Eyes of Hellfire - oscan
  • The Masterpiece:
    • Spawns a Paint Blob for every player in the section when doing that ability, so up to 25 blobs! Now that’s what I call blobs
    • Spawned Living Paintings follow their parent Masterpiece into new sections/rooms, as do their own Frameless Painting children uh oh!
  • Community bug fixes and crash fixes too!
Don't forget to join our discord so we can track bugs and help us squash them too! https://discord.gg/gambrinous
Ships At Sea - yase

Ahoy Skippers,

We’re excited to announce that the Public Test for Update v0.8.3 is now open!

This update introduces a wave of exciting new features and improvements — including support for five additional languages, a completely reworked mooring system, the first iteration of the NPC crew system, and a major step forward in the fish production line with the ability to unload your catch at the port.

To avoid any potential issues, we strongly recommend backing up your save files before switching to the Public Test version v0.8.3.

To find your Steam for Ships At Sea saves:

  • Press Win + E

  • Paste %USERPROFILE%/AppData/Local/Sas/Saved/SaveGames into the search bar.

To try the PUBLIC TEST, please follow these steps:

  • Open Steam

  • Right-click on Ships At Sea in your library

  • Select Properties

  • Go to the Betas tab

  • Enter the password: SaSPublicTest

  • Choose "public_test" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

💾 Updated Save System

We understand the importance of your progress, so we want to be fully transparent: save files from version 0.7.5 will not be compatible with the new system introduced in version 0.8.3.

To ensure you can continue playing with your old saves from v0.7.5, we will prepare a branch v0.8.2 that allows you to upgrade them safely when v0.8.3 is officially released to everyone.

We understand this may be inconvenient, but reworking the save system is a crucial step. It provides us with the flexibility to introduce more complex and exciting features, resolve long-standing issues, and make the game more reliable and stable going forward.

Reworked Mooring System – Dock Anywhere!

With the reworked mooring system, docking is no longer restricted to fixed markers — you’re now free to tie up at any available mooring point around the map. We’ve added more mooring points across ports, so docking is no longer limited to predefined spots, and even overlapping docking is possible, giving you more flexibility when bringing your ship into harbour.

Please note: The fixed visual markers are still present at the fish farms, even though they now support the new mooring system. These markers are only placeholders at the moment to guide you and indicate that docking at the fish farm is possible.

Harbours feature three distinct mooring types, preparing them for small, mid-sized, and larger vessels in a way that feels more realistic. This new system also improves save stability, preventing issues such as ships tilting when docked too close to the harbour after loading a save. Looking ahead, we’re working on realistic mooring ropes that will dynamically connect the ship to the shore, eliminating the “floating” effect and adding a new layer of immersion to the docking and towing of objects.

👨‍✈️ Crew System – First Iteration of Crew Task

The Tier 3 fishing ship can now hold crew members — a long-awaited feature, especially for those who play in single-player mode.

  • Crew can be assigned tasks such as:

    • Hauling and hooking fish

    • Gutting and sorting fish

    • Baiting and preparing longlines (with the player deciding when to deploy them into the water)

  • Note: Tier 1 and 2 boats do not support NPC crew due to their limited space. Larger vessels offer more room, greater responsibility, and the ability to hire a crew — just like in real life.

  • To hire an NPC crew member, activate your Tier 3 fishing ship, rig it for longline fishing, and visit the office. Once hired, you can assign them directly to your ship.

  • The Crew chart and Assignment tab can be accessed through the company logbook. It is still in mockup form — functionality and visuals are still in work in progress and will be improved in future releases. We welcome your feedback!

  • You need two crew members to assign to the slot; one serves as the supervisor, overseeing the tasks of the other crew members. Ensure that all necessary items, such as bait, a knife, or a hook, are placed in your boat’s inventory so the crew can equip themselves and complete their tasks!

  • Task-specific animations have not yet been added. Once the mechanics for the main characters are largely complete, we will extend support to include the NPC crew as well.

Unloading Fish Boxes – Mast Crane Integration

Fish boxes from Tier 3 vessels can now be unloaded at the harbour using the mast crane. Adding the next step to the fish production line. Blue fish boxes are treated as medium cargo and can be dropped in the medium cargo area.

This stage, which involves interaction with individual boxes to select and trade specific fish species (box) at the fishery, is not yet implemented. This means that, for now, all sorted boxes will spawn in the unloading area under the hatch. The fishery UI includes a temporary sell button, which will later be replaced with a new shop interface. If the sell button is greyed out, it means there are no fish available to trade with the fishery.

Finally, we’ve added animations for the lever under the bleeding box. As soon as you move fish from the bleeding box into the production line, the lever now opens and closes to transfer the fish into the production area, adding a bit more realism to the process.

  • How it works:

    1. Finish sorting fish into boxes

    2. Head to the work deck and press the button to clear the space around the hatch

    3. Hatch opens and spawns fish boxes below

    4. Use the mast crane to unload at the port (ship must be docked)

    5. Hatch won’t open if crew or obstructions are in the way (safety first!)

[carousel][/carousel]
Passenger Transport Missions Arrive

We’re excited to introduce the very first iteration of passenger transport gameplay! This new feature is available on the Tier 3 service ship.

To begin a mission, interact with the office at the port to accept your job. Once you’ve taken a passenger transport mission, you’ll need to meet the passengers at the port, interact with them, and guide them aboard your vessel.

Once on board the ship, the NPCs will take their seats in the passenger area and play fitting animations during the journey, bringing the ship to life in new ways. This is just the beginning of passenger transport, and we look forward to hearing your feedback as we continue to expand and refine this system.

Please note: saving for passenger missions is not yet implemented, so we recommend completing the mission before ending your session.

🌍 Expanded Language Support

We’re pleased to announce support for five new languagesPolish, Turkish, Simplified Chinese, Japanese, and Korean, as well as Brazilian Portuguese. This update makes Ships At Sea more accessible to players around the world, and we’re excited to welcome even more captains into our growing maritime community.

In addition, we’ve enhanced localization across the game, refining languages such as German, French, Italian, Spanish, and Russian for greater accuracy and clarity.

Upcoming updates will introduce additional language options to make Ships At Sea more accessible to everyone!

🏢 Warehouses

With v0.8.3, every port will now feature a warehouse with unlimited storage, managed by an interactable NPC warehouse worker. You’ll find the worker in front of the warehouse, where they provide direct access to your warehouse inventory.

Warehouses give players more flexibility with cargo missions:

  • Move cargo into the warehouse – You can request to move your own cargo, or even another company’s cargo, from the cargo area into storage. If at least one active player is present, a vote will begin. Once confirmed, the cargo is transferred to the warehouse.

  • Transfer cargo back to the port – You can also request unloading from the warehouse. Once done, the cargo will be placed in the first available cargo area.

  • Additionally, you have the option to delete your own cargo from the warehouse permanently.

And here’s the big benefit: if you sell your boat or lose it with loaded cargo during an active mission, your cargo items are not lost. Instead, they’re automatically transferred into your warehouse inventory so that you can continue your mission with another boat or ship. (Note: changing companies does not transfer items to the new company.)

This system ensures that your progress is never wasted, while also enhancing authenticity and cooperation in cargo handling during multiplayer.

Interactable NPC Warehouse Worker

Moving Cargo to the Warehouse

Transferring Cargo Back from the Warehouse to the Port

Enhanced Interactivity at Your Fingertips

We’ve made significant improvements to the interaction system in general, adding new visual cues such as interaction dots and highlighters to make it clearer what objects can be interacted with in the world. New tooltips have also been introduced to provide helpful context when engaging with different elements.

To give players more control, we’ve added options to toggle interaction indicators, object names and backgrounds on or off, as well as adjust the intensity of the highlighters and the smooth radial fadeout of the indicators—making the experience as subtle or as visible as you prefer.

Resolved Issue – XP Reset to 0 for Clients

We’ve addressed an issue where players joining a session as a client could sometimes see their XP reset to 0 and be unable to gain more. This should now be resolved, but since it was a rare and inconsistent problem, we ask that you test it out and let us know if you encounter it again.

If you still experience this issue as a client, please send feedback through the in-game feedback system and include your log files so we can investigate further.

Note: Players who have already reached level 100 have completed the progression system and will no longer earn additional XP, which is working as intended.

Improved Crane Handling & Physics

We’ve also improved the overall physics for cargo operations, including crane handling, loading, and unloading. The previous issues where cargo items could behave erratically on the hook or clip through the ship or port floor have been addressed. With these changes, crane operations should now feel smoother, more stable, and much closer to an authentic cargo-handling experience.

Feedback Form

For feedback or bug reports, please use our newly designed in-game feedback form or leave a report in our Discord server - bug channel: https://discordapp.com/channels/887802577863975002/1245087354503299143.

When submitting, please ensure that you select whether you were playing as a host, client, or in single-player mode. Include a brief summary and the steps to reproduce the issue, and don’t forget to attach your log files—this will help us track down and fix problems much faster.

Changelog

New Features
  • Handheld radio now cancels any ongoing towing or hauling actions

  • Added animations for the lever on the bleeding box

  • Added company warehouse – find a warehouse NPC in each port

  • Added extension to the mast crane on Turbo

  • Added fish unloading feature on Turbo (store button removed)

  • Added indicators for interactable objects

  • Added key binding for thrusters

  • Added new supported languages: Chinese (Simplified), Japanese, Korean, Portuguese (Brazil), Polish, and Turkish

  • Added new mooring system to all ports and docking locations

  • Added passenger transport missions

  • Added reset key bindings button in Settings

  • Added rewards for cleanup missions

  • Added saving for weather state

  • Added setting to adjust or toggle highlighter and text indicators

  • Added Simulator Hits radio channel.

  • Added/fixed storm option in weather settings

  • Crew tasks expanded: gutting fish, baiting and preparing longlines, and hauling longlines

  • Circuit breakers can now trip periodically when overheated

  • Grant XP for onboard repairs

Fixes
  • Fixed crashes when changing settings or submitting feedback

  • Fixed fuel consumption conversion in HUD

  • Fixed sync issue with fish during net fishing for clients

  • Fixed incorrect cargo type display in shipyard

  • Fixed incorrect clock display on boats

  • Fixed propeller placement on Skomcat (Tier 3 Service Ship)

  • Fixed issue where player could get stuck in Conquest (Tier 2 Fishing Boat) hatch

  • Fixed issue where clients could not gut fish or interact with wheelhouse equipment

  • Fixed issue with boats rolling after loading save

  • Fixed Conquest (Tier 2 Fishing Boat) jitters when rigged with remote control hauler

  • Fixed issue where client could not see Global Mission icon

  • Fixed missing windows/rust on doors

  • Fixed fish farm quantity/text errors in UI

  • Fixed game speed resetting after multiple save loads

  • Fixed handheld radio sometimes not working

  • Fixed inconsistency with shared XP between host and client

  • Fixed interaction through walls while driving

  • Fixed jigger UI showing for all players in the session

  • Fixed lobby info not displaying correctly

  • Fixed map being opened multiple times in driver position

  • Fixed issue where player could walk through door on Røster (Tier 1 Cargo Ship)

  • Fixed missing XP when completing boat rescue mission

  • Fixed missing XP when loading save with longline casting

  • Fixed refuelling issue for clients

  • Fixed throttle adjustments while viewing the map

  • Fixed throttle delay in HUD for clients

  • Fixed dual water cannon on Skomcat (Tier 3 Service Ship)

  • Fixed XP showing as 0 for clients

  • Fixed Yarn Hook display issue

  • Fixed whale watching marker

Improvements
  • Improved boat spawning

  • Improved crane and cargo physics

  • Improved collisions on Turbo

  • Improved crew appearance

  • Improved docking at fish farms

  • Improved fuel station UI and interaction

  • Improved highlight interactors

  • Improved mission reward system

  • Improved port handling in missions

  • Improved radar feedback when mode change is not possible

  • Improved inventory management and tracking

  • Improved key bindings to support multiple actions

  • Improved lighthouse save state

  • Improved longline performance

  • Improved physics when fish are stored in fish boxes

  • Improved player feedback form and added additional fields

  • Improved UI throughout the game

  • Improved object and asset optimizations

  • Restricted cargo pickup to players outside your company

  • General performance improvements

  • Updated and refined all localizations

  • Updated save game system (note: saves from v0.7.5 are not compatible)

We can’t wait to hear your thoughts—jump in, put the new features to the test, and let us know your feedback as we continue shaping Ships At Sea together!

Fair Wind and Happy Sailing!

  • Team Misc Games

The Longest Tale - Dev Null Productions

Here is where the Tale took the team last week...

  • Sara:

    • Gamescom wrap-up & follow-up

    • Start preparing for contests and giveaways

    • Socials content

  • Chi:

    • Integrate variety of enemy combat animations

    • Fix issue where some staff combat attacks weren't landing

    • Labyrinth: Optimize particles performance

  • Can:

    • Side of the world SFX design and dialog audio

  • Rockley:

    • Infiltration and Surreality: Lighting and design fixes

    • Nirvana: Fix issue w/ see through meshes in boss cutscene

  • Keith:

    • Improvements to in-game cutscenes and dialog scenes (camera and postprocessing work)

  • Diego:

    • The Jewel: Level flow improvements and fix various bugs

    • Labyrinth: Animation fixes, improved waterfall particles, completely fade out light on level transition

  • Ugurcan:

    • Editing of various promo videos

下午 12:20
Soul Gather - Dinoworld112

NEW LEVEL THE DEMON CLOWN COMES TO SOUL GATHER
  • New demonic Clown enemy

  • Running animations for enemies improved

  • Crash fix on level 2

  • Multiple New 3D models - A clown Tunnel -pillars

  • Balloons lots of balloons -Multi mesh

  • New sounds

  • New lighting Effects Lots of new multi colour lights

  • New animations-doors walls caught animation triggers

  • More normal maps added to make textures look less flat

  • Game balances

  • New demonic pillars that glow to help guide the player with New height maps

  • New animations in the Hollow vail

  • New whispers at the secret entrance (Requested) by a player

  • Labels to help the player on what to do (Requested) by a player

  • Occlusion culling added to the Clown demon level more FPS

  • Animated wall textures added

March of Giants - nickibre

Before Closed Alpha, we brought in eight seasoned creators from the MOBA genre for an exclusive hands-on workshop at our Montreal studio.

A Creator-First Alpha Initiative

This workshop brought together a focused group of players who know the genre inside and out. They stress-tested systems, broke down design logic, and shared insights that help sharpen our approach moving forward. We’ve always valued strong, informed feedback and creators bring a unique lens that complements the data we gather from internal testing, live play, and the broader community.

What They Played

During the workshop, creators went hands-on with core features, including:

  • Giants – towering, player-controlled commanders with powerful abilities.

  • Soldiers – troops that support your strategy and follow your lead.

  • Battleworks – deployable war structures that enhance your position and defend key objectives.

Days were split between PvP play sessions and open conversations with developers. From onboarding to moment-to-moment balance, nothing was off the table and no feedback was sugarcoated. “I wasn’t sure what to expect,” one creator said, “but I found myself wanting just one more match.”

Why We Did It

Our development team make decisions guided by a clear creative vision, and informed by input from across the board creators, players, competitive benchmarks, and real-world gameplay data. We believe the best games are made with a strong perspective from within the studio and from the communities that care about the genre. That’s why we invited creators in early, to offer insight we can weigh alongside every other input we rely on.

What’s Next?

As we approach Closed Alpha, the creators who attended will begin sharing their experience, codes, concept art, and more.

This workshop is one of many steps toward building a MOBA that rewards mastery, respects the genre’s legacy, and brings something new to the battlefield.

Want to Play?

You can request access for the Closed Alpha on Steam. Keep an eye on these creators for a chance to receive a code — availability is limited.

Follow the creators:

Vars

Weak3n

Pinkward

MrsChimChim

Trick2g

Lourlo

Jenkins

MaryMaybe

For all the latest updates, make sure to join the official March of Giants Discord.

Wolfpack - Oscar

Hello everyone!  This month we have added the ability to build custom built ports in the level editor. We have also started texturing the corvette.

The harbour editor

We have built a custom editor for the world map that allows us to build custom harbours on the world map. This tool allows us to dig out canals and basins. We have also added a tool to add reference images that can be overlayed over the map. These tools will be made available to the players, as part of the level editor.

Texturing the corvette

Einar has begun texturing the interior of the corvette.

What’s next?

Despite our intention to start working on the client side, we have decided that the server and world still need a bit more work before we move on. We made this decision because we want to be able to start creating custom missions and hand built things in the world as soon as possible, and in order to do that all of the world systems and level editing tools must be completed. We hope that by the end of next month we will have started working on the client side implementation, and by then we might be able to show some screenshots from a first person perspective of all of the new things we have created.

Wild Life - ๖ۣۜPower๖ۣۜpuncher

Hello everyone, welcome to this week's progress report. 

Level: 
During the last week, we have worked on the initial lighting setup for locations such as Lake Village, Warrior Village, and Pearl Village. Additionally, work on the Sky Village A-quality blockout continues, while Apoc has now been completed. We also experimented with new features for the landscape material to noticeably reduce texture tiling and to add a large-scale normal map to the terrain, improving detail in the distance. In addition to this, we continued populating the world with additional foliage.

Code:The character marker system has been improved to share the space over the character more effectively, preventing overlaps between the character name, health bar, status effects and quest markers.
On the sandbox side, a few small improvements have been made: 
The trigger box prop now supports more shapes (Cube, Cylinder, Sphere).
The automatic outliner scroll position when selecting a prop has been improved - clearing the text search will jump to the selected active object and using the new Shift+F keybind will manually jump there, too.
We started work on adding the poser's "Look at" functionality to the sex scenes as an optional override.

Character:After finishing the new Hopper model + desert variation we have now moved on to creating a new variation model for the Arac enemy. Some new outfits are also in the works, we commissioned a freelance artist to create a new harem-outfit and we have also acquired a new sexy outfit from the greatly talented community modder and artist Minervha.

Animations: In the animation department we assigned all melee weapon movesets and special attacks to their respective weapon items. Meanwhile, our work on transferring melee movesets over to other character skeletons continues steadily. 
We also started work on the second phase of our combat polishing: Duels against humanoid enemies. 
We have been testing combat AIs for NPCs wielding claws, daggers and hammers this sprint, giving them different behaviours when engaging the player that play to the strengths of each weapon. Once we have a baseline AI for each weapon type, we will be able to further refine them to depict different characters, from unskilled brawler to elite fighter enemy.

Design:We have set up all the missing weapon items, which are going to make their way into the game as the transferring of attack animations to character skeletons continues. We are now in the process of populating Adûn with NPCs to get it to a playable state so we can start testing it. All lizard enemies will be placed and have their routines, combat AIs and loot drops set. They will use Maya's character model for now as a placeholder, until the combat animations for the Lizard weapons have been transferred to their skeletons. We also continued working on the dialogues for the Alpha Camp (e.g. Shey and her Sex Minigames) as well as writing dialogues for a secret location 😉

Thank you for all your continued support,

-Wild Life Team

Pixel Shinobi - LevelUpStudios
We’re excited to announce that Pixel Shinobi will be part of Steam Next Fest 2025! 🎮

Meet the Raccoon Boss 🦝 – a cunning enemy with epic attacks that will test your ninja reflexes.
This is just one of the many challenges waiting for you in Pixel Shinobi.

下午 12:11
LORED - Drillur
The game will not keep the screen on.
Fixed a niche bug preventing the Firestarter Upgrades from appearing.
下午 12:11
Hexagod - Aarimous
  • Changed some of the French translations based on feedback

Please let me know if you think any of the other translations need to be updated!
...

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