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Steam News · Oct 5
Next update on the 1.2 branch is live. This may be the last 1.2.x update unless any critical bugs are reported, I'm now working on the 1.3 "Crew" update for the remainder of the week. As always, I'll post progress updates on the Dev Updates pinned thread on the discussion forums. VERSION 1.2.5 Changes: * Added option (on by default) to center on any ships firing weapons during end of turn animatio...
Steam News · Sep 28
VERSION 1.2.4 Fixes: * SDL Renderer reset bug fixed * Fixed terminal / computer performance issues which could cause issues on Linux * Fixed detection fog sometimes not clearing after FTL jumps * Fixed issue where certain UTF-8 characters in the last captain's name could forget game settings * Fixed burst transmission state sometimes not clearing after FTL jumps * Stopped the same overzealous Fede...
Steam News · Sep 25
VERSION 1.2.3 Changes: * Added some more detailed PAMs for some Federation SOS signals * Splash damage from a nuke or FTL discharge on friendlies or neutrals are now handled uniquely Fixes: * A few fixes which could cause bad ship detection data when repeatedly loading/saving patrols in progress. * Fixed behaviour of reactor power buttons * Fixed target-details-pane lag bug * Fixed enemy ships som...
Steam News · Sep 21
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...
Steam News · Sep 18
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 ...
Steam News · Sep 11
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
Steam News · Sep 10
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 * Fixe...
Steam News · Sep 9
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 a...
Steam News · Sep 7
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...
Steam News · Sep 4
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:* PATRO...
Steam News · Sep 3
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 onA...
Steam News · Sep 2
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 versio...
Steam News · Sep 1
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 dic...
Steam News · Aug 21
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...
Steam News · Aug 18, 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:
Steam News · Aug 18, 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 ...