Expanding the Armoury

The core rules and gameplay of Privateers of Aether are stable, and now it’s time to play a little more with possibilities. It’s time to add some spicy weaponry and gadgets.

Four already existing weapons got an “upgrade”, so there will be more options for the captains. We have also added new machines of destruction: Flamers that can also be used in reaction, Railgun with the ability to deliver massive damage and thus great glory to the crew, and Lightning coil with a quite intriguing way of attacking.

This still needs testing, but I’m optimistic. Drop me a line if you want to dive into the aerial battlefield.

TTS Buttons

Hey everyone! Just wanted to let you know that Privateers of Aether is still very much on my radar.

I recently made a slight tweak to one of the weapon cards and added a TTS quality-of-life feature: button-controlled card hiding areas. Thanks for the feedback, and stay tuned for more!

Equipment Redesigned

Due to the rules changes, we had to change almost all of the Equipment Cards. The overall feel of them is similar, but now they are more balanced, and each of them matters. You may notice some of the cards have changed into different things, like the Drone.

In addition, we have introduced some new ideas and new equipment. You will now have even more tactical possibilities to overtake or disrupt your opponents. I promise you, this will be fun!

Cards Redesign

Just a quick entry to wrap up the week and start the weekend right! I brought the Sponsor Cards back to the workbench for a visual overhaul. While I was at it, I tweaked a few of their mechanics to align them with the new core rules.

Mechanics Clicked

Yesterday we ran a full playtest with all the latest changes and new rules—and it was a massive success across the board. The new initiative mechanics clicked perfectly. The drift rules hit the sweet spot: not too punishing, but still a genuine threat. Preemptive braking maneuvers were also spot on, and players used braking exactly as intended to avoid the consequences of reckless cornering. Even the minor quality-of-life improvements to the speeder dashboard played beautifully.

Next up? Test, test, and test some more. We need to break the system and see if there’s an unbeatable metagame strategy. If there is, we’ll crush it. Once the core loop is completely bulletproof, we’ll start rolling out some exciting new game modes!

Waiting for Tests

This week’s ride was intense! Seriously, so many things have changed or updated that I can’t wait for playtests. Everything we’ve reimagined should make the game smooth and flexible, yet demanding and more tactical than ever before.

Initiative is now a major strategic decision, completely redefined. Speed management is effortless on the player side. Braking is a core gameplay mechanic, not just a static stat. Drifting is baked directly into the general rules, cutting out all the clutter. Ramming has been streamlined into a tactical choice with a side of high-stakes gambling. New visuals and our new track element are just the cherry on top.

Unfortunately, I’m offline next week, so testing is on hold. But if you’re down for an online TTS playtest when I’m back, drop me a line!

Faster, Cleaner and Upgraded

What you see is what’s left of the player’s dashboard. Yes, the analog speedometer is gone—but believe me, it was a bit of a mess. It looked fancy, but it took up too much space, caused production headaches, and made redesigning a nightmare. I won’t spoil the new rules just yet, but you can probably guess how it works now.

In addition to streamlining the gameplay loop, reducing these components means the game will be much easier to print and set up. Oh… and it will all fit in a smaller box!

Our new rules system has unlocked some amazing design flexibility, allowing us to overhaul the existing prebuilt tracks. We’ve gone through all 14 layouts to eliminate clunky bottlenecks and design flaws, replacing some of them with our new space type for a much more exciting ride.

Brainstorming and other stuff

We’ve spent the last few days in deep brainstorming sessions. We are stripping away the weight, simplifying or even removing outdated rules to make room for sleeker, more effective mechanics.

The best news? The core engine is solved. Acceleration, deceleration, cornering, and—of course—THE DRIFT. Drifting has always been the heart of Speedstream, but now it carries more weight, forcing you to plan ahead and take bigger risks. And guess what? You’ll actually need your brakes!

We’re still far from the finish line, but there’s much more to come.