The Fleet Got Its Colors
For weeks my whole fleet was the same grey smear. Then I went loud, and a battle line of rival houses came up out of the fog: steel blue, deep violet, and a dreadnought the color of old blood.

Dev Log
For weeks my fleet was grey soup. Not menacing grey. Just grey, the same muted fog drifting past the bow every time I sat down to work. Tonight I finally decided to burn it down and go loud. Then I made the hulls gorgeous and immediately discovered I had only painted half of each ship. The other half was still a hole in the dark. Fixing that was the quiet, slightly embarrassing work of the night.
Grey soup
Here is what kept happening. I would park the camera behind the stern, watch the battle line slide into formation, and feel nothing. A dozen capital ships, a hundred meters of mass apiece, and they all read as the same smudge. You could not tell the ship you fly from the ship trying to kill you. A clash of fleets is supposed to feel like rival houses meeting in the dark. Mine felt like fog meeting more fog.
So I committed to going arcade-loud. Saturated. Alive. Steel and azure blues for one house, a deep violet battleship for another, and for the flagship a dreadnought the color of old blood. Every class flies its own banner now, so that even at a distance, even as a far speck against the stars, you know whose guns are pointed at you.
The rule that was quietly wrong for years
Then I hit a wall I had built myself and forgotten about. I had an old rule deciding whether any given color was vivid enough to use, and it kept rejecting my best ones. A deep crimson. A rich ocean blue. It threw them out and handed me washed-out paste instead.
It took me an embarrassing while to see why. My rule was only measuring how bright a color was, and a deep saturated blue is not bright. It is dark and rich and absolutely vivid, and my rule could not tell the difference between vivid and merely loud. So every gorgeous deep hue I reached for got quietly swapped for something paler. The fix was to judge richness alongside brightness, to let a color be dark and intense at the same time. It sounds obvious written down. I felt a little stupid. The whole palette opened up the second I stopped insulting it.
The void I painted into every ship
And then, with the hulls finally beautiful, I noticed they were broken.
I had only repainted the main hull. Every ship is built from a hundred and fifty smaller pieces, the side pods and vents and housings that give a warship its texture, and every one was still wearing the old near-black. So each ship was a vivid slab welded onto a shadow. It looked wrong in that specific, nagging way a thing looks when it is almost right.
So I lifted every dark corner back into the light, keeping each its own hue, until the whole hull read as one solid object instead of a bright face glued to a void. While I was in there I thickened the silhouettes too. A lot of ships had spindly antennae and needle-point gun barrels that made them look like glass models you could snap with a breath. I fattened every wispy edge into slabs of iron intent.
I pulled up the red dreadnought when it was done, turned the lights low in the room, and just sat there a minute. Crimson hull, gunmetal along the clawed prow, the whole enormous mass reading as one solid thing in the dark. It looked like it had finally arrived.
Visual Changelog
The flagship of the new look: vivid, whole, and heavy, the ship I kept staring at with the lights down.
The embarrassing before and the fixed after: a bright face glued to a void on the left, one solid object on the right.
A different house in a wholly different color, so a battle line reads as rivals meeting instead of fog.
Retrospective
I spent the night making my ships pretty and learned that pretty is not the same as whole. The color pivot was the loud, easy part. The real work was hunting down every dark corner I had left behind. Now I can sit in the chair, watch the line form up, and finally tell the houses apart: steel blue, deep violet, blood red, each one a solid weight against the stars. Pick your enemy by their colors. Close the distance. Open fire.