We have noticed that some players have provided feedback about the lack of Russian language localization, which makes it very difficult for Russian players to enjoy the game. However, our team's capabilities are limited, and we will use machine translation for Russian (as well as English). Additionally, some parts of the game are not fully in English. If you have any localization requests or would like to help us complete the localization, you can send your submissions to our email: https://2540469436@qq.com.
The game's balance is currently in the testing and debugging phase, so please understand the poor experience for you, and based on feedback, we plan to adjust the temperature-related balance and some player growth curves.
This can cause blurred vision when entering the cockpit or when aiming, as the depth of field for the post-processing volume is not set within the appropriate range, and we will adjust the depth of field to a comfortable range.
There is feedback from players that it is impossible to adjust the sound effects in the game, and it is not possible to change the keys you like, which is really uncomfortable, and we will try to add the problem of the setting, but there is a small probability that it will not be followed up in the next version update (the team's production capacity is limited, please understand)
Fill some buildings in the pit and plan to use it as a possible copy beautify some assets (vehicles, power buildings) Modify particle effects resources (mineral destruction, burning)
Add some game-specific content to some of the levels
Because this is the first announcement and version update since it was launched, there will not be too much new content, mainly to adjust the game's values and fix bugs, and the new version will meet you within 14 days at most!
Requested items now shown in the HUD
UI Blue border which indicates which button is hovered for keyboard and gamepad UX has removed
Loosing EXP is balanced
165 and 240 FPS limits added
Minor level design changes
Typo mistakes were handled some of the localization mistakes were fixed
Resuroce seller now never leaves
Just a small update to add an interface for viewing your scores and times, these were always saving since release but now you can actually see them!
This update also adds timestamps to saved scores so you can see when you got them, which means all the existing scores don't have a date associated with them. All your new scores should have dates now though!
You can view scores of any submode in the 3 main categories, there's a few sorting options and several ways to filter scores.
Oh! One more thing, if you've unlocked the final level of any submode I've enabled the ability to choose which ending level you want to play (it used to always play 1-final once you'd beat the final level once). So if you want to set a high score for a specific range of levels you can pick any range you want! Or just play in single-level mode again!
What's your fastest Standard Balanced Level 1?
Hey hey, hi everyone! Today it's time for a cool little patch that will add and fix a lot of things you've been asking for.
This update reintroduces the gallery, with the option to view all NSFW scenes from the game (you must unlock them and have seen them in the game before, of course). There is also a new category that allows you to see collaborations with other artists! For now, you can see everything, but in the future we will introduce a system to unlock these illustrations by finding them in bottles that have washed up on the beach in the game. So enjoy it now.
We also added a new NSFW scene with Marcia, various bug fixes, etc... Sooo, see you in October for the next chapter in the story!
New gallery in the main menu with artists collab illustrations and all NSFW events.
NSFW Event Marcia 02
New scene with Amar during Chapter 2 to introduce the character, at the end of Steve's shop segment. (The character appeared randomly on the game, but since few players saw her, we removed this feature and will give the character more space in the rest of the story.)
New interface in cutscene sequences with illustrations (including NSFW events), with a smaller dialogue box that moves so as not to obstruct the visibility of the illustration.
New main menu, with a 3D diorama background. Some easter egg gonna be added latter...
For peek routine NSFW scenes, you can now choose whether or not to view the sequence. This prevents NSFW content that may not be of interest to certain players from being viewed without their consent nor sexual/genre preferences.
New map menu design in the smartphone.
Added a sequence with the final illustration of the frame at the end of Chapter 2.
Polish and sounds added for the NSFW Event Louis 01.
Chapter 02 Quest graph adjustments.
New sounds added for various quests.
Ticket prices for starter characters (Dolores/Dimitri/Finn) changed from 50 to 30, and Dolce from 80 to 60.
New various icons for items in the inventory.
Night lights in the grocery shop.
NPC's dialog bubbles will not appear during events.
Frame items correctly removed from inventory after Chapter 2.
Final frame correctly added to the inventory.
Bug where NPCs had their positions incorrectly indicated with the ping if you slept at the lighthouse.
The zoom of the map and medium quest tracker is now centered relative to the screen.
Fixed various pathfinding bugs.
Texture bug in Finn Event 01.
Bug where you couldn't sleep in the lighthouse between midnight and 6 a.m. (quite ironic...)
Bug in Chapter 2 where you couldn't enter buildings after the Dolce event.
I frequently receive messages telling me that the game has backup issues after updates. The game has a lot of systems that interact with each other, which can quickly break certain variables when you update the game. In addition, Patreon and Steam builds are saved in the same place, and this will change when we add Steam Cloud support.
Please remember that the game is in early access and that these are unfortunately common issues. We are improving the save system as we go along, and when the game is released in 1.0, there will be no more issues like this because the entire game infrastructure will be robust enough.
If you encounter any issues that are not listed in the patch notes, try starting a new game. I know it's annoying, but for now there are no other solutions, especially for people using Patreon builds, which are subject to many more bugs.
Until then, thank you for your support and understanding. See you soon!
It’s time for a big update — and a look at what’s ahead.
We’ve just rolled out a new content patch for the playtest, and at the same time, we’re officially shifting gears into full production of the complete version of 30 Days on Ship. Let’s dive into both.
👉 We assumed we’re not far from opening up a public demo, but we want to make sure it’s solid and meaningful when it lands.
Last week, we sent out 50,000 new invites to the playtest — bringing the total number of participants to over 100,000 players and we want more!
This is a huge milestone for us. Thanks to your feedback, bug reports, and hardware testing, the game is now running more stable than ever, with consistent performance across most systems.
To celebrate that progress (and to test new mechanics in action), we’ve added a small but meaningful update to the current build:
🌊 Swimming is now available
You can finally get off the ship and into the water. Exploring the flooded surroundings opens up new tactical options — and new dangers.
🦈 Meet your first aquatic enemy: the Shark
It’s fast. It’s deadly. And it’s always lurking nearby. Consider this your first lesson in underwater survival.
📦 Sunken container: risk vs reward
We’ve placed a single locked container underwater. It might hold something useful — if you can get to it and back without becoming dinner.
This is just a taste of what underwater exploration will feel like in the full version — eerie, resourceful, and filled with tension.
With the playtest running well, our focus has now fully shifted to building out the complete version of the game. That means deeper systems, broader exploration, and more threats and stories to uncover.
Here’s what we’re actively working on:
🚗 Vehicles
Yep. Drivable vehicles are coming. Whether it’s hauling loot across long distances, reaching off-ship locations, or just speeding through hostile zones — vehicles will become a vital part of survival.
🧟 New Enemies & AI Behavior
We’re designing more enemy types with varied behaviors — patrols, ambushes, smart reactions. Expect to be surprised, challenged, and maybe even hunted.
🌊 Marine Life
The ocean is about to come alive. Some creatures might help you. Most… probably won’t. Underwater exploration will get more intense — and more rewarding.
🏝️ More Islands & Off-Ship Expeditions
The wreck isn’t the only thing left in the world. We’re working on distant islands and isolated points of interest that reward players willing to take the risk — and have the tools to return.
🔧 Crafting, Upgrades, and Base Systems
We’re expanding the core survival loop with deeper crafting, workbench upgrades, structural improvements, and more flexible ways to build and defend your base.
📖 Narrative & Worldbuilding
Expect more story threads, notes, recordings, and environmental storytelling as we flesh out the mystery of what happened — and what’s still out there.
Thank you again to everyone who joined the playtest, gave feedback, or added 30 Days on Ship to their wishlist. Your support genuinely helps shape the future of the game.
We’ll be back soon with more updates, including a sneak peek at upcoming features. Until then…
Stay dry. Or don’t. 🦈
📌 Wishlist 30 Days on Ship on Steam
Added Mac build.
Added basic controller support.
Movement inputs now follow the camera's rotation, and the camera no longer snaps back when you move.
Holding undo now pauses for 0.5s at the start of levels.
Made small tweaks to 2 levels.
Note: These level changes required resetting save files. If you'd like to continue playing the old version with your previous save, you can roll back to version 1.14 using this beta access code: 3HcgMuzHTReEt8e
We've made a few small changes after launch, the demo should be a much smoother experience.
Fixes:
Player slide double jump glitch
Punch radius bug
R was mistaken for a reload a few times, the new button is P (this can be changed through rebindings)
Enemies sometimes not knocked down when too close
Stealing weapons off of enemies who weren't downed
Some tiny tweaks to sewer_02, sewer_03 and subway_01
Sniper shot time decreased
Thanks to everyone who has played and given us this feedback. And to anyone who enjoys the demo, PLEASE wishlist and leave a review. Steam gives games more visibility after 10 reviews so if you could, we would greatly appreciate it!