- Unlock screen update! - 13 September 2026
It's finally here!The Unlock screen!-The game now has an appropriate unlock screen to show the methods to obtain all the items in the game.-The ship select screen tells you how to obtain the ships (instead of question marks)-New (old) weapon reconstructed from the past. Fires slowing waves that can bring enemies to a crawl.-Minor damage buff to the annoying laser-Minor saturation changes to coins and a new outline on fuel pickups to increase readability on complicated backgroundsGood raiding!
- Unlocks page now on main public beta branch - 22 August 2026
Should be 99.9999% save safe now. Shouldn't be long before it's on the default branch!(Unlocks page shows how to actually get all the items, and the ship page will explain ship unlock conditions as well!)Sorry for slow goings, a lot going on, (trying to spin a new project up, day job, computer problems etc)
- Unstable Beta Open - 28 July 2026
Despite more personal computer troubles, I am mostly confident now in my new build testing to open up the unstable secret beta if anyone wants in. Poses minor risk to your save files (if the build is totally reverted)Password: ihavebeenwarnedThis should be 100% ready to go but I'm keeping this extra layer slightly longer as it WILL unlock the new weapon should you revert back to the old version, and it has not been tested there (as in it'll still be in your game on the main branch with older code, as it was revived for this update). In that version it was mostly if not totally future proofed and should still work, but will also probably be over powered (just outright turning off most larger enemies engines rather than slowing them).The main new addition is an unlocks screen showing all the game items and how to unlock them, and modifying the ship select screen to show how to get all the…
- QoL update in the testing phase - 15 July 2026
Yarr matey's, long time no sail!Been stuck in learning and prototyping cycles for a bit now since the last update, but I've swung back around to get another important quality of life update hammered out. Using some improved menu making skills, I've cooked up a proper screen to show what's unlocked and how to unlock the rest! The ship select screen will also present the locked ships unlock methods rather than question marks for it's abilities (much more useful in my opinion).The update also brings an old weapon back from the depths of the game files, and at least one weapon buff (I'll be weighing how many to tweak vs wanting to get this update out to at least beta). In addition, made some contrast tweaks to coin and fuel sprites that should make them pop a bit more on certain backgrounds. As long as my new power supply holds (computer crisis when RAM costs $800 is scary), I expect testin…
- Content Update on Main! - 17 July 2025
The content update is now on main! Most people were already playing the beta through the sale, so thank you to everyone! Let me know if any issues pop up in the forum, but everything appears to be clear! New additions: -2 new support items! These need to be unlocked by engaging with the new map content. -New map type: Pilgrims gate. Highly defended regions that show up later in runs. -3 New POIs, two unique to the Pilgrims gate, another that is always/multiples common in asteroid belts, occasionally elsewhere. -2 new cargo ships, both appearing mid-late in runs. A third cargo exclusive to the Pilgrims gate. -Cargo ships now can have escorts. -Minor loot Poi that drops health and a small cache of coins that can appear in place of empty POI slots. Minor additions/changes: -Alien Fighter Select Screen now mentions the rolls have iframes -Ship HP and Speed added to the ship select screen, a…
- Content update on the public beta branch! - 21 June 2025
I have moved the content update to the public beta branch! I took a little while longer testing it than anticipated as it edits some save files to accommodate the 2 new items and unlocks, and I don't want to ever force a restart if possible.New additions:2 new support items! These need to be unlocked by engaging with the new map content. New map type: Pilgrims gate. Highly defended regions that show up later in runs.3 New POIs, two unique to the Pilgrims gate, another that is always/multiples common in asteroid belts, occasionally elsewhere.2 new cargo ships, both appearing mid-late in runs. A third cargo exclusive to the Pilgrims gate.Cargo ships now can have escorts.Minor loot Poi that drops health and a small cache of coins that can appear in place of empty POI slots.Minor additions/changes:Ship HP and Speed added to the ship select screen, as these vary by shipAudio fix for alien ca…
- Content update nearing completion - 20 May 2025
I am in the final stages of the content update I've been working on for Broadside Renegades and I am very satisfied with the results so far. All that's left is internal testing and some art polishing. I won't promise a specific date yet as the day job has been demanding but it will be on the beta branch #soon should all things go smoothly. The update will contain: -1 new map type with its own major and minor unique POI and a unique cargo ship -2 new general cargo ship types -Cargo escorts (the first combat ship for the civ faction) -New minor unmarked loot POI -2 new support items -1 new active POI that is common on asteroid fields (at least one always) and rare on some other map types (2+ would be very rare but not impossible). Happy with how these interact when there is multiple. The next time I post about the update should hopefully to be to announce its on the beta branch (or someth…
- Progress Report 4/12/25 - 12 April 2025
Everything is still WIP and subject to change but so far: -One new POI has morphed into a new faction specific map type (mostly done, mildly tested). Has it's own map specific smaller POI on top of the changes it makes to the map. -2 new cargo ship variants are in the testing and polishing phase. -Cargo ships can have friends -You can have friends (a new item) -art for a new very small POI. Not sure if it's a one off or if it will be a new category of map features. Most of the other ones in the game attack you in some way. Still no time frame but I'm debating how much more to add at once (pretty much want enough to encourage people to jump back in and have it feel different, not so much it takes 6 months to finish)
- Things are in progress - 30 March 2025
Good day pirates! I don't have a time frame yet, but now that the demo has been polished, I've begun toying with some new ideas and content for the first post launch content update! I won't spoil anything yet, but the first main focus is on cargo ships. You probably spend the most time attacking these, so it only makes sense to throw some wrinkles in your raiding. Expect more resistance (and more reward). Some of this is already in on my end and being tested. Secondly, I want to squeeze in a few more POIs into the same update to increase map/run variety in general. These are still more in the planning phase, with some art done, but subject to change. I currently have art and a plan for a smaller one (like the mined cache) and some of the art and a vague idea for 2 larger ones (like the scavenger depots, something with active NPC map activity related to it). There's no hard floor or ceil…
- Demo V2 update - 18 March 2025
Greetings all. Now that most of the major QoL updates have been addressed, I've updated the demo to reflect these changes. This is the first time the demo has been updated since a few months before 1.0, so it should look a lot more polished. The demo now has: -mouse steering/menu implementation -a preview of the upgrades screen -now uses the two starting ships from 1.0 -chose items that should be straightforward and useful, rather than just the ones that had been the oldest. -few lurking rare crashes have been fixed since the demo -tutorial ends with beating the mid boss, as the game moved away from endless towards a run with an end in that time. I know this is boring news for those who already own the game, but the good news is this is out of the way. I have a few bits of unfinished content that never made it into 1.0, so I'm looking at minimally restoring some of that next.
- A Review and Dev Interview: Broadside Renegades - 2 March 2025
This ain't your dad's Vampire Survivors. We take a look at a hidden gem and talk to the developer about the development process. Read the full article here: https://www.gamingonlinux.com/2025/03/a-review-and-dev-interview-broadside-renegades/
- Mouse V2 Update on Main - 14 January 2025
The mouse steering v2 update it here! Main changes: -you can now warp, pickup items, and use items all using the mouse steering mode, enabling one handed gameplay with either hand (or a combo of the two). -mouse steering is now offered in the tutorial if not enabled. It's become my default preference, and it shouldn't be hidden in the menu Minor: -ship select screen more clearly supports the mouse functionality -switch ship selection using the scroll wheel, in addition to clicking the squares below ships to choose
- One more beta tweak, now testing for main - 9 January 2025
Last quick push to the beta branch for mouse steering V2: Ship select screen: -scroll wheel can now move through ship select screen -changed the launch button to make it's clickable-ness less vague -better centering on launch button for aesthetic Tutorial: -Tutorial now prompts players to try mouse steering mode if it isn't active, resetting the tutorials movement phase -Follow up asks whether to keep the option active (and saves the setting if one selects "Yes"). I considered making mouse steering the default at this point, but I figured the best option was to explicitly offer it in the tutorial. A lot of people seem to generally prefer it, so I don't want it buried and missed in the settings screen for new players. This should be the last beta branch update before going into the default branch, baring any bugs that pop up in testing.
- Mouse V2 public beta additions - 8 January 2025
Small changes in the update to beta branch towards polishing -cursor changes in the new dead zone from the movement cursor -added animated cursor for warp charging with the mouse to make it clearer its working -added tutorial images for mouse steering use item use, interacting and warping
- Mouse Update V2 in the public beta branch - 6 January 2025
I am pleased to announce mouse update V2 is on the beta branch. This hasn't been tested yet as heavily as the other updates but no changes were made to save data or files so this shouldn't pose any risk to your progress. The main goal here was to polish mouse controls so you can totally play the game without the keyboard if you fancy (you can still combine mouse steering with keyboard controls). QoL: -you can now click to end the mouse placement delay early after upgrading your ship Currently there are no in game explanations or descriptions in the beta, but the new optional controls are as follows: -Holding the middle mouse wheel will now use consumables. Single clicking will still use your 3rd ability. -A small dead zone box has been placed around the ship while mouse steering is active. The mouse will no longer steer the ship inside this deadzone. This will prevent weird movement whe…
- Sound stabilization update - 2 January 2025
Bringing the newest build to the default branch. This may or may not effect you based on your system, but this should make sounds behave more predictably across the board, especially when many sounds are going at once. Volume settings should feel more impactful and reliable than before. The warp ready sound has been made to slightly overpower the other sounds, as I have had some feedback that it was easy to miss that a warp was ready. I'll change this if people find it annoying, but it feels like an important noise to lose in the cannon fire, let me know! Also, a bugfix for the Art of Destruction that stops the player from selecting a 7th support item not displayed on the GUI.
- Sound balancing beta update - 30 December 2024
Good voyages space pirates! Update to the beta branch containing: -Major pass on sound balancing. Sounds should be more respectful of your audio settings and less likely to conflict when many sounds are playing. I believe I've tracked down and update the vast majority of sounds. Any that still seem off for anybody would be greatly appreciated! -Fix for the Art of Destruction allowing a 7th support item not displayed on the GUI. As the only ship that starts with a support item vs the normal weapon item, it wasn't aware one of its slots was already occupied. This update should be release ready, but I have finished migrating everything to a new PC. Will likely do more redundant general testing to ensure no arcane changes have happened behind the scenes. Public beta access if you'd like to try it now, especially if sounds seemed off before.
- Mouse Update on Main - 4 November 2024
It's finally here! I am happy to announce the mouse update has arrived. Some of the most common feedback has been to add a mouse option to the game, and today it's here. The mouse can be used for abilities, and speed controlled via the scroll wheel. These can be used in any combination with the keyboard (if you still to prefer to WASD steer and fire abilities with the mouse, now you can). In addition, under settings, you can enable mouse steering mode, which will cause ships to always turn towards the mouse cursor. Personally this has become my main mode of playing the game, and I'm happy with how it has turned out. Lastly, the most arduous/least exciting part on the backend, all menus have been rewritten to allow mouse navigation. Happy cargo hunting space pirates!
- Update to beta branch - 30 October 2024
Mouse update polishing. Almost ready for the default, after proper testing has finished. -Some tweaks to scroll wheel acceleration for speed. -Volume control settings page fixed for mouse -Tutorial popups for when mouse steering is active -Clicking mouse buttons now properly sleeps an active controller
- Mouse Update on the public beta - 12 October 2024
I'm happy to announce the mouse update is now on the public beta branch! All menus should work now with the mouse, clicking once to select an option and again to continue. Under control options, you can now turn on "Mouse steering", which will cause the ship to automatically turn to face the mouse cursor. I'm very happy with how this turned out and may consider it my preferred way to play now. The mouse buttons are now also bound to abilities, while the scroll wheel can be used to accelerate or decelerate. The player can use any combination of mouse and keyboard (mouse buttons all still work when mouse steering is off). Still needs a little more polishing, and there are currently no in game explanations of the new options, but that will be coming next before it makes it into the default branch.