I've just released the public Demo for Synchronicity <3
What is in the Demo
The Demo is full featured and contains all the game currently has to offer. Once the game is released the Demo will be more restrictive, but for now you basically get the full game.
Community
Over the last months I've tested the game with a lot of help from friends and the community to iron out the kinks (thank you <3) and its now ready to get more eyeballs on it :)
Feel free to tell me what you think or if you find any bugs! Use the Steam Forums or the Discord channel to get in touch with me and the other players!
Added Chinese Language. (There is an unknown bug on visuals on tooltip boxes and dialog windows, I could not figure out the reason. Some texts and boxes look extremely ugly at the moment)
Few minor bug fixes.
Removed unnecessary fonts from game files and minor text adjustments.
Significant multithreading progress has been made since its release, improving performance and stability substantially. This is particularly true for multiplayer servers with numerous forces. Multithreading has enabled the use of modern multi-core processors by distributing workloads more efficiently across CPU cores. We will continue to improve our multithreading for DCS and focus on performance through the platform.
With multithreading at an advanced and stable state, we will be terminating the older single-threaded version of DCS in the next update.
CH-47F Pilots
Development Progress
The DCS: CH-47F module will soon be receiving first person view pilot models. These models are being crafted to ensure every aspect of the pilot's appearance reflects real-world standards. The flight suits, helmets, and accessories such as body armour and communication gear have all been modelled. This will be a particularly important improvement for those of you flying in virtual reality.
These new models will be fully integrated into the cockpit and animated to correspond with crew actions, control operation, interaction with instruments and more!
In parallel, we are adding new elements and functionality to LCT (Longitudinal Cyclic Trim), AFCS (Automated/Advanced Flight Control System), DAFCS (Digital Advanced Flight Control System), DASH (Digital Air Speed Hold), DCP (Differential Collective Pitch), as well as new display pages and associated functions, new aircraft skins, more advanced sling functions, improvements to the cargo system, new crew-served weapons, and more.
DCS for Disabilities
MP Server
The DCS for Disabilities group focuses on supporting disabled DCS pilots. The Scuttlebutt Lounge Discord channel is a place where disabled DCS pilots can get support, set up controllers, discuss their particular challenges and arrange multiplayer missions that best support their unique needs.
The group flies all DCS modules, and has led to amazing friendships. They strive to place DCS in the homes of mobility challenged individuals, veterans, warriors, and children in need of hope and strong mentorship in a safe community. Join their discord!
As promised, here's the official Roadmap for Seablip's journey to EA. This outlines the key milestones I focus on to bring Seablip to version 1.0. While you won't get every detail, I hope you get a sense of what's to come.
Between major updates, there will be smaller updates. I will also spend a lot of extra time after each major update to focus on bug fixing.
1. Wizard & Flags (Next Update)
Customizable flags
Wizards with spells
Goblins
"Slow Spell"
"Magic Magnet Spell"
2. Fortress & Exploration Update
Build and upgrade a fortress on your island to defend against enemy raids.
Explore the world with outposts controlled by Redcoats, Bluecoats, and Octopus.
Discover more islands and embark on randomized quests like rescue missions, destruction missions, and exploration.
Redcoat Outpost WIP
3. Fish & Fight Update
Fight on islands using WASD movement, primarily against pirate enemies.
Captain Battle (instead of a ship battle, you can sometimes choose to do a "Captain Battle". Your crew and enemy crew are gathered around in a "circle" to see which captain is the best)
Enjoy a special fishing mini-game on the world map.
Experience a revamped fishing and reward system, + fixing Whalgrim's fish quest.
Controler Update
This is overdue! I know I promised to make the game better for a controller than it is today. I apologize for the delay in controller support. While it's not currently optimized, I'm committed to making Seablip controller-friendly. Since I lost a lot of development time as explained in the last community post, I had to make hard decisions on my priorities making the Wizard update priority number one. Right now I can't say where on the Roadmap this step is added. I don't want to disappoint you, but rest assured that I won't stop working on Seablip before it offers decent controller support too!
4. Trading & Economy Update
Island Economy
Trading wares with different islands and bigger cities is an option to earn coins.
Merchant sail routes will be more visible. (Giving you the option to do better trade, or dear for some merchant raiding)
Farming and food update.
5. Main Story & Localization
Finish the main quest this includes some side quests connected to the main quest.
Nekokami - The Human Restoration Project - Rocket-in-Bottle
The BIG Visual Update✨ is here! This major patch includes numerous visual enhancements and gameplay balance changes over existing content of the game.
🌌 Star System Updates
Expedition objectives have been adjusted. New objectives have been introduced to offer more variety for our Planetary Architects.
Mochi Star System: As you can see from the GIF at the top of the post, Professor's vessel can now be spotted wandering around your creation site. The deployment of B.O.X.es has been rebalanced to allow better gameplay flow.
Tempura Star System: The planets ravaged by greedy lifeforms now have a proper ravaged look.
🌟Kami Changes
Chief Xia offers more interesting gameplay when he arrives.
Kami of the Wetland is now more difficult to handle, like a proper cat! He will also now pop up somewhere on the planet when he's about to "have fun" with you!
Kami arrivals now have a more exciting look. You might have seen in in our new trailer.
Improved writing in several conversations with various Kami.
🌺 Other Graphics Updates
Tons of portrait updates. We actually keep polishing them over time.
Housing for different minor species of Humans 🏡 now have their own distinctive looks.
Lanterns and water bowls in the Dream Garden now have several random variations.
Even the Star Systems look prettier now! 🌼
☁️ Steam Cloud Save
Oh yes, Steam Cloud Save is now enabled! You can now enjoy Nekokami over your Steam Deck and your other PCs without worrying about transferring the saves.
Q: WAAH I've finished all the content so far and won't see all the pretty updates!
A: Worry not! Many of the visual updates will affect future content and you will definitely meet our wonderful cast again as you progress through the game. You can also visit the Mochi Star System just to see Professor fooling around 😜.
Ever wondered how easy it'd be to get something done if you had one more person working on your bot with you? Well, stop wondering; Collaboration is official.. and beta. Simply take a look at the top bar You'll have two options - either start a collaboration.. or join one. Denote that joining one will overwrite your current project with the other person's!
Gaps
I get it, you guys like gaps, so I added them back. Just bat an eye in Settings -> Visuals, you'll find them. Gaps Enabled Gaps Disabled
New Default Window Animation
This should be better at masking lag since it's faster. Enjoy, everyone! New slowed down for demonstration purposes Old slowed down for demonstration purposes
New top-bar design
:^) I'll let this one speak for itself, it's no biggie New Old
Sooo.. is this update just about collaboration and visual changes?
Nope!
Better keyboard-control in Action Search
Whenever you type something in, you can quickly use the arrow keys (up/down) and the Enter key to select an action and quickly switch to it
New button added to mods (Non-official actions)
Hey mod makers! I appreciate your work (collectively) and I want to further push it further, so there's officially a "Donate" button in every modded action. You can find examples on adding the donate link there. Here's a modded action that defines a donation link: https://github.com/RatWasHere/bmods/blob/master/Actions/askAI_MOD.js
SoundCloud
There is now a "Play SoundCloud" action, with many more actions related to SoundCloud coming soon™️
New Subtitles
The following actions have received new subtitles
Get Interaction Info
Change Server
Store Member Data
Store User Data
Store Channel Data
Store Global Data
Edit Emoji Action
Fun fact! It also lets you restrict emojis to certain roles.
Updated Stuff
Change Server
It accepts more than just a variable now - it can accept the current server, command server, server IDs, etc.
"System Channel" option in Get Server Info
You can find it at the bottom of the available options.
Theme Previews
The preview pane for themes has been updated, it's design now matches the rest of the app. New Old
Updated folder open/close animation in Action Search
New slowed down for demonstration purposes Old slowed down for demonstration purposes
Welcome back to the third dev blog for Wave Defense: Trappist. Today, I want to take you behind the scenes of development and give you a glimpse of the redesign process that’s currently underway. As a solo developer, I’m constantly iterating on ideas, testing mechanics, and rethinking how the game plays to ensure it’s both fun and challenging. Lately, I’ve been focused on redesigning one of the game’s core mechanics: base-building.
The Old System: Limited Placement
When I first started working on Wave Defense: Trappist, the base-building system was fairly rigid. The player could only construct buildings in specific locations that I had predetermined. I would place markers across the map, and each marker had a designated building type that could be constructed there. While this gave me a lot of control over the layout and pacing of each level, it also felt a bit restrictive for the player.
Many of you have expressed an interest in having more freedom to choose how and where you build your base, and I totally agree that this would add a whole new layer of strategy to the game. After all, one of the joys of a game like this is the ability to experiment with different setups and playstyles.
The New System: Player Freedom with Base-Building
So I’ve been hard at work redesigning the base-building system to give you more control. In this new version, you’ll be able to build any facility—whether it’s a Power Plant, Trade Post, Droid Factory, or Manufacturing Plant—wherever you see fit. This gives you the freedom to craft your own strategies based on the situation at hand.
Want to create a heavily fortified zone around your Mission Control Facility? Go for it. Prefer to spread out your structures and create smaller, more specialized outposts? That’s also an option! The choice is yours, and I can’t wait to see the creative ways players will experiment with base layouts.
Challenges: Pathfinding and Balancing Freedom
Of course, with more freedom comes more complexity, and this redesign isn’t without its challenges. One of the biggest hurdles I’m facing right now is enemy pathfinding. In the previous system, the AI always knew exactly how to get to your buildings because they were in fixed, predictable locations. Now that the player has more freedom to build anywhere, there’s a risk that enemies might not be able to find their way to certain structures, making them impossible to attack.
This would create an unintentional loophole where players could potentially place important structures in “safe zones” that are unreachable by enemies, breaking the balance of the game.
The Current Solution: Restricted Building Zones To solve this, I’m implementing a system where areas that enemies can’t pathfind to will be marked as restricted zones for building. These zones will appear as visually distinct areas, and the player won’t be able to place any structures there. Outside of these restricted zones, though, you’ll have complete freedom to build anywhere you want. This way, we maintain the challenge of defending your base from enemy attacks while still giving you a lot more flexibility in how you set things up.
Iterating and Testing
This kind of redesign is an iterative process, and I’m currently in the thick of testing different configurations. I’m tweaking the AI to ensure they can still navigate the environment and attack effectively, while also fine-tuning the balance to make sure that base-building feels fun and strategic without giving players too much of an advantage.
Another thing I’m focusing on is making sure the user interface for this new system is clear and easy to use. Building should feel intuitive, and restricted zones need to be obvious enough that players can immediately understand why certain areas are off-limits without disrupting the flow of the game.
What’s Next?
Moving forward, I’ll be continuing to test and refine this new system, but I’m excited about the direction it’s heading in. Giving players the freedom to design their base layouts opens up so many new strategic possibilities, and I believe it’s going to make base-building one of the most engaging aspects of Wave Defense: Trappist.
As always, I’d love to hear your feedback! How do you feel about having more freedom in base-building? What challenges or opportunities do you think this will present? Let me know in the comments or on Discord—I’m always eager to hear your thoughts!