- Deck & Conn v1.2.2 live! - 21 September 2026
Patch notes: VERSION 1.2.2 Fixes: * Fixed a crash during event management steps at end of turn * Fixed plotted courses moving ships while docking or when the sublight drive was unavailable * Fixed queued FTL decoil orders being impossible to cancel during drive spin-up * Allowing a decoil to be cancelled when the jump drive is mid-spinup VERSION 1.2.1 Fixes: * Added some more hardening precautions when loading pre-v1.2 captain files Roadmap & dev notes are in the discussion forums.
- Moving Fast: Deck & Conn v1.2 is out! - 18 September 2026
Deck & Conn version 1.2.0 is now live!This update contains numerous requested features and various additional bug fixes. The main features added in this update include:Time Acceleration when following a coarse with no enemies nearbyDangerous FTL Jumps are now possible - risk a longer distance jump with a higher chance of a misjump!Incursions are a new patrol type added - more experienced captains may be explicitly ordered into enemy space, to neutralise a number of enemy vessels.The Engine Room got an update, with new reactor and APU controls mirrored there so the power-up stage of starting your ship from cold & dark can now be done with mechanical switches.NPC Ships have been given a brains-upgrade, with some more events happening in dynamic patrols - including SOS calls from enemy and friendly vessels (some of which may be fibbing and just want you to come close so they can take you o…
- Deck & Conn v1.1.4 is live! - 11 September 2026
A few small fixes this build while I work on 1.2.0, which will enter open testing some time this weekend. It will include a new patrol type, some new content, and time compression to speed up travel when you're outside of combat. VERSION 1.1.4 Fixes: * Fixed text typos * Fixed death soft lock bug * Fixed a bug where stale SOS reports could persist between patrols
- Deck & Conn v1.1.3 is live! - 10 September 2026
A few more fixes and tweaks are now live. VERSION 1.1.3 Changes: * Surrendered vessels will now un-surrender when there are no threatening vessels around Fixes: * Ensured both the ship wireframe and the repair screen give the same status for repaired-in-space modules * Fixed issue which may cause death cinematics to fail, soft-locking the game * Fixed attacks following you through FTL jumps * Fixed NPC merchants surrendering to the player ship when it's an enemy ship that is attacking them
- Deck & Conn v1.1.2 is live! - 9 September 2026
Some quality of life changes and a few small bugs crushed today. VERSION 1.1.2 Changes: * Can now load up on APU fuel when docked at friendly stations * Selecting an object on the map viewer will change multi-function tabs automatically * Added animations for torpedoes being neutralised by CIWTs fire * Scuttling enemy ships now triggers a destruction animation * Entering/exiting and spending the allocated time in OpArea for dynamic patrols is now reported by the XO Fixes: * Fixed CIWTs neutralising torpedos from not being correctly reported at end of turn * Fixed patrol state screen not updating when a new turn was updated
- Deck & Conn v1.1.1 is up! - 7 September 2026
Thanks to everyone sending in suggestions & bug reports! I've created a pinned thread where I will be posting general development updates going forward. VERSION 1.1.1 Fixes: * Fixed a launcher state reporting bug for torpedo tube doors * Fixed a Captain-switching bug * Fixed an officer list bug when one of you crew takes a prize * In-space repairs could proceed beyond 100% * Fixed launch lock when hull was over 100% * Fixed quit-on-turn-zero patrol bug * Fixed one-turn-lag on surrender icon appearing * Fixed oparea selection probabilties * Fixed PAM message scrolling bug * Various text fixes
- Patrol In Progress - Deck & Conn v1.1 is out! - 4 September 2026
Patrols in campaign mode can now be paused and resumed by quitting the game or back to the main menu. Additionally, more bugs have been fixed and there’s been some AI tweaks.Our next focus is some improvements to the in-game NPC AI, and as requested an accelerated animation for when you’re doing lots of in-sector travel without enemies present.Thanks to everyone sending us feedback!Changes:* PATROLS CAN BE RESUMED - quitting the game or to the menu will suspend the patrol for resumption at the player's leisure* Docking with an enemy vessel to scuttle or take a prize no longer disables ownship's sensors* Merchant SOS events now resolve when the enemy vessel surrenders* You must repair your vessel in dynamic campaigns before being able to leave portFixes:* Fixed sound issues when loading a game / starting a scenario with a ship that has a hot reactor* Fixed text on the conn MFD when choos…
- Deck & Conn v1.0.2 live - 3 September 2026
Version 1.0.2 is available now.Changes:AI: Improved friendly NPC ships dealing with enemy vessels surrenderingFixes:Fixed bug which could cause player captains lost with ship not being respected properlyFixed font issue with the PAM terminalFixed glitch where detected ships was not being incremented correctly in dynamic campaignsStopped crew suggesting mags turned on when the system is already onAI: Fixed prize vessels qualifying as friendly fire for previously-queued fireWe are currently doing internal testing on a new in-patrol save system to allow patrols to take place over multiple sessions. If you want to help test it, join the open_testing branch where it will become available in the next 24 hours.Thanks again to everyone sending us feedback and bug reports! We've got a growing list of features to add soon based on your emails and posts.
- Deck & Conn 1.0.1 is up! - 2 September 2026
Deck & Conn v1.0.1 is now up! This build contains some fixes for bugs reported since launch. A full change list can be found when you first start the game. Thanks to those who helped out by sending in bug reports!A quick roadmap for the next week - more small updates will come in the next few days fixing and tweaking things players have reported.Over the next week, we will then work towards version 1.1, which will focus on adding the ability to save the state of your patrol during dynamic campaigns, to let you quit and resume later.Another quick note - we’ve exposed an open_testing branch, so if you want bleeding edge builds, feel free to subscribe to that beta channel. Just be aware that it will be builds we’re currently testing, and they could well have issues.
- BURST TRANMISSIONS - Deck & Conn is OUT - 1 September 2026
There is something easy about designing BIG games. I mean, it's not easy to make GOOD big games, but if you're designing Star Citizen, the answers at a very high level are often pretty simple. Building a giant life sim in space... do we allow players to buy new ships? Yes. Upgrade ships? Yes. Buy properties and start business? Yes. Visit bars and buy drinks? Yes. Change the colour of the fuzzy dice on your ship? Yes. Do insider trading in the functional in-universe global stock market? Of course!I'm being hyperbolic here, but when what you're building is an everything-game, the problems you run into are worlds different from when you're a team of just one or two people making a pixel art space game. So much of the time, the answer of "should the player be able to do X?" ends up being "no", and you have to make sure that "no" is the correct answer for design reasons, rather than solely f…
- From EGA Trek to Deck & Conn - 21 August 2026
Building the Spacecraft I Imagined as a ChildDeck & Conn has probably gone through more iterations than any project I've developed. This is it here, in its first form - a pico-8 prototype of what was then a sort of "Super Star Trek with bells added". From there, it went through three complete re-writes or ports across two more languages, until it ended up as its current C++ iteration with a custom engine. So, why did it stick with me for so long? Why was I constantly trying to make it or some version of it? If I broke down what prompted designing most of the games I've made, they mostly come down to one origin story: Games I played when I was young that weren't quite what I wanted them to me. Maybe they weren't bad, per se, but the promise of what they could be wasn't really there. This was more common in decades past, where hardware limitations often meant what you might want to do as…
- Take command of a Cold War-era nuclear corvette in space with Deck & Conn - 18 August 2025
MicroProse revealed Deck & Conn, a single-player turn-based tactics game that places players in command of a Cold War-era nuclear corvette — in space. Read the full article here: https://www.gamingonlinux.com/2025/08/take-command-of-a-cold-war-era-nuclear-corvette-in-space-with-deck-conn/
- Dev Log 1: Deck & Conn - 18 August 2025
A long time ago, in an operating system far away, I was a kid playing video games on a beat-up old 286, between re-runs of Star Trek and various '80s sci-fi movies. So when I discovered not just one but numerous Star Trek games stemming from a long lineage leading back to a 1971 game built for mainframe computers.At the time I was too young to realise that as fun as the game was, "Blow up all the Klingons in the quadrant" probably isn't that believable a set of orders for Starfleet to issue to its captains. But having the freedom to fly a ship around, orbit planets, dock with space stations, and get my posterior handed to me by Klingon warships was a good time that stuck with me.In the years since I've played tons of space games, usually more complex, nuanced and advanced than something which was originally written in BASIC to run on very limited system resources. But the simplicity of…