Hello all!
I'm really hoping this is the last major patch for this beta branch and it can move on to the public branch, but I crammed some pretty significant changes in here so I expect there are probably gonna be some edge cases (or not-so-edge cases) that I missed when testing stuff out. Fingers crossed, but as always, let me know in the Bug Reporting forum if something is amiss!
Burn Damage has been completely rewritten for all non-boss enemies. Previously, burn damage was applied against an enemy's "burn threshold", and if that value exceeded their current HP, they entered a burning state. This system seems to be a bit more confusing than intended and can also result in molotovs/flares/etc. sometimes feeling like they aren't dealing any damage, if the enemy has a high enough burn threshold / enough health to withstand the burn damage. The burn damage model has been changed so all burn damage is now applied as basic damage, and if the burn damage deals the final fatal damage, the enemy will ignite. This has a few advantages:
An enemy such as a Peacekeeper or Harvester who is hit with a molotov/lantern/etc. will take continuous damage, and even if they don't take enough damage to fully ignite, they will still have taken a ton of damage from the flame particles and be easier to finish off.
Enemies can be started burning with flame weapons, and then hosed down with damage from other weapons, which will whittle away their HP on top of the fire which is also burning away their HP, so a tough enemy such as a Peacekeeper who would normally soak up an entire molotov, could be made to catch fire by dealing a little bit of extra damage while he's burning. You could do this with the old damage system but less efficiently.
Enemies will not be able to put themselves out by jumping into water, since they have to be at 0 HP to ignite to begin with. Enemies that are currently burning from a flame weapon that jump into water will not take additional burn damage until they leave the water, but if they're already in their burning state, it will still be fatal.
Players using the "Show Damage Numbers" option will be able to see a more straightforward representation of the damage enemies are taking.
Enemies that are immune to burn damage will now immediately extinguish any flame particles stuck to them, making it more apparent when fire is ineffective against them.
The Harvester now aims his hook near the top of your collider, meaning that it can be reliably crouched under now - just make sure you crouch after he throws the hook - if you crouch early, he'll just throw it at your head's crouched position instead.
The Harvester's Hook travel speed has been slightly reduced
Selecting a Custom/Map Loadout from Scene Select and starting on The Manor will now cram the selected loadout into the player's Stolen Gear, while still spawning the player with no equipment.
Chapter Start Maps (E1M1, E2M0 "Interlude", E2M1, etc.) will no longer forcibly wipe the player's loadout, so you should be able to use Custom/Scene Select loadouts to start a new run of Ch.1/Interlude/2.
Mopped up some outstanding instances where the Screen Shake/Tilt settings weren't being applied, resulting in screen shaking/tilting even when turned to zero
Custom Loadout Ammo sliders for Shotgun/TNT/Molotovs have been fixed to have the proper max values
Using the "Load Saved Loadout" function for Custom Loadouts should now properly apply upgrades from that save file
The player's bullet tracer origin was fixed on a few weapons where it was spawning in an improper location
Damage Numbers, when enabled, should now properly reflect burn damage
Infested Armor/Arbalist enemies now properly take impact damage from Incinerator projectiles
Enemies that were in a burning state when the game was saved should now properly load in dead

We are still preparing our roadmap for future content, including a revamp of the difficulty system and better optimization. In the meantime, we have released a new patch to fix several issues.
Tweaked Scout difficulty to grant 2 HP after each battle (1 → 2)
Scout and Venturer difficulties now start you with 2 Medicinal Herbs (1 → 2)
Tweaked Venturer difficulty to grant 1 HP after each battle (0 → 1)
Made small image compression adjustments to slightly reduce game size
Fixed Undying talent corrupting creatures and removing them from the deck after using Undo
Fixed Undying creatures not being tameable after using Undo
Fixed Genotoxic (Silver Beetle) not returning the unevolved creature if the talent was extracted with a syringe
Fixed Genotoxic sometimes duplicating creatures
Fixed Bloom setting not working in boss fights
Fixed controller input getting stuck in the rename popup when not using Steam Big Picture Mode
Fixed XP rewards menu not being clickable with a controller
Fixed End Turn button not appearing unless a card was clicked in Pioneer mode
Fixed boss achievements not working in extra game modes
Fixed Bestiary entries not unlocking in No Taming mode
Removed the 5th boss from Endless mode
Fixed 5th boss sometimes killing its own card with a syringe
Fixed 5th boss’s creature being tameable
Auto and Fast-Auto text settings now work during the strategy phase
Silver Beetle now works on any creature that can evolve
Fixed Scourge move missing a description in German
Fixed Reinforced Syringe description saying “Danger Level 4” instead of 3 in German
Fixed Protection effect description being incorrect in German
We are listening to your feedback and will continue improving the game. Stay tuned for more updates, and thank you for your support!
We’re testing world streaming in MarineVerse using Google Maps® Photorealistic 3D Tiles so you can sail real coastlines like Sydney, New York, and San Francisco.

[c]Main Menu → Free Sail → Yacht → Sydney – Photorealistic Earth (Online)[/c]
Access & pricing
Google bills per each access, so this beta is limited to Sailing Pass owners.
We’re open to feedback; we may add a pay-as-you-go “credit” option.
Quality expectations
Visual fidelity varies by city and distance (it’s Google’s underlying data).
Tip: preview locations in Google Earth to gauge expected quality.
Roadmap
We’re investigating a deeper integration with MarineVerse Globe.
Tell us where to sail next
Watch the preview & comment with your dream location:
https://www.youtube.com/watch?v=dz6oRIPRGiA
Join our Discord to discuss performance, controls, and pricing.
Requirements
Online connection (streams map data). Performance and visuals may vary—this is early beta.
Thanks for being part of the MarineVerse community and sailing with us as we push the boundaries of what’s possible in virtual sailing.
Hello everyone, the game has been fully released and is now available.
Unfortunately, I messed up and made some mistakes due to my own problems, and everything I updated was deleted, and I couldn't download anything new except for previous updates. Maybe I'll have the strength and nerves to do it again, if not, I apologize. In any case, I hope you liked my idea and its implementation.
Thank you all for your support!

Hey everyone! 👋
We’ve just released a new update focused on game feel and smoothness:
🎥 Camera Improvements
The camera movement is now smoother and more natural.
Transitions between areas have been refined for better visibility and control.
⚙️ Performance & Fluidity
Various optimizations to make the gameplay more responsive and stable.
🐛 Bug Fix
Fixed the issue that prevented players from descending a platform to fight the skeleton. You should now be able to take him down without any trouble!
Thank you all for your feedback and continued support ❤️
Keep sending us your suggestions and bug reports — they really help us make the game better!
See you soon for more updates!