Project Gunship news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players1 · 24 September 2026 - 15:02:23 UTC
- SteamPulse tracked peak170
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score76% positive
- Total reviews845
- Release dateAug 31, 2022
- DeveloperSklorite Studios LLC
- PublisherSklorite Studios LLC
Genres: Action, Indie, Simulation, Early Access
Company pages: Developer: Sklorite Studios LLCPublisher: Sklorite Studios LLC
Project Gunship Steam news
Project Gunship news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Update Build 0.8.1.1 (branch "publicbeta") - 14 September 2026
Quick update to fix a few issues and add some more content. I appreciate the feedback I've received so far and look forward to hearing more from you, so I can improve this build. ChangelogFixed bug keeping the Hellfires from applying damage to objects.Fixed M113 editor markers from appearing backwards.Fixed a bug causing infantry's meshes to stretch after getting killed.Fixed a bug causing low-quality textures.Fixed splines/roads from being placed on top of other objects.Added trees to the editor. These are not currently destructible but will be soon. *See note below on this.Added more infantry types to the editor.Added randomization of skeletal meshes on infantry.Added the ability for infantry to be randomly knocked down (when sustaining a certain amount of damage) and then get back up. I'm still working on improving the animation transitions in this.Added small/medium/large improvised…
- Update Build 0.8.0.0 (new "publicbeta" branch) - 9 September 2026
Hello everyone! Hope you all enjoyed the long weekend (US residents) and are having a good week so far! As usual, I'm a bit behind schedule with this as I ran into some issues with packaging, but I'm glad to finally get it up and running on steam. It'll be nice to be able to add consistent updates again, keeping you looped in, as you should be in early access. Nonetheless, it is important to note that this new beta build is a bit watered-down at the moment, but this will be corrected quickly. The primary reason for this was to get the initial build out into your hands, so you can start playtesting the functionality and editor. There is still a lot more content to add to the editor (infantry models, vehicle models, more objects, etc.) that is already built, just need to be configured in. I guess it's similar to moving to a new house, you don't realize how much you have until you need to…
- SITREP: August 2026 - 31 August 2026
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…
- SITREP: June 2026 - 17 June 2026
Hey everyone, as some of you have pointed out, it has been a while since I've provided any official update on development, so I'd like to provide some insight into what has been going on since the last SITREP. Although there has been a lot of work done on various things, there are a few notable improvements that should be highlighted here. 1. Vehicle Damage Models A lot of work has gone into making Vehicles generally better and more fun to shoot. The original vehicles (implemented in the currently released version) utilized Unreal Engine's provided vehicle classes that provide a decent foundation but ultimately don't allow much customization from that; particularly in the way Project Gunship required it. So instead of heading down that same route as before, I built a vehicles class from scratch. This has given much greater control over how vehicles behave and react, which overall has im…
- SITREP: March 2026 - 9 March 2026
Greetings! I had originally planned to provide a SITREP at the start of the new year, but I wasn’t able to get to it until now. It has been quite a while since the last update, and I want to share some perspective on what has been happening behind the scenes.First, I want to say how much I appreciate everyone who has supported the game from the beginning. Development has been complicated and slow, but the project has improved significantly thanks to the consistent feedback, patience, and encouragement I’ve received from all of you.Although I’m the developer behind Project Gunship, my background is in finance, not software development. That has made this a long and challenging learning process. Like many of you, I’m first and foremost someone who loves gaming, and ever since playing the original Call of Duty 4 gunship missions in 2007, I’ve wanted to see a dedicated, stand-alone gunship…
- Update Build 0.7.3.0 - 1 April 2025
This will be a quick one since most of the work done for this update was on the back end. However, I’m happy to say a sought-after and planned addition has finally been worked into the game, and I think it really improves the experience. Flight sticks/Joysticks are finally recognized and able to be used in-game. After having played/tested with a joystick, I can say the experience is much more immersive and fun. Being able to control nearly everything from a single joystick (essentially one handed) gives a level of control that just makes everything better. It is important to note, you most likely will need to be adjusting your sensor speed/sensitivity depending on your zoom level to maintain good control. Most of the time, I would have the sensitivity at the lowest to allow for smooth and controlled movement. Configuration is simple and hopefully won’t give anyone much trouble. You will…
- Update Build 0.7.2 - 3 March 2025
Hello! I hope the new year has been going well for you! I was hopeful I would be able to get this out sooner in February but had a family vacation to start the year and then ran into some technical issues that held up everything (updating software tools is fun). Because of this, there isn’t as much included in this update as I was planning, but I’m glad to have got some things out of the way. I’ve been able to absorb a lot of the feedback I’ve been receiving recently and glad to have made some improvements that hopefully will settle some of these issues. Tutorial: This has fundamentally changed and is now broken into segments. You can now select which section you want to review and repeat, instead of having to listen to the entire tutorial again. The nice thing about this method is it will allow me to add/remove sections as it becomes necessary in the future, without having to rework it…
- Update Build 0.7.1 Hotfix - 30 December 2024
Quick hotfix to address some pressing issues. Everyone has been very helpful with their bug reports and suggestions. Keep it coming! Thanks! Changelog Fixed a bug causing the gunship to not spawn on the Vietnam training map. Fixed a bug causing the vehicles on the Afghan Rural Village Training map not to move after spawned. Removed the ZSU-23 from the training range temporarily as it is not working correctly. Will add this back in the next update.
- Update Build 0.7.0 - 29 December 2024
Hope everyone had a good holiday season and that you were able to enjoy time with your loved ones. Been a busy last few months with many some unfortunate setbacks, but luckily, I have some content and improvements that you will enjoy. My largest concern and need of feedback is how things perform in this update. Much of the work has been rewriting code to be more efficient and performant and from what I can tell, has worked well. Additionally, it would be helpful to receive insights as to what types of scenarios you enjoy the most and what you'd like to see going forward. I tried to have some variety in the new scenarios being released today, so I'll be curious to know what is best received by you. There is still a lot to do, but main things on the list going forward are (1) more scenarios, (2) Vehicle overhaul, (3) infantry animation improvements, and the (4) Ho Chi Minh Trail map - alo…
- SITREP November 2024 - 26 November 2024
I hope everyone is having a good month and has exciting plans for the upcoming holidays! I wanted to give a peak into the progress that has occurred so far and what remains before we can see the next update. Much of this is still subject to change, so everything seen shouldn't be considered final, but it is close. There also has been a slight change in the plan, but I'll fill you in below. Finally... a tutorial This has definitely been on the list for a while (since the jump to UE5, when we had to abandon some of the older scenarios), but I'm glad to say it is basically done. I do have to still do some testing to ensure things function properly, but it should give new players a clearer understanding to how things work and where the focus should be. This will be included in the next update. Gunship Damage and Anti-Air Threats This has been a long time coming and I'm glad to finally be in…
- SITREP July 2024 - 31 July 2024
Hello everyone! I know outside of sporadic appearances in the discord community, I have been somewhat disconnected from you all since the beginning of this year. I hope to shed some light on what has been going on, what the status of Project Gunship is, and what you can expect in the next few months. What has been going on? To begin, what has been going on and why has there been a disconnect so far this year? To be put simply, burnout has been knocking at the door for some time and getting into the new year just sort of broke the camel’s back. It has been a long, complicated few years of development; not only is Project Gunship my first project, but it is a complex idea that has a relatively steep knowledge/development skill requirement curve that I’ve had to battle against since the beginning. Because of this, I decided in January to temporarily begin working on a new concept/project t…
- Update Build 0.6.8 - 19 December 2023
Happy Holidays everyone! Hope everyone has an opportunity to spend this season with friends/loved ones. Nothing much to report on this one, but wanted to push some content that I’d hoped would have been included in the last update. In the past two weeks, I’ve spent a lot of time working on new assets and the new map, Afghanistan Mountains. This will provide a new flavor to the Afghanistan maps as flat deserts turn into mountainous terrain. After this map is completed, I’ll continue to spend more time creating short and long scenarios for the new maps (I haven’t forgotten about the Vietnam map). Content is the goal right now, so you can expect to see more and more scenarios coming out (if you have any requests, let me know in the discussion forum). In addition, there have been a few tweaks made to the projectile variables. There have been several optimizations made to the class, allowing…
- Update Build 0.6.7 - 6 December 2023
Happy holidays to everyone! It has been another month of development and I’m excited to see playable content beginning to grow for the project. There still is a lot to add for the project to be completed and released, but it’s always good to see progress. New Maps In this update, two new maps have been added to the game: Afghanistan Rural Village and Vietnam Outpost. With the relative success seen from the Chaos Destruction test map, both maps contain all destructible assets (aside from trees and foliage). Additional optimizations were added to hopefully maintain decent performance, but in all my testing performance has remained stable (if this is not the case for you, be sure to reach out with a steam discussion or via the community discord server). With these two maps comes several new scenarios: Training Range on Vietnam Outpost Troops in Contact on Vietnam Outpost Jungle Outpost (Zo…
- Update Build 0.6.6 Hotfix 2 - 9 November 2023
Change Log Fixed the UI menu bug (options menu not removing itself), being caused by having the Fire Control Computer UI open. Fixed a bug causing the input window to not be the main focus when opened.
- Update Build 0.6.6 Hotfix 1 - 6 November 2023
Change Log Fixed the terrain on the "Raid of Khalid Ahmed" that was causing the vehicles to get stuck.
- Update Build 0.6.6 - 4 November 2023
I’ll keep this one short, because there isn’t a lot to unpack here. I wanted to get an update out as soon as Chaos Destruction could be showcased to you and now is that time! Chaos Destruction Keep in mind, this is very early in development of the destruction system using Chaos and there is a lot to tweak and optimize before it can be injected into the already established scenarios. To move towards that, I’ll need some solid feedback on its performance for everyone, so I can gauge how things need to be adjusted. To start, I’ve set up destructible meshes to basically look good, so there are quite a lot of fractures in each mesh (more fractures, the more performance overhead, but better-looking destruction). It seems to run decently in my tests, but I need to hear how it is running for you. There are several levers I can pull to improve performance (trade off with quality typically), so I…
- Update Build 0.6.5 Hotfix #1 - 20 October 2023
Changelog Fixed a bug preventing the Gun Pitch and Yaw Tweak input setting from showing in the control options. Fixed a bug that prevented the Joystick Visual Assist setting from staying set from scenario to scenario.
- Update Build 0.6.5 - 19 October 2023
I don’t know about you all, but it feels like time is just flying by faster than ever. It has been another month (and a half) and I hope everyone is doing well! This update would have been released two weeks ago, but I had a family vacation and was uncomfortable making the release and not being available to deal with any big issues. This month (and a half) of development unfortunately had a lot of spinning wheels, so I couldn’t make a lot of progress in areas that I was hoping to make. However, I was able to knock out some of the important features that needed to be added. Advanced and Custom Gunnery Modes You are now able to toggle on effects that will alter the trajectory of your munitions. These effects include gravity, wind, horizontal drift (initial velocity from the flight of the aircraft), and Coriolis effect. The Fire Control Computer UI (default key is ‘o’), will provide you wi…
- Update Build 0.6.4 - 30 August 2023
Hello again! Another month of dev gone, and I’ve got some content to release, along with some needed improvements/tweaks, plus an exciting look into the future. Gunnery Updates One of the big features from the last update was changes to how gunnery worked in game and after receiving a lot of feedback, I’ve began reworking this again. Previously, I had incorporated an exaggerated effect on munitions trajectories, depending upon the firing geometry relative to the aircraft. The goal of this was to be a step in the direction of more realistic ballistic trajectories that real life gunships must constantly deal with. I’d guess maybe half of the player base was happy and interested in this change, while the other half was confused and frustrated with how it changed the gameplay. In response to this, I’ve decided it’s most important to allow the player to decide how the game plays. The player…
- Update Build 0.6.3 Hotfix - 28 July 2023
Changelog: Potential fix for the menu bug (this should be it... hopefully I didn't jinx it)
Patch notes and updates
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