Friday Dev Notes

006 — October 2, 2026

Posted by Sean · “Brehon” / “Amadagu”

Heading into the 4th quarter of 2026, my goal looms ahead. I am confident of reaching it. Now that Friends and Family testing is ongoing, that confidence continues to rise.

A shout out to Imbonked, Kazz, Calzu, Surge, MixedBeast, Parzival, Stocky, and Tootie for the time, feedback, and work they have already put into Commander's Gambit.

The Dev Notes will change a little from here. With people actively testing the game, I want to openly share their feedback, what they find, what I change because of it, and what I learn from watching other people actually play the game.

I spend far more time fixing and adjusting now. I think the heavy part of “creating” is done for this stage. That is a heavy but welcome change.

As I posted, there is no turning back now. Commander's Gambit is in other people's hands. There is only forward!
~Sean “Brehon” / “Amadagu”
This Week's Actual Work

Friday Dev Notes — October 2, 2026

Player Canvas / Main Map

  • Map size increased
  • Map pans via WASD and arrow keys — moved map controls from direct C++ key handling to Enhanced Input; middle mouse hold was unreliable and felt awkward
  • Mouse zoom in/out functional through the middle mouse wheel
  • New base starfield layer
  • New Grid System implemented
  • Fog of War added
  • New map populated with all celestial bodies — Data Table populated with all bodies and their coordinates
  • Rebuilt several menus for cleaner presentation and function — moved more functions into C++ and kept helpers focused on visuals

Combat Interface

  • Combat Alert is now available on all screens — it is never fully hidden
  • Clicking “Combat Alert” expands or collapses the details while leaving the alert itself visible
  • Flashes when a new battle alert arrives
  • Failure notices added for combat action buttons — particularly useful on “Claim,” where it will tell you why the action failed (not enough Credits, etc.)
  • The failure-notice system works across all combat action buttons

Fleet System

While setting up the Fleet basics on the Player Action Panel, I decided to use the opportunity to lay in the stubs for the complete Fleet system. Fleet is its own system and belongs more naturally on the main screen. Current / planned Fleet functions:

  • Create / Rally — when a ship is built, it can join an existing fleet or create a new fleet
  • Patrol
  • Assign
  • Transport troops / Special People
  • Land Troops
  • Bombard
  • Scout — scan a planet using a ship; added SensorRange to ships to support the Scout action
  • Marauder — has subcommands, planned for a future release
  • Raid — has subcommands, planned for a future release
  • Also added to Fleet: Light Fighter and Light Freighter

Data / Systems

  • All Celestial Bodies and Body Sectors are now in the Data Tables — 135 sectors!?!
  • Improvement Data Tables cleaned up and set for testing
  • Added deterministic seed/state identification
  • Added command history/replay
  • Added save system
  • Added basic character creation
  • Added basic intro

Friends and Family

  • Friends and Family pre-alpha testing released September 29, 2026
  • Lots of little touch-ups made specifically for Friends and Family testing
  • Added the forgotten Exit Game button!!! :)

Alpha

The steady, deliberate march to Alpha has officially begun.

In-game screenshot of Commander's Gambit showing the starfield main map, resource bar, Faction Summary panel, and an Earth info panel.
In-game screenshot — the landing screen you see when you actually play Commander's Gambit, Day 1 This is not a test build. What you see is what you get.
Share This Update

Follow the developer and development of Commander's Gambit. Check out the latest Friday Dev Notes.

You get the personal take, views, and comments from the dev, along with the official technical list of the week's progress. Follow along and be a part of the journey!

Lead · Plan · Outlast — Commander's Gambit