other units are in progress under wraps and will be announced soon.
In the meantime, here are some views of the RN units in testing:
HMS Broadsword (F88, Type 22) burning after being struck with a missile, with HMS Invincible maneuvering in the background.
HMS Tireless (S88, Trafalgar-class) firing Tigerfish from its chin-mounted torpedo tubes.
FRS.1 Sea Harriers diving from high altitude.
HMS Ambuscade (F172, Type 21) defending itself from an incoming missile.
Wessex HAS.3 tracking a submarine using its Type 195M dipping sonar.
HMS Antrim (D18, County-class) firing an Exocet missile.
Task Force Mode and Pacific Strike '85 Campaign
We are happy to announce that our next major campaign release will be Pacific Strike '85 (NATO), built around the new Task Force Mode framework. Originally a Workshop campaign, Pacific Strike has been completely rebuilt from the ground up with the new game mode in mind. Command your own task force through a 1985 war in the Western Pacific, taking on a series of connected missions and optional side missions that offer additional risks and major rewards.
Task Force Mode expands on the persistence introduced in Strike Group Molniya. Instead of commanding a fixed force, players will build and manage their own task force across a connected campaign. Ships, aircraft, and helicopters can be selected, damaged, lost, repaired, rearmed, and improved over time.
We are aiming to release Task Force Mode and the Pacific Strike '85 campaign on or around June 30th.
Task Force Mode introduces a new campaign UI for managing your force, reviewing mission status, and tracking campaign progress.
The Task Force Builder lets players assemble their own force before deployment, balancing available points, unit roles, aircraft capacity, and campaign requirements.
Modding of Task Force Mode
We developed Task Force Mode with community modding in mind. This new campaign mode includes full documentation for community mission makers, and is easily configured and adapted to your own linear campaigns using nothing but a text editor. We are excited to see what the community creates with this new tool!

Dynamic Campaign Update
Dynamic Campaign Phase 1 is now planned for the end of 2026.
We know this is one of the most anticipated parts of the roadmap. However, AI behavior, force persistence, logistics, campaign state, map support, and generated mission quality all need to work together.
Rather than treat Dynamic Campaign as a single giant feature that appears all at once, we have been building and shipping the foundations in stages:
Calculus of Conflict introduced connected missions with backstory events.
Strike Group Molniya introduced true persistent linear campaign mechanics.
Task Force Mode expands persistence into player force construction, damage, repairs, rearming, rewards, and campaign force management.
Pacific Strike '85 then uses those systems in a larger playable campaign structure.
Map reprojection work supports the high-latitude theaters needed for Dynamic Campaign.
AI commander improvements support challenging, replayable Dynamic Campaign encounters.
Dynamic Campaign will then take all of those systems and bring them together. Our goal is to get the core campaign loop working in a way that is playable, testable, and expandable, then continue building on it. As always more information will be shared via these dev blogs, our dev streams, and on the MicroProse Discord as we make progress.

Map and World Projection Work
One of the larger technical projects currently underway is our map reprojection work. Sea Power has historically used an Equirectangular projection, which works acceptably nearer the equator, but creates distortion at high latitudes. This creates difficulty when creating missions or campaigns in those areas as distances are so distorted.
The player-facing result is that the strategic map is moving to a 3D globe view. Instead of presenting the world as a flat equirectangular map, the map can now be viewed and navigated as a globe, making large mission areas and high-latitude theaters feel much more natural. This was hinted at in our last Steam update, and it is a required foundation for the future campaign theaters we wish to support.
This work brings several additional benefits:
Better terrain visual quality in high northern and southern latitudes
More accurate local distances and geometry across large mission areas
Proper distances for mission design in the high north and south
Support for crossing the International Date Line (!)
The Norwegian Sea viewed with new projection work.
Strawberries Can Kill scenario in the North Pacific, viewed with new projection work.
Aircraft Updates
Aircraft behavior remains one of our highest priorities. Earlier this year we released missile kinematics and a large number of related air combat improvements. In addition to totally reworking "how" aircraft behave and perform in-game, we are also working to implement new tools to assist with control and micromanagement of aircraft.
Doctrine Panel
The next step is giving players and mission makers better tools to control aircraft and unit behavior without requiring excessive micromanagement. The upcoming doctrine panel is now entering testing. This will make it easier to define how aircraft should behave in common tactical situations and should help reduce the need for repeated manual intervention.
Doctrine can be set at the Global, Formation, and Unit level
Doctrine will be set per-mission in phase 1, with later support for saved doctrine settings to the player profile
Doctrine will be supported as a Mission Editor UI element for player and enemy sides

AI Airstrikes and Player Attack Planner
Recent work has concentrated on improving AI airstrikes and carrier operations. This work builds on existing behavior, but has greatly expanded AI capability to provide a more dangerous opponent in missions and campaigns.
The AI commander will now properly coordinate package selection, timing, standoff missile behavior, SEAD/jammer support, and multi-axis time on target attacks.
The coordinated AI airstrike work has also resulted in a basic Attack Planner for players. This will allow assignment of all types of units for proper time on target attacks, a greatly requested feature. Attack Planner will be exposed in the Mission Editor for both player and AI units as well.
An AI-generated airstrike in action, utilizing several flights of aircraft to attack an identified player formation. This test airstrike uses a variety of units: Q-5 Fantans loaded with bombs, H-6D heavy bombers with YJ-6 anti-ship missiles, Mirage IIIO strike CAP, and A-7E SEAD flights. Not pictured is a Tu-16P jammer providing standoff jamming support. AI airbases will use whatever assets are at their disposal to attack the player. This attack formed into a multi-axis time on target raid with SEAD and jamming going in first, followed by anti-ship missiles, then low-level dumb bomb attacks to mop up the remaining damaged player units.
Aircraft Patrol Zones and Task System
The first draft of aircraft tasks and patrol zones is entering testing in July, with full release planned for later this year. Patrol Zones will allow players to assign aircraft to specific areas of the map to conduct tasks, such as CAP, ASW patrol, or search and rescue.
Aerial Refueling
Aerial refueling already exists in Sea Power in a very early, unsupported test form. Our goal is to turn it into a fully supported feature by the end of 2026, with the following characteristics included:
Proper refueling station keeping, animations, and voiceovers
Basic AI logic to use and maintain tanker stations
Separation of refueler types (boom, probe & drogue, wingtip)
UI updates for easier tanker management

AI Updates
Improved AI remains central to the roadmap because generated missions need units that can search, react, preserve valuable assets, launch aircraft, prosecute contacts, and make believable tactical choices without every action being scripted by a mission designer.
This work has had to take a back seat at times while the map reprojection project moves forward, but it remains one of the main requirements for Dynamic Campaign and for better generated mission behavior in general. Our current direction is twofold:
Improve baseline AI behavior in the game
Release a scriptable AI framework that the community can use and extend
The baseline AI improvements are focused on making units and task forces behave more believably in normal gameplay. The scriptable framework is intended to give mission makers and modders more control over AI behavior, allowing specialized scenarios and campaign situations to be created by the community. We will share more detail on this system as it becomes ready for broader testing, with anticipated release later in the year.

Performance and Core Improvements
Performance and stability work has continued throughout 2026. The February update included major terrain and vegetation changes that moved more workload to the GPU and improved FPS, especially in larger and longer scenarios.
Since then, we have continued work on the following areas:
Save/load reliability
Radar and range calculations and their impact on performance
UI stability
Scenario loading times
Long-session reliability
We will continue to make performance, save/load, and stability improvements in future updates.

New and Updated Content
The unit, weapon, aircraft, and scenario roster has continued to grow this year. Recent updates have added or improved a wide range of content, including new aircraft loadouts, updated missile and torpedo behavior, additional air-to-air missiles, new land units, revised sensors, updated ship configurations, new aircraft liveries, and more historically accurate weapon and loadouts.
We have also continued reworking older scenarios so they better match current mechanics and are more enjoyable with the latest systems. Updating the original scenario set remains a priority alongside new content creation.
Mission Editor support has also continued to expand. More fields and behaviors are becoming available to mission makers, and we are continuing to improve the workflow for building more complex scenarios.
New British weapons: Mark VIII, Mark 20S "Bidder", Mark 23 "Grog", Mark 24 "Tigerfish", Skyflash AAM
USN A-6E dropping GBU-24 Paveway III. Note: USN A-6Es received their TRAM turret during recent unit updates.
New periscope, binocular, and optronic views recently added, with individual units set up with realistic optics for their time period, nation, and role. Civilian ships are usually limited to a pair of handheld 7x50 binoculars, while warships and combat aircraft may have detailed thermal imaging systems and TV cameras.
How long until one of these ends up on Business Insider?
Community Workshop Showcase: EuroMod
One of the best examples of Sea Power modding in action is the community-created EuroMod on the Steam Workshop:[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3629144864"]EuroMod shows how far the community can expand the game through custom art, models, scenarios, weapons, sensors, and faction-focused content. It is also a strong example of why modding support remains a cornerstone of Sea Power's development.
Late last year, we delivered native support for third-party model loading, greatly expanding what modders can create. Thank you to the EuroMod team and all Sea Power Workshop creators for the research, testing, art, and experimentation they continue to put into the game!

Wrap Up
Thanks to everyone in the community for your continued support of Sea Power!
Let us know which upcoming unit you are most looking forward to, and please leave any questions for us in the comments.
- The Triassic Games team