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Ships At Sea News

Public Test Update v0.8.3.xx - Incoming Patch!

[p]Ahoy Sailors![/p][p][/p][p]We’ve launched a new patch for the Public Test branch v0.8.3, introducing fresh features, gameplay improvements, and expanded save game support, along with mission fixes and refinements.[/p][p][/p][p][/p]
Changelog
[p][/p][p]New Features[/p]
  • [p]Added crew hire in Værøy port[/p]
  • [p]Added dedicated fish unloading areas in Værøy and Røst port[/p]
  • [p]Added details to passenger transport missions[/p]
  • [p]Added save support for passenger transport missions[/p]
  • [p]Added the ability to start the engine while your vessel is docked at the moorings[/p]
[p]Improvements[/p]
  • [p]Improved compass and markers with dynamic icons and clearer world markers for missions[/p]
  • [p]General improvements to lightning[/p]
  • [p]Improved NPC behavior (no longer sitting in the air)[/p]
  • [p]Passengers are now correctly linked to their respective missions in multiplayer sessions[/p]
  • [p]Localized weather settings[/p]
  • [p]Increased passenger capacity on Skarven and Skomkat[/p]
  • [p]Increased number of passenger missions[/p]
  • [p]Increased distances for XS and Small cargo missions[/p]
[p]Fixes[/p]
  • [p]Fixed a crash when loading a save game with partially delivered cargo[/p]
  • [p]Fixed a crash when the tracked mission was not replicated for the client[/p]
  • [p]Fixed several other crashes[/p]
  • [p]Fixed an error where a crew member could get stuck when using the hook[/p]
  • [p]Fixed delivery missions not saving inactive cargo[/p]
  • [p]Fixed client interaction issues where double input was required[/p]
  • [p]Fixed longlines taking the wrong amount of bait[/p]
  • [p]Fixed overlapping UI at fuel stations[/p]
  • [p]Fixed inventory operations when baiting longline buckets[/p]
  • [p]Fixed storm weather desync between host and client after starting a storm[/p]
  • [p]Fixed missing delivery mission details in the company widget after loading a save game[/p]
  • [p]Fixed NPC passengers not spawning in port after loading a save game[/p]
  • [p]Fixed saving for partially deployed longlines[/p]
  • [p]Resolved an issue where fish habitat settings were lost after loading a save[/p]
  • [p]Fixed mission completion window showing incorrect rewards in multiplayer[/p]
[p]Thank you for testing and sharing your feedback with us — every report helps us improve Ships At Sea and prepare for the full release of update v0.8.3. [/p][p][/p][p]Smooth seas and happy sailing![/p][p][/p]
  • [p]Team Misc Games[/p]
[p][/p]

Public Test - Update v0.8.3

[p]Ahoy Skippers,[/p][p]We’re excited to announce that the Public Test for Update v0.8.3 is now open![/p][p]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. [/p][p][/p][p]To avoid any potential issues, we strongly recommend backing up your save files before switching to the Public Test version v0.8.3.[/p][p]To find your Steam for Ships At Sea saves: [/p]
  • [p] Press Win + E [/p]
  • [p] Paste %USERPROFILE%/AppData/Local/Sas/Saved/SaveGames into the search bar. [/p]
[p]To try the PUBLIC TEST, please follow these steps:[/p]
  • [p] Open Steam [/p]
  • [p] Right-click on Ships At Sea in your library [/p]
  • [p] Select Properties [/p]
  • [p] Go to the Betas tab [/p]
  • [p] Enter the password: SaSPublicTest [/p]
  • [p] Choose "public_test" from the "Beta participation" drop-down list [/p]
  • [p] Wait for the game to update the files (if nothing happens, restart the Steam client) [/p]
  • [p] Launch the game [/p]
[p][/p][h2]💾 Updated Save System[/h2][p]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.[/p][p]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.[/p][p]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.[/p][p][/p][h2]Reworked Mooring System – Dock Anywhere![/h2][p]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. [/p][p]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.[/p][p]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. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]👨‍✈️ Crew System – First Iteration of Crew Task[/h2][p]The Tier 3 fishing ship can now hold crew members — a long-awaited feature, especially for those who play in single-player mode.[/p]
  • [p]Crew can be assigned tasks such as:[/p]
    • [p]Hauling and hooking fish[/p]
    • [p]Gutting and sorting fish[/p]
    • [p]Baiting and preparing longlines (with the player deciding when to deploy them into the water)[/p]
  • [p]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. [/p]
  • [p]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.[/p]
  • [p]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![/p]
  • [p]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![/p]
  • [p]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.[/p]
[p][/p][p][/p][h2]Unloading Fish Boxes – Mast Crane Integration[/h2][p]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. [/p][p]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. [/p][p]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.[/p]
  • [p]How it works:[/p]
    1. [p]Finish sorting fish into boxes[/p]
    2. [p]Head to the work deck and press the button to clear the space around the hatch[/p]
    3. [p]Hatch opens and spawns fish boxes below[/p]
    4. [p]Use the mast crane to unload at the port (ship must be docked)[/p]
    5. [p]Hatch won’t open if crew or obstructions are in the way (safety first!)[/p]
[p][/p][previewyoutube][/previewyoutube][p][/p][carousel][/carousel][h2]Passenger Transport Missions Arrive[/h2][p]We’re excited to introduce the very first iteration of passenger transport gameplay! This new feature is available on the Tier 3 service ship.[/p][p]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.[/p][p]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.[/p][p]Please note: saving for passenger missions is not yet implemented, so we recommend completing the mission before ending your session. [/p][p][/p][p][/p][p][/p][p][/p][h2]🌍 Expanded Language Support [/h2][p][/p][p]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.[/p][p][/p][p][/p][p]In addition, we’ve enhanced localization across the game, refining languages such as German, French, Italian, Spanish, and Russian for greater accuracy and clarity.[/p][p][/p][p][/p][p]Upcoming updates will introduce additional language options to make Ships At Sea more accessible to everyone![/p][p][/p][h2]🏢 Warehouses[/h2][p]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.[/p][p]Warehouses give players more flexibility with cargo missions:[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Additionally, you have the option to delete your own cargo from the warehouse permanently.[/p]
[p]And here’s the big benefit: if you sell your boat 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.)[/p][p]This system ensures that your progress is never wasted, while also enhancing authenticity and cooperation in cargo handling during multiplayer.[/p][p][/p][h3]Interactable NPC Warehouse Worker[/h3][p][/p][p][/p][h3]Moving Cargo to the Warehouse[/h3][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Transferring Cargo Back from the Warehouse to the Port[/h3][p][/p][p][/p][h2]Enhanced Interactivity at Your Fingertips[/h2][p]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. [/p][p]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.[/p][p][/p][p][/p][p][/p][h2]Resolved Issue – XP Reset to 0 for Clients[/h2][p]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.[/p][p] 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.[/p][p]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.[/p][p][/p][h2]Improved Crane Handling & Physics[/h2][p]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.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Feedback Form[/h2][p]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. [/p][p]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.[/p][p][/p][p][/p][p][/p][h2]Changelog[/h2][p][/p][h3]New Features[/h3]
  • [p]Handheld radio now cancels any ongoing towing or hauling actions[/p]
  • [p]Added animations for the lever on the bleeding box[/p]
  • [p]Added company warehouse – find a warehouse NPC in each port[/p]
  • [p]Added extension to the mast crane on Turbo[/p]
  • [p]Added fish unloading feature on Turbo (store button removed)[/p]
  • [p]Added indicators for interactable objects[/p]
  • [p]Added key binding for thrusters[/p]
  • [p]Added new supported languages: Chinese (Simplified), Japanese, Korean, Portuguese (Brazil), Polish, and Turkish[/p]
  • [p]Added new mooring system to all ports and docking locations[/p]
  • [p]Added passenger transport missions[/p]
  • [p]Added reset key bindings button in Settings[/p]
  • [p]Added rewards for cleanup missions[/p]
  • [p]Added saving for weather state[/p]
  • [p]Added setting to adjust or toggle highlighter and text indicators[/p]
  • [p]Added Simulator Hits radio channel.[/p]
  • [p]Added/fixed storm option in weather settings[/p]
  • [p]Crew tasks expanded: gutting fish, baiting and preparing longlines, and hauling longlines[/p]
  • [p]Circuit breakers can now trip periodically when overheated[/p]
  • [p]Grant XP for onboard repairs[/p]
[h3]Fixes[/h3]
  • [p]Fixed crashes when changing settings or submitting feedback[/p]
  • [p]Fixed fuel consumption conversion in HUD[/p]
  • [p]Fixed sync issue with fish during net fishing for clients[/p]
  • [p]Fixed incorrect cargo type display in shipyard[/p]
  • [p]Fixed incorrect clock display on boats[/p]
  • [p]Fixed propeller placement on Skomcat (Tier 3 Service Ship)[/p]
  • [p]Fixed issue where player could get stuck in Conquest (Tier 2 Fishing Boat) hatch[/p]
  • [p]Fixed issue where clients could not gut fish or interact with wheelhouse equipment[/p]
  • [p]Fixed issue with boats rolling after loading save[/p]
  • [p]Fixed Conquest (Tier 2 Fishing Boat) jitters when rigged with remote control hauler[/p]
  • [p]Fixed issue where client could not see Global Mission icon[/p]
  • [p]Fixed missing windows/rust on doors[/p]
  • [p]Fixed fish farm quantity/text errors in UI[/p]
  • [p]Fixed game speed resetting after multiple save loads[/p]
  • [p]Fixed handheld radio sometimes not working[/p]
  • [p]Fixed inconsistency with shared XP between host and client[/p]
  • [p]Fixed interaction through walls while driving[/p]
  • [p]Fixed jigger UI showing for all players in the session [/p]
  • [p]Fixed lobby info not displaying correctly[/p]
  • [p]Fixed map being opened multiple times in driver position[/p]
  • [p]Fixed issue where player could walk through door on Røster (Tier 1 Cargo Ship)[/p]
  • [p]Fixed missing XP when completing boat rescue mission[/p]
  • [p]Fixed missing XP when loading save with longline casting[/p]
  • [p]Fixed refuelling issue for clients[/p]
  • [p]Fixed throttle adjustments while viewing the map[/p]
  • [p]Fixed throttle delay in HUD for clients[/p]
  • [p]Fixed dual water cannon on Skomcat (Tier 3 Service Ship)[/p]
  • [p]Fixed XP showing as 0 for clients[/p]
  • [p]Fixed Yarn Hook display issue[/p]
  • [p]Fixed whale watching marker[/p]
[h3]Improvements[/h3]
  • [p]Improved boat spawning[/p]
  • [p]Improved crane and cargo physics[/p]
  • [p]Improved collisions on Turbo[/p]
  • [p]Improved crew appearance[/p]
  • [p]Improved docking at fish farms[/p]
  • [p]Improved fuel station UI and interaction[/p]
  • [p]Improved highlight interactors[/p]
  • [p]Improved mission reward system[/p]
  • [p]Improved port handling in missions[/p]
  • [p]Improved radar feedback when mode change is not possible[/p]
  • [p]Improved inventory management and tracking[/p]
  • [p]Improved key bindings to support multiple actions[/p]
  • [p]Improved lighthouse save state[/p]
  • [p]Improved longline performance[/p]
  • [p]Improved physics when fish are stored in fish boxes[/p]
  • [p]Improved player feedback form and added additional fields[/p]
  • [p]Improved UI throughout the game[/p]
  • [p]Improved object and asset optimizations[/p]
  • [p]Restricted cargo pickup to players outside your company[/p]
  • [p]General performance improvements[/p]
  • [p]Updated and refined all localizations[/p]
  • [p]Updated save game system (note: saves from v0.7.5 are not compatible)[/p]
[p][/p][p]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![/p][p][/p][p]Fair Wind and Happy Sailing![/p]
  • [p]Team Misc Games[/p]

New Mooring System in Update v0.8.3

[p]Hello Captains,[/p][p]We’re excited to share some big news: the mooring system has been completely reworked in Ships At Sea![/p][p][/p][h3]🌊 Dock Anywhere, Not Just on Markers[/h3][p]Gone are the days of fixed docking visuals around ports. With the new system, you’re free to dock at any available mooring. No more awkwardly lining up with black markers — as soon as you’re within the correct distance to the mooring, you can tie up your vessel.[/p][p]We’ve also added more mooring points across the ports. This means docking is no longer restricted to predefined spots, and even overlapping docking is possible. You’ll have more freedom and flexibility when bringing your ship into harbor.[/p][p]Not only does this make docking smoother and more immersive, it also prevents issues like ships tilting after loading a save game.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]🌍 A More Immersive Experience[/h3][p]The upcoming Update v0.8.3 improves not just the gameplay flow, but also the look and feel of ports. Harbors are now cleaner and more authentic, free from cluttered docking visuals. Wherever you see a mooring, you know there’s a docking area — giving you the freedom to choose your spot and making ports feel more alive than ever.[/p][p][/p][h3]⚓ Three Mooring Types[/h3][p]Ships At Sea now features three distinct mooring types, preparing harbors for the wide variety of vessels:[/p]
  • [p]Small Moorings (Cleats) – Typically found on smaller metal piers, perfect for compact boats[/p]
  • [p]Medium Moorings – Common in mid-sized ports, suited for most vessels[/p]
  • [p]Large Moorings (Bollards) – Built with future, larger ships in mind, offering the space and stability needed for larger vessels[/p]
[p]This system lays the foundation for the future. Some ports will only accommodate small or mid-sized ships, while others are capable of handling much larger vessels — making harbor layouts more realistic. [/p][p][/p][h3]Realistic Docking Ropes (Work in Progress)[/h3][p]In addition to the new mooring system, we’re also reworking how docking ropes behave. Right now, ropes can sometimes appear to “float” when towing an object or securing your vessel. Our goal is to have ropes connect dynamically between ship and shore, removing the floating effect and adding a new layer of authenticity to docking and towing.[/p][p]To achieve this, we’re implementing real-world mooring practices. For example, you’ll see ropes tied with a cleat hitch on smaller piers, or secured with a round turn around a bollard for mid-sized ports. These authentic details will make every docking feel complete, but also feel true to real harbour life. [/p][p][/p][p][/p][p]This feature won’t be ready for v0.8.3, but development is underway, and we’re excited to bring it to you in a future update once it’s ready. In the meantime, we’re aiming to open up the public test for v0.8.3 on Friday, August 29th, and we’re really looking forward to hearing your feedback. [/p][p][/p][p]The reworked mooring system is just one step toward our larger vision for Ships At Sea. With your feedback and support, we’ll continue to expand, improve, and make the game the most authentic maritime experience possible. See you on the docks this Friday![/p][p][/p]
  • [p]Team Misc Games[/p]
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Welcoming Torghatten & Multi Maritime Aboard – Ferry Operations Are Coming!

[p]Ahoy Captains,[/p][p]We’re incredibly proud to share a major milestone in the development of Ships At Sea.[/p][p]We are honoured to welcome Torghatten, one of Norway’s oldest and largest ferry operators, as the official owner of our first in-game ferry. With decades of maritime history behind them, Torghatten represents the very heart of Norwegian ferry transport — and now they’re part of Ships At Sea.[/p][p]Equally exciting, the ferry itself has been designed by Multi Maritime, a renowned Norwegian ship design firm known for its innovation and passion for vessel development. With a long list of successful ship designs to their name — including many built for Torghatten — Multi Maritime brings a high level of authenticity and detail to the game that we’re thrilled to deliver to our players.[/p][p][/p][p][/p][h3]🛳️ What’s Next: Ferry Operations[/h3][p][/p][p]We’ve been hard at work behind the scenes on multiple fronts, including preparations for the upcoming public test of the v0.8.3 update, which brings improvementsNPC crew tasks, and new features.[/p][p]But we’re also thinking ahead — and one of the biggest features on the horizon is a brand-new class 4 of ships: Ferries.[/p][p]This isn’t just about adding a new vessel — it’s about adding a new gameplay experience. Players can look forward to ferry operations, including:[/p]
  • [p]Transporting passengers[/p]
  • [p]Loading and unloading vehicles[/p]
  • [p]Hydraulic systems in action — like opening and closing the bow visor or stern ramp, all fully simulated[/p]
[p]If you’ve ever been on a real ferry, you know the feeling — the deep rumble of hydraulics, the clank of heavy metal, the moment the ramp drops. That’s the kind of immersion we’re aiming to bring to Ships At Sea. These aren’t just ships — they’re living, working vessels, and every mechanical detail matters.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][h3]⚓ We Build with Purpose[/h3][p][/p][p]Our vision has always been about more than just adding ships. We aim to bring every vessel to life, with purpose, function, and character. Whether you’re navigating cargo routes or running scheduled ferry operations, we want you to feel like you’re part of something real.[/p][p]Update v0.8.3 is on the horizon, and development on future updates is already underway.[/p][p]Stay tuned — there’s much more coming, and we can’t wait to show you what’s next.[/p][p][/p][p]Smooth sailing,[/p]
  • [p]Team Misc Games [/p]

Redefining Interaction - A New Chapter with Update v0.8.3

[p]Ahoy Sailors![/p][p]With Ships At Sea, we´re striving to deliver more than just realistic ships—we aim to create an immersive maritime environment where everything feels accessible, interactable, purposeful, and believable. As part of that commitment, Update v0.8.3 marks a major milestone, starting with an overhaul of the interaction system.[/p][p]This isn't just a visual update—it's the foundation for smarter, more intuitive interaction across the entire game as we head toward larger, more complex ships and deeper gameplay systems.[/p][p][/p][h3]What's Changing?[/h3][p]The old interaction system served its purpose in the early stages of development. But as the game evolved, it became clear we needed more flexibility, clarity, and customizability. With v0.8.3, we’re introducing:[/p][p]✅ A Clearer Interface[/p]
  • [p]Each interaction now displays with a clean background, helping text and icons stand out against the environment.[/p]
  • [p]Objective names are now clearly labelled, making it easier to understand what each interaction does at a glance.[/p]
  • [p]Indicators provide instant feedback that something is interactable or working—whether it’s a switch, control panel, or cargo crane.[/p]
[p]⚙️ New Player Settings Planned[/p]
  • [p]Toggle options for backgrounds, objective names, indicators, and even highlighters—choose what you want visible.[/p]
  • [p]Adjustable highlighter brightness, perfect for players who prefer subtlety or those who want maximum visibility.[/p]
[p][/p][carousel][/carousel][h3]Why This Matters?[/h3][p]With larger ships already on the horizon and more detailed subsystems becoming standard, the interaction system needs to scale with the gameplay. Whether you're navigating a Tier 1 boat or operating complex equipment on a Tier 4 vessel, this new system ensures that clarity never gets lost in complexity.[/p][p]It's all part of our ongoing mission: to make Ships At Sea not only authentic, but playable, accessible, and enjoyable—whether you're a newcomer or a veteran mariner.[/p][p][/p][h3]Looking Ahead[/h3][p]The new interaction system is modular by design, allowing us to expand it further in upcoming updates. Expect even more interaction logic, visual improvements, and context-specific feedback as the game matures.[/p][p]This overhaul also lays the groundwork for better gamepad support. While controller interaction will naturally differ slightly—especially in areas like the wheelhouse—the new system is designed with both keyboard/mouse and gamepad players in mind. Expect more intuitive and responsive controls as we continue to refine the experience across all input methods.[/p][p][/p][p]Thanks for sailing with us—and stay tuned for more as Update v0.8.3 docks soon![/p][p][/p]
  • [p]Team Misc Games[/p]
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