This is our first update since launching into early access - we've had some fantastic feedback and lots of movement within our growing community. Today we're happy to be adding some much needed content to the game. Here's what's new:
New Features
New Map - The Ditch
Added Map Preview Images
Added Radial Menu for Emotes & Lighting Control (Hold LB & navigate using sticks/dpad)
Added Emotes: Fire, Sunglasses, Surprise, and Rain Cloud
Added a Community Maps list (appears in maps menu when custom maps are present)
Multiplayer
Added Map Name to server list
Added Player Joined/Left notification
Added Player list to menu while in Multiplayer
Added Object Dropper ability for Host in Multiplayer
Bug Fixes
Fixed SloMo speed adjustment in Multiplayer
Fixed Bearing sound changing pitch while in Board Placement
Fixed rolling backward when exiting Board Placement
Fixed camera positioning bugs in Replay
Fixed duplicates in Object Dropper spawning with default scale & settings
More small tweaks & bug fixes
With a rapidly developing modding community, we should also note that there's a new Modding Discord server, where you'll find a growing number of shoes, deck graphics, maps, and more on the way!
I've been working very hard on this new update that brings the demo to a point to where I can call 'complete'. From here on out, for the most part, I will be working on the 1.0 version of the game, mostly focusing on finishing the rest of the courses for Adventure Mode. New Trailer
Changelog
General
- Optimizaiton pass
- Loading Screen Rework. Includes game tips/hints, gowf/golf facts, loading progress bar
- Lots of UI fixes (mainly for gamepad)
- Fixed a bug where the user's feedback wasn't coming through on bug reports
- Fixed Invert Y settings
Golf Mode
- You can now hit a shot with either LMB OR space Bar when using keyboard and mouse (in the past was only space bar)
- Refine Approach and Chip shot logic (still need to Refine animations though)
- Added Rain in Mellow Meadows (15% chance of rain)
- Added "Nice On" when you get a GIR (green in regulation)
- Added crowd noises when you do a good thing
- Added OB (can't hit ball off of map now)
- Added drop zones for water hazards
- Updated the visuals of the arrow above the ball (was very blurry and gross before)
- Added a few QoL updates where power is auto adjusted for the player on new shot or when switching clubs
- Fast Forward is now much faster if held longer
Adventure Mode
- Added an intro cutscene
- You can re-play all quests and tournaments even if you have completed them previously (will not get xp/coins if already completed)
- Updated the mellow meadows pro shop to be more balanced at that point in the game
- Added 2 treasure chests, and updated all items within chests to be more balanced at that point in the game
- Updated all coin and xp gain from completing quests in mellow meadows to be more balanced at that point in the game
- Added a few new animations for NPCs
- All NPCs have speech bubble or exclamation point if you can talk to them
- Fixed level load initialization bugs
- Fixed UI bug in color panel for clothing when using controller
- Fixed bug where loading into the course grounds after a quest or tournament didn't load a conversation when it needed to
- Fixed bug where side quest popup text would transition incorrectly
Speed Golf
- Added shot tracer to find ball easier
- Added Swimming (hole 2 and 3 on speed golf shows this)
- Added OB (can't drive cart out of map)
- Can't drive cart in water hazards
- Fixed bug where player avatar wasn't set properly when switching to golf cart
- A couple of other blocking bugs
Target Challenge Quests
- Updated UI after a shot to reflect the zone you land in
The season of summer is upon us. The sun might blaze with unbearable heat outside, but it won't reach the dark corners of the Anomalous Hour.
The Anomalous Hour is participating in Steam Summer Sale, from June 27 to July 11 with a 15% discount. This is a great time to retreat to the comforting darkness and cold of The Anomalous Hour. Or buy it for a friend and challenge them to hunt for anomalies if they dare.
May your next venture into the Anomalous Hour be a safe and fruitful one. Godspeed.
Today we're fixing a few issues introduced in yesterday's update, as well as a minor upgrade to the animal floor system.
Improvements:
You can now place high grass on animal tiles.
Bugfixes:
Fixed being unable to place a floor type to override the animals one if it matched the underlying tile floor.In other words, fixed being unable to place grass on animals that were already placed over grass.
Fixed a bug with slope corner waterfalls causing items to stop being enabled/disabled while moving etc.
Fixed minor UI issues related to favorites.
Fixed bamboo tree growth progress not being updated in the same way as before.
Today's Farm showcase: "It's a mess, but it's my mess <3" by le monke
Hello! It’s been a while since we’ve had one of these lookbacks, so just give us a second to dust off the inkwell and make sure we didn’t leave any pineapple and Pondie sandwiches lurking under the pile of unsolved bottle maps.
All clear. There’s still a bit of a smell but we can’t spot anything… oh well!
Right, Season 12 Community Weekend. From 11am UTC on June 15th to the same time on June 17th, we hosted the second Sea of Thieves Community Weekend of 2024, but the first to welcome in our pirates on PlayStation®5! How did you all find it? It’s no good talking, these are words typed a few days ago at least, they don’t have ears. Judging from the responses and numbers we’ve seen, though, we’d say a lot of you had a right lovely time of it.
In case you’re not sure what people were having a lovely time with, here’s a quick refresher so you can understand not to miss the next Community Weekend: pirates who set sail during the Event window earned the Season 12 Community Weekend Flag and Performing Pup Emote, while over the course of the first 15 hours (after a short hiccup getting started – apologies for that) the viewing hours of Sea of Thieves on Twitch increased the Community Emissary Grade and pushed in-game rewards of all flavours to the highest possible multiplier of all the Events we run, this then being active until the end of the Community Weekend.
Plus, Raid Voyages on Skeleton Forts were open for all, regardless of your reputation levels – and all pirates, Legend or not, got access to a single-use Legend of the Veil Voyage to let newer pirates have a taste of the legendary Voyages that await!
Another spot of seasoning we sprinkle on Community Weekends is the draw of Pop-Up Plunder, with Season 12 Community Weekend offering up 12 new maps shared via social media that led crews to random loot, leading to them brawling with nearby crews to claim a single, shared dig spot. This Event’s maps took pirates around some iconic locales, from the traps of Thieves’ Haven to the shores of the Coral Fortress, but it was the joy of seeing crews try to pry chests from the very middle of a spike trap on Sailors’ Bounty that proved to be our crew’s highlight. We’ve been doing this for a while, it wasn’t going to stay easy forever…
A final bit of flavour comes to these Events via the Picture Walls present at every Outpost, and crucially, as detailed in our livestream on the day, not at The Reaper’s Hideout, because it is not an Outpost (they’d probably deface it anyway). Crews took a myriad of photos throughout the Event. From solo snaps to huge group shots, silly poses to highlights of rare spoils, these commemorative moments never fail to give us a grin.
We mentioned a livestream just then and we’d definitely be remiss not to elaborate as, again, this was a fine community endeavour hosted in honour of the Event. Titled The Trading Company Tour, it tasked four groups of top-tier pirates with the job of earning as much gold as they could for a pre-selected Trading Company, with the aim for these crews to showcase the variety of activities and play styles that comprise the Sea of Thieves experience, and they truly did not disappoint with a range of tactics on display from sinking to loot trading. You can catch up on the Tour and connected ‘banter’ from members of our Community team right here.
But that’s enough about what we organised for the day, we’re far more interested in what you all got up to. The easiest way to work that out? Numbers! The biggest of which was 290,191,761,714, being the total amount of gold earned, HUGE! That’s enough to buy 207,279,829,795.7 Greggs sausage rolls, if we assume one gold is worth one UK quid. Or some Dark Adventurers gear! Maybe, like, three boots or something (which would be an inconvenient number if this wasn’t a pirate game).
But what else occurred while you were all making such stacks of coin? Some quickfire numbers for you: 52,997,680 cannonballs were fired, while 3,557,318 pirates were also loaded as cannon ammo. 9,091,054 bananas were cronched. 3,513,974 tankards of grog were quaffed. Aside from all that fun, plenty of you visited the Ferry for a number of reasons: 3,472,599 took a trip from a gunpowder explosion, 434,650 succumbed to volcanoes and somehow 1191 pirates got on the wrong end of a firework.
The new features of Season 12 seem to be making an impression too. 700,404 Bone Caller Skeletons were summoned to help in combat, pirates were sent flying by a Horn of Fair Winds on 819,395 different occasions and you collectively ran 279,421,500 metres along tightropes, which works out to roughly 62 trips from one coast of America to the other. Pirates also fell off tightropes 905,948 times. We’re hoping that wasn’t all the same scoundrel.
Also, 3702 Burnt Grubs were eaten. A new record! For some reason…
Speaking of your antics, we also awarded a bunch of Hats of Unfeasibly Glorious Fame across the Event for a multitude of marvellous reasons. Long-overdue bonnets were bestowed upon consistently brilliant buccaneers like Pipsuwu, InkyGhosts and Didichat. Community MVPs were highlighted and honoured with people such as D4ndano and Carrillo, and creative efforts like DatLlama’s jacket and LzySoren’s actual coin also saw them receive surprise head-warmers.
You all joined in with our own fun on social media channels too. From asking if the colours of the flag were one shade or another to encouraging us to stack an unnecessary number of Gunpowder Barrels on a ship, with an unfortunate conclusion, it’s always a joy to see the amount of fun had over a Community Weekend across all of our spaces, and not merely in-game.
And that, in give or take 1000 words, was Sea of Thieves Season 12 Community Weekend, huzzah! As always, these Events are what they are due to the efforts of so many, so we’d like to extend our thanks to the hard-working Community Managers, Moderators and Deckhands who support our social spaces, the team behind the scenes who help fix the things our Community team panic about going wrong, our Video team for engineering a genuinely foolproof (and now fool-tested) stream setup and everyone else who remains on call to ensure these brilliant weekends can happen.
And, of course, a huge thanks to all of you, the pirates who turn up with your fun, your antics and your infectious spirit for the seas we share. Cheers to you all, and we hope to see you next Community Weekend so we can do it all again!
Good news, Darkchaser: Battletide will officially join the Steam Summer Sale from June 27 to July 11 PST. Welcome to purchase!
During the event, you can get Darkchaser: Battletide at a 20% discount anytime.
It's been a month since Darkchaser: Battletide entered Early Access. During this time, we've been adjusting character talents and fixing issues to bring you a better experience. In the past few weeks, you must have tried the new talents of characters like Merchant, Berserker, and Stalker, experiencing their new traits.
We are also building new gameplay modes. In the upcoming update, a new 2-player competitive mode will be launched!
In this mode, adventurers will enter the game together and obtain relics and skills that affect their companions' battles. Every choice you make will become an obstacle for your partner! So, in this Harmonious and Friendly situation, who will make it to the end?
After that, several new characters will join the battlefield in future updates:
※ Druid: A summoner who will bring some new summoned companions. ※ Engineer: Fights by placing mechanisms, with new constructs and skills joining the battlefield. ※ Hunter: A versatile character adaptable to various playstyles.
Additionally, other characters like Elemental Mage and Bard are in the works, and the game's level pacing and monster skills are continuously being optimized. Stay tuned!
If you encounter any issues during gameplay, feel free to provide feedback in-game or visit the community. Your suggestions and feedback will greatly help our future development.
- Priority points sliders improvements - text will no longer block clicks. - Grateful Trait fixed.
We are currently working on further improving the priority points UI, fixing and enhancing a few more features. We're also developing additional QoL features that we'll discuss in the next patch updates.