is a true naval TBS game, complete with base building and unit production on the same map as combat. Featuring 9 ships classes, 4 aircraft and 4 buildings, a robust map generator, PvAI and hotseat PvP, Flotilla WWII offers a simple but fun and replayable WWII strategic naval experience.
We have been Greenlit! Thank you for your support, we hope to deliver the release version as soon as possible!
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Take command of the US or the Imperial Japanese Navy and fight an all-out war for domination over an archipelago full of diverse islands. Build factories to increase your income, ports to repair your ships, airports to build up an air force, and place AAA on key points to hinder the enemy's bombing plans.
Balance your force with small and fast ships to intercept enemy attacks, and slow capital ships that can deliver a strong blow but also make it back to port for repairs. Launch a fast attack, swarming the emeny with destroyers, frigates and light cruisers, or build up your strength and deliver an unstoppable blow with battleships, aircraft carriers and swarms of bombers. You are in command, and you choose how to achieve victory.
Greetings, Admirals! Following your feedback, we did some serious work the past months creating textures for all the units in-game. The new textures are 512x512 pixels with the units covering the better part of them. Land and Sea textures are also updated and shoreline now borders them, which according to some playtesters also improved the clarity of the maps. Take a look at the new visuals in the new, shorter but better trailer:
(indie composer, musician and fellow computer engineer Stratowave gave us a hand with the music, and was kind enough to record us a far better soundtrack, which you can hear in the trailer)
Many of the ships take the form of iconic ships from that theater, such as the USS Iowa (whose original pictures also consist the menu backgrounds). Other ships are a composition of elements from multiple ships of the era, in an effort to make them more distinctive so you can recognize the ship class just by hovering over it.
The new tooltip also helps present data in a lot simpler fashion just by hovering over a unit, production button, or even menu buttons. For a jump start, in addition to the option in the Main Menu presenting you with some basic tips, you are also provided with a hover-only button in the battle which outlines the basics of the controls.
A further UI improvement is the ability to hide the descriptions of the buttons or even the buttons themselves along with the tooltip by pressing Tab to cycle through these UI modes. This allows you to view the battlefield without any distractions, and also solves the issue of the edges of the minimap being partially obscured by buttons. Remember: when you want the big picture, press 'M' to toggle to the minimap and back. By the way, you can also use the UI cycling features to get nicer screenshots:
Download the demo here:
And don't forget to Vote on Steam Greenlight (Click on image)
or launch the Greenlight page in Steam if you have it installed!
Flotilla WWII hasn't exactly been pretty so far, so we put in some extra effort to improve the graphics, and the terrain is looking much better!
I'm excited to announce that Flotilla WWII has been submitted to Steam Greenlight, an overwhelming feeling for any developer who does this for the first...
Flotilla WWII is finally released, setting sail for countless battles on randomly generated maps with the classic 90's naval TBT gameplay expanded with...
The Iowa has provided us with photographs for the menus! Over the past week I have had the pleasure of exchanging e-mails with David Way, the curator...
A collection of smaller upgrades and improvements done over the past 3 years. This includes bug fixes (especially for an audio bug that caused a crash...
Edit: an issue has been identified that prevents launch on some computers, we are working hard to fix this and will upload a fixed version shortly! A...
Responding to community feedback, I am happy to release an updated version of Flotilla WWII, with updated UI and, more importantly, with far improved...
Flotilla WWII is finally released! This is the full game, with all the units and gameplay functionality.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Things are tight with the day job for the next couple of months, but:
Currently functional:
- Armor - reduces incoming damage, so small ships have more trouble against big ones. This makes these more expensive ships more survivable.
- Torpedoes - ships with torpedoes do extra damage to adjacent tiles, so if they manage to get close to armored ships they can still bite hard!
Currently working on (for the next version release):
- AI improvements - smarter balancing of the economy
- Ship upkeep - looks like a necessity to keep the pacing in check, as most matches become one-sided when one player out-scales the other.
- Enhanced economy - there will be tiles that significantly boost resource output, to create points of interest on the map.
- Splash effects
Solidified roadmap (definitely gonna happen):
- Voice lines to play when units are selected, to liven up the game
- Ambient sound effects
- Further AI improvements (flanking, aircraft)
- AA fire covering adjacent tiles
- More particle effects! (flak, tracers flying from ships to target)
Seriously considering but need feedback:
- Adding fuel as a resource. This would be needed for moving units, would be stockpiled (possibly in dedicated buildings to cap the stockpiling), and produced from specific locations.
- Units spawn from fixed entry point. The real-world explanation is very much that you wouldn't produce a ship in the frontline, the in-game reason is that plopping down a port in the middle of the map and having instant reinforcements is overpowered.
- Clouds. Might be distracting, we'll see how ti looks.
Quick dev update:
Development is resuming after a 9-month hiatus, we have added fire particles to the smoke and splashes around units that are under attack to liven up the map and better hint at what is in danger. The next steps include revamping the UI to better match more modern strategy UI philosophy, and finally an enhancement of gameplay mechanics to add some depth both to resource management and combat. Stay tuned for a more detailed post with the current changes available in v1.7 and the progress made toward v1.8!