Over the past months, we’ve been deep in the wheelhouse, steering Madness Afloat toward what makes it truly shine. That means:
Short, high-stakes dives (20–30 minutes) through procedural sea routes.
Cursed cargo under fire, the heart of our tactical risk/reward gameplay.
Shared sanity system that keeps every crew decision tense and meaningful.
Persistent progression for your ship, officers and faction ties.
This new direction lets us deliver tighter pacing, richer replayability and a more immersive singleplayer/co-op experience, while keeping the world of Tuva’i as rich and strange as ever.
We’ll be sharing more details soon. Until then… steer into the madness.
I'm Kaiden, the solo developer of Main Sequence, here to report on the state of the game.
For the past couple months, I've been focusing on polishing the demo for a September 2025 release, with a specific date TBA. Development has really been picking up recently, and there's a lot I'm excited to share.
The first step of any factory game is gathering resources. In Main Sequence, there are two ways to do this: mining asteroids with your ship, and building mining drone bays on stations. You can build out your ships and stations with as many of these as you like, provided you have enough power to run them. This lets you significantly scale your mining operations even in the early game.
The Designer is where you build and expand your ships and stations. In game, you can access the designer either in the Command module to edit your station, or in the Shipyard module to edit the ship you’ve docked there. You can also access the designer from the main menu, where you can design in creative mode and save your blueprints for later.
Once you’ve built your first station, you’ll be able to build Machines to automate refining and crafting. You’ll have to expand your station to fit more and more machines and solve logistics problems to make sure every item ends up where it needs to be.
The core progression is through Research. Certain items you manufacture can be fed into Science Labs and converted into research to unlock new technologies. These include new crafting recipes, new machines, and new modules for your ships and stations. Right now, there are a few initial technologies available to unlock for each category and more will be added as development continues.
If you’re interested in checking out the game as soon as possible, the next round of playtesting will start on August 15th so sign up to get notified. This will be the last round of playtesting before the demo release. The demo will feature the first solar system and the first tier of technology, as well as full access to the creative designer.
If that sounds interesting to you then make sure to add Main Sequence to your wishlist to get notified when the demo releases. You can also check out our Discord to see what other people are building and get more frequent development updates.
Cheers!
Kaiden
🟢 Total:
– fixed the problem when saving camera settings was lost, now it will work correctly (thank you for the information provided by the PW Legends server);
– synchronized chats from the castle and telegram topics "Ether", writing in one chat, your message will appear in the other and vice versa;
– those who have played with VPN can try to play without it, we have updated some details on the server operation.;
– offensive nicknames will now turn into IDs. To remove the block from the nickname, it is enough to contact support, the administration. That you have changed your name (write id).
, The launcher:
– the search lock has been removed after not confirming the found fight.;
– if you have not confirmed the choice of the hero in the vestibule, you will receive an increased ban for AFK with an interval of 5 minutes and up to 15 (previously there was an interval of 1 minute and up to 5). If you are banned for AFK in the vestibule, you can continue to play other game modes where there is no vestibule (Outpost, Dragonwald, ARAM, Duel);
– if you received a search ban and then left and played a battle in Frontier mode, the ban is automatically reset.;
– updated links in the lock (settings) to support chats.
🟢 Heroes and talents:
– set of "Pirate Adventures"
Fixed a bug with the Pirate's set. The set now correctly increases the attack range if you study it after death.;
– In the form of a bear, the Witcher hero's Pirate Adventures set now increases the hero's evasion, and in human form, the attack range.;
- fixed a bug where the Asura hero in a purple stance did not deal damage from a tackle to a target that was running at him.
Hi everyone,
We have now released the following updates:
1.Fixed an issue where the displayed gold cost for unlocking the next area did not match the actual amount paid.
2.Fixed an issue where the skill for creature #184 was not taking effect.
3.Fixed an issue where the skills for creatures #120, #121, #169, #170, #219, #220, #252, #253, #272, #273, #290, #291, #301, and #302 would not deactivate under certain conditions.
Why Early Access?
TL;DR: We want to make the game the best it can be - by building it together with the community.
We believe traditional roguelikes are a perfect fit for Early Access, especially when developers actively engage with players. Our development thrives on frequent updates, with even more frequent BETA builds available to the community via the ChaosForge Discord.
Player feedback shapes our roadmap, features, and balance decisions. You can already see this approach in action by looking at the update history of Jupiter Hell! Like fine wine, roguelikes tend to age well - and we want to give this one time to ferment into something truly great.
How long will the game be in Early Access?
Current development plans are laid out in such a way, that the road to 1.0 launch should not take more than a year's time. After 1.0 you can also expect further updates and patches, however before we get there, you can take a look at the current roadmap here
How is the full version planned to differ from the Early Access version?
Roguelike development tends to expand horizontally - rather than changing the core, we add more depth and variety. Expect more items, enemies, level generators, branches, traits, challenges, and new playable classes. At the same time, we'll continue refining and polishing the overall experience.
What is the current state of the Early Access version?
The game is fully playable from start to finish, with all major systems in place. We're now focused on expanding its breadth - more items, enemies, systems, level generators, branches, special levels, challenges, and better modding support. We're also steadily improving polish, visual variety, and the overall feel.
4 episodes, 6 branches, 9 special levels, and 2 boss fights
Dozens of level generators, random events, and generation sets
3 classes, 15 master traits (sub-classes), and 24 regular traits
25 unique enemies and 100+ items, including exotics and uniques
30 assembly recipes for weapon and armor crafting
5 difficulty levels, 16 challenges, and dual-challenge support
Hundreds of badges to earn
Will the game be priced differently during and after Early Access?
Yes, we plan to slightly raise the price as we approach version 1.0 and the game reaches our target level of content and polish. Any price changes will be clearly communicated in advance, so players have plenty of time to jump in at the current price. The Early Access price will be $14.99.
Will the demo stay?
Even better! The demo will be updated on EA launch day to match the quality of launch version, and kept updated during the EA period!
How are you planning on involving the Community in your development process?
Whether it's here on the Steam forums, on the ChaosForge/Jupiter Hell Discord, Xhttps://x.com/HYPERSTRANGEor BlueSky - we read all feedback! Players who've been part of our community over the past two decades know: we take feedback seriously, and many suggestions have directly shaped our games.