Development Update - June 2026
- digitaltinkerllc
- Jul 7
- 5 min read
Dear Backers,
I hope you all had a wonderful 4th of July! This holiday was extra special, not only because America turned 250, but because Digital Tinker is also celebrating its first birthday! Looking back, it’s truly incredible to see all the progress we made in such a short amount of time. Thanks to your support, what started life as a simple prototype has evolved into a fully-fledged Space Captain Simulator with exotic planets to explore and powerful starships to command.

Right now, players can engage in broadside naval battles, run trading and smuggling operations, take on missions, explore planets, maintain crew morale through supplies and wages, and upgrade their ship. The same officers you recruit and level up also fight alongside you in detailed tactical battles during boarding actions and planetside gunfights. The integration of these systems creates consistent progression: the crew you manage directly impacts both your success in space and your effectiveness in tactical combat, and that unique blend is going to give us the edge as we go to market later this year.


This month has seen massive improvements to planetary navigation. When arriving in orbit, players are now presented with a real-time rendered version of the planet, the locations they can land their shuttle, and some background information on the planet itself.

While on the surface, players can now access the system map, allowing them to check the trade information they’ve discovered and plan their next route. We’ve also introduced a local map with fast-travel functionality, allowing players to quickly transit between locations they’ve previously visited.


The addition of combat drones to ground combat has added another layer of tactical depth. The medical drone is a flying medkit that allows combat medics to stabilize downed allies or heal injuries remotely, without exposing themselves to enemy fire. Once deployed, the sentry drone guards an area and automatically engages any enemy it detects, perfect for covering the advance of your squad. We’ll be adding even more drones in the near future, so stay tuned.

This month, we are finalizing the gameplay trailer that will be used for marketing and to showcase the game in our Steam storefront. We’re also continuing to expand upon our current systems by adding more content and numerous quality-of-life improvements. As always, check the full changelog below for all the progress made this month, and you can find this, and all our updates, on our website. Thank you all again for helping us make this game a reality.
Best Regards,
Vincent De Tommaso
Game Director
Ground Exploration
System Map can be accessed while planetside - system map can be accessed while on planet
Local Map & Quick Travel - Added a planetside local map to the system map with fast-travel functionality when on planet
Ground navigation camera tracks active units - changed default ground camera behavior to follow active unit
Ground Navigation target decal persists - ground navigation target decal persists until the unit reaches it
Can assign ground party to flagship positions - officers in ground party are no longer prevented from being assigned to officer positions on the players flagship
Ground Combat
Reload Animation - add reload animations to ground units
Drone Base Class - implemented base class to support drones in ground combat
Medical Drone - implement medical drone that heals and stabilizes units
Sentry Drone - implement sentry drone that shoots enemies who come into range
Enemy Group Spawn Rebalance - Evenly distribute spawned enemies across spawn groups
Recruitable Officers start with weapons - hired officers now come with weapons based on their level and specialization
Balance raider base spawns against player - raider base enemies scale with player party
Space Combat
Incorporate New Projectile Assets - replaced placeholder projectile effects with final art
Space Exploration
Additional planet reveal states - added an additional reveal state for planets, where the name and location is known, but not detailed trade information
Accepting mission to unknown location reveals it - accepting a delivery or escort mission to an unknown location makes it known
Escort Captains contact you when reaching planet - When reaching an escort destination, the captain contacts you to inform you the mission is complete
UI/UX
Hide quick tooltip on disable - hide quick tooltips when the object they are attached to is disabled
Weapon tooltip add tiers below type - indicate the weapon tier in the inventory tooltip
3D model for character inventory - display a 3D character model in the inventory menu and update it dynamically when equipment is changed
Minimap derives cannon pips from ship variant prefab - minimap displays correct number of cannon pips for each ship variant
Refactor Officer Bar - Officer bar sorts by active party
Replace Character Images with generated versions - replace placeholder character avatars with procedurally generated versions using our character models
XP & Money Feedback improvements - improved the readability of floating text
Update Planet Map visual - replaced placeholder planet map image with dynamic version using our in-game planet models
Item descriptions in gun shops - weapons and items in shops display item descriptions
Grey out unavailable skills - made it easy to see which skills are available for purchase
Improvements to System Map - Update system map visuals with final art assets
Cargo Stores Highlight Import/Exports - Goods that are imported or exported by the planet are indicated in the cargo store interface
Equipment Store Buy/Sell UI Affordances - added Buy/Sell labels to transaction pop-ups
Create Engineering Screen Wireframe for Fluyt & Tartane - added engineering wireframes for the new ships
Inventory Store Popup shows item description - Item description also shown when buying/selling through the transaction pop-up
Loading Screens - added the ability to assign custom loading screen images for each game scene and a loading bar
Tips for loading screens - loading screens now display helpful gameplay tips and lore
Cargo Menu top bar sorts - players can sort the cargo menu interface by the top bar categories
General
Ship Prices - serialize ship prices and repair costs for easy balancing by game designers
Bug: Dragging armor/outfits to unit doesn't cost money - fixed a bug that allowed items to be stolen from equipment shops
Bug: moving item from vendor to weapon slot to other weapon slot makes it free - fixed a bug that allowed items to be stolen from equipment shops
Expand Character Creation Flow - players now choose their home planet and backstory during character creations, which determines their starting stats and dialogue flags
Bug: Fix vendor item price highlight - fixed UI issue causing inconsistent price highlighting
Bug: Character Menu Skill Panel reading available attribute points - fixed labeling error on skill panel
Combine Boarding & Melee Attributes - combined melee and boarding attributes. All bonuses previously provided by melee are now part of the boarding attribute.
Bug: Hide ground nav UI when opening system map - fixed a UI layer order issue
Bug: Hire officer character models appearing bald with new hair assets - fixed issued where hirable officers were using old character model, causing new hair styles not to appear



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