1. Sail Forth
  2. News

Sail Forth News

Update 3 Open Beta


Hi everyone, I've been working on a pretty large update to the game which includes quite a bit of stuff, and I think it's about time to make it available in the experimental branch for testing. It still has a ways to go so I expect it to remain in the preview branch for a while longer while I bug fix and finish additional content not yet enabled in this release.

The biggest changes so far are combining the world/local map into 1 radial menu item, the addition of the spyglass, and the world entity system. The map now shows a wind field to help plan your sailing routes better, this will shift over the course of in-game days! The spyglass is obtained during the tutorial and is used to spot distant locations and ships. The entity system allows for fully persistent AI boats that travel around the world in the same way you do, and can be encountered out in the Deepblue or within locations. This completely replaces the old system of simply spawning a few NPCs randomly at each location.

This is compatible with old saves, but as usual your save will not be portable back to the old version of the game (see below for instructions on recovering your original save file).

[h2]** Joining the beta **[/h2]
If you have the game on Steam and would like to opt-in to the beta, you can do so by right-clicking the game in your Library, selecting Properties > Betas, and choosing `public_preview` from the dropdown. You'll see `1.6.0` at the bottom right of the in-game options screen if you're on the beta.

[h2]** Before you play **[/h2]
It is very important to note that if you do this your save file will become incompatible with the old version! The game will automatically create a backup of your original save on load, which can be found on Windows at `%appdata%\..\LocalLow\Festive Vector\Sail Forth\boat-game-old.save`

If you want to return to playing the old version before the update is released, replace `boat-game.save` with `boat-game-{previous version}.save` Otherwise you can continue playing your save in the public preview branch until the update is fully released. The previous version should be `1.5.8` if you were playing on an up to date build of the game.

Unlike previous betas I've done, this one is going to be longer, and I expect a lot of changes to be coming into the preview branch as there is still at least one major feature I intend to add. This means things will probably be less stable than usual, so please be ready to experience *bugs*. For instance, the Free Sail mode is likely broken at the moment due to the new entity system, which will of course be fixed but is just a low priority right now in terms of getting the update ready.

[h2]** Bug reporting **[/h2]
If you find a bug you can now report it directly from the game, using the 'Feedback' option found in the pause menu. This is helpful for me as it includes a copy of your save file, the log, and a screenshot which makes it much easier for me to find and fix the bug.

[h2]Changelog[/h2]

[h3]Base Game[/h3]
  • Area Map and World Map are combined into a single item on the Radial Menu
  • Map marker can be viewed and placed from the zoomed out world map mode
  • Map identifies unexplored locations
  • Unexplored locations cannot be fast traveled to
  • Map now shows the global wind field in the background
  • Wind is now a continuous field across the entire world, shifting over time
  • World Entity system: Enemy and friendly boat NPCs are now persistent entities in the world
  • NPC boats have their own agenda and travel around the world freely
  • Players can now encounter these boats out in the Deepblue
  • Added new Enemy Fleet entity type, lead by a large pirate flagship
  • Added Croaker Subs as a potential NPC type, which will patrol Autumn Isles and engage pirates/tekk clan
  • Some NPC boats have custom names, visible in Spyglass view
  • Added new Spyglass key item
  • Acquired in tutorial instead of first map fragment
  • Used from Radial Menu to spot distant locations and ships
  • Can place map marker directly from Spyglass when looking at a Point of Interest
  • Will be retroactively added to existing saves that have completed the tutorial
  • New large class ship: The Swift, a light brigantine rigged ship
  • Revised final boss battle to hopefully be less tedious and more fun
  • AI ships will try to tack against the wind to reach their destination faster
  • Skull ships will use cosmetics to express themselves
  • (PC Only): Custom sail decals can now be loaded from the game’s save folder
  • New art assets for birds
  • Better preview when customizing boat sails and colors
  • Moontide weapon fx are less blindingly bright
  • Player reputation is better tracked by civilians and merchant ships, engaging in piracy should have more consequences now
  • General perf improvements to rendering
  • Bugfix: Fix some cases where some encounters like the Shell Shop might fail to spawn in the location they are said to be in
  • Bugfix: Xbox should properly recognize DLC on launch, fixing issue that could result in DLC items being stripped from save file
  • Bugfix: Final boss should no longer get stuck in first phase
  • Bugfix: Shell Shop no longer sells first item for free
  • Bugfix: Potential error in fast travel route planning causing the route to be longer than necessary
  • Bugfix: Potential error in Moontide rescue animals encounter
  • Bugfix: The ‘Glubsugnite’ fish now spawns in the biome it is said to spawn in
  • Bugfix: Moontide intro should occur properly when entering Pine Peaks for the first time
  • Bugfix: Skull Summoning Circle is properly shown in the map legend
  • Bugfix: Escorts should not target boats the player is currently boarding
  • More to come...


[h3]Maelstrom[/h3]
  • Improvement: New weapon, the Arcane Sun Lance
  • More to come...

Patch 1.5.8

Hello! I'm back from a trip and getting back into work on Sail Forth. This patch fixes a few bugs and also contains some nice quality of life improvements to crew management.

Some of you are apparently racking up hundreds of sailors below deck, and managing this screen plus finding the sailor you want to crew a boat starts to get a bit difficult. This update adds some filtering options to the below deck screen so you can filter to *just* Skull Clan for example.

This also includes a faster way to fill a boat with sailors via the new 'fill crew' option in the crew management screen, which uses the same filtering options to enable quickly crewing a boat with a particular sailor type.

[h3]1.5.8[/h3]
  • Improvement: Add a tab to crew inventory screen for filtering sailors by type, helpful when dealing with large numbers of sailors below deck
  • Improvement: Add “Fill Crew” with type selector option to crew management screen, useful for quickly filling an empty boat with sailors
  • As a part of this change, “Remove All Crew” was moved to be below the “Crew” section of the screen, to be consistent with it’s behavior in only removing crew members, not the captain
  • Improvement: Updated visuals when boats are equipped with golden oars
  • Bugfix: Fix a bug that sometimes resulted in locations having incorrect boundaries after fast travel
  • Bugfix: Handle fast traveling in the middle of Gregg’s penguin quest
  • Bugfix: Fixes to ensure achievements are properly unlocked, especially in Epic build


As always thanks to everyone for playing and following along with the game! Barring any important bug fixes, I intend the next update to include some fun new content and mechanics!

Patch 1.5.7

Ahoy! This is another small patch which fixes one *big* thing I came across in my own testing, plus a few smaller tweaks and fixes to things I've seen reported.

This does include one new feature, which is that boats can now turn (slowly) in place! This uses the boats oars (and rowing stats) to turn when your speed is set to 0 and you turn the helm. It shouldn't be fast enough to significantly change any tactics but it is quite helpful if you're in a tight spot and want to maneuver your way out of it.

I've historically been kind of against this as it felt like it might be a little too 'arcadey' but I've been convinced that it does make sense and I think the way it's implemented still feels realistic and maintains the weight of the boats. Let me know what you think!

[h3]1.5.7[/h3]
  • Fix a major bug that caused locations with DLC content in them to have incorrect boundaries when the DLC is not installed
  • Boats can now turn (very slowly) in place by using oars
  • Make torpedo waves a bit smaller
  • Photo hunt encounters are now properly marked as complete across the map when all giant creatures have been photographed


As always thanks to everyone for playing and following along with the game!

Patch 1.5.6

Greetings! This is a small bug fix patch to smooth out a few issues I've come across and seen reported.

[h3]1.5.6[/h3]
  • Fixed some cases where the map would sometimes freeze or display islands incorrectly
  • Fixed a bug where the Angler Emporium liberation battle would sometimes fail to register as complete
  • Fix an error that could occur when talking to Picklepea again after completing the Frogghammer battle
  • Fix an edge case where meeting the Moontide for the first time at Barnacle Base would result in a broken game state
  • Fix Shell Shop requiring the shop to be re-opened for each purchase
  • Potentially fix an edge case where the final boss would not progress to the next phase after taking damage
  • Add some checks to re-unlock key achievements when appropriate, if they were somehow missed previously
  • Fix some cases in late game where a cinematic teleporting the player to a new location might behave strangely
  • Add a backup save file, updated on each launch of the game called “boat-game-backup.save”


As always thanks to everyone for playing and following along with the game!

Patch 1.5.5

Ahoy! This update features a revision to the Skull Summoning Circle encounter, along with numerous bug fixes. The game has now been downloaded several million times(!) on Epic due to the free week which as you can imagine has resulted in many new issues being found!

[h3]1.5.5[/h3]
  • Revised the design of the Skull Summoning Circle: Waves are now triggered one at a time, and there are torches surrounding each Skull which are destroyed as each wave is defeated. The state is saved for each location, so you can return whenever you like to continue the challenge.
  • Fix cases where enemy waves would spawn at the wrong time during Skull Clan summoning encounter
  • Captains of ships should no longer go down with the ship, despite the popular saying. This should make assigning a crew member as Captain essentially a way to keep them alive forever, as long as you are diligent about picking them back up out of the sea!
  • Add "Active DLC" list to main menu to make it more clear if you've installed it successfully.
  • Fix cases where boat physics could become bugged, causing them to ‘drift’ far more than intended
  • Fix cases where Bonnibel and Kerblapp would not show up to collect your Bibble Bait Penguins
  • Fix Shell Shop taking all your pearls instead of the advertised amount
  • Fix Lightkeeper conclusion event triggering again if talked to immediately after
  • Priscilla and Nausicaa correctly hint at which locations you are missing a Deadrock from
  • Fix a missing Lightkeeper dialog string
  • Fix local map not opening to correct screen the first time
  • Fix a positioning error on a cosmetic slot on the Sakana
  • Add ‘secret’ fps uncap option in the options file (not exposed to UI yet)


I saw a few people in feedback mentioning wanting uncapped FPS. I haven't had time to add it to the UI yet but if you dig up the options save file (next to the save file), you'll find the entry "EnableFrameLimit" in the XML which you can set to false.

Both save files can be found here on Windows, the options file is called boat-game.options.
%userprofile%\AppData\LocalLow\Festive Vector\Sail Forth


As always thanks to everyone for playing and following along with the game!