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SITREP: August 2026

Project Gunship · Community Announcements · August 31, 2026

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Hey everyone!

Time as usual has been creeping by at lightning speed, but development has continued strong. The goal was to get out a release by the end of August, but a few more things need to be worked out before we'll be able to do this. It should only be a few more days at this point, but I wanted to get the word out on what to expected. The only thing holding back a release right now is instructional information within the editor (so you aren't too lost when working in it) and adding more placeable content (i.e. buildings, props, etc.).

What is coming?

I've decided to release this new beta build (0.8.0) in a new branch alongside the current released version (0.7.3). I don't want to replace the current steam build version, losing some playable content, since this new beta build won't come with the same scenarios and will be limited to the new scenario editor. The purpose of this release is to get feedback on the new mechanics and editor, to really polish and nail it down prior to making the swap officially (I don't anticipate this will happen until most of the gunship campaign sorties are completed and released).

I wish I could have the new sorties be released with this too (for the AC-130A variant), but I need to spend some more time testing and polishing them before they get released. Either way, it'll be nice to finally have the newer version out, so I can proactively release new content as it becomes available (like we did in the past, before the old code structure started to break down). So, you can expect to see the new version be released in a new branch within the week and then continue to see more content updates after this until the game is done.

Preview of the Editor

Although you will have this real soon, I'll give a quick rundown of the different objects you can create in the scenario editor.

These cover the basic functions required to create scenarios and it's all done within the game itself (not a separate program or anything). There have been several challenges in this as it relates to unreal engine, but I think in general it is in a good spot. I've found several solutions to minimize loading/building times and as these features get tested, I'll continue to polish them to improve the user's experience.

As a general note for the editor, going forward if any changes are implemented to this, I'll be very careful to keep it from breaking already built scenarios. Based upon how scenarios are saved and built from their save files, I don't foresee any function changes that would really impact that save data, but maintaining the integrity of these files will be a high priority, so your time/work isn't getting wasted.

What has changed?

Needless to say, everything has been reevaluated and improved from its previous state. Most of the systems that drove gameplay were approached differently, focusing on performance and structure, resulting in a whole lot less nuance, keeping things clean and performant. This was one of the great woes of the previous build, but the new approach has made development much easier. I tried to put together a rather robust list of differences, but I'm sure there are plenty of things I've left out unintentionally:

General Improvements

Infantry New Additions

Vehicle New Additions

Gunship New Additions

SFX & VFX

I'm sure I've missed some stuff, but at the least, this hits the top-level items that make a big difference.

What comes next?

Now that we've covered what to expect in the next update, the question then is what is next?

As usual, I appreciate everyone's support and patience as I've had to do a lot behind the scenes, without providing much value to you. In many ways, I do feel like this new implementation is a "Project Gunship 2" in certain respects, but I'm glad to see the quality of the game improve over the years.

I'm confident that we will reach a 1.0 version before the end of the year and will continue to work hard on getting there. I look forward to dropping this next release, getting your feedback, and continuing forward with development. Thanks again and I hope you have a great week! -Sklor

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