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Dev Blog [6/27/2025] - 2025 Steam Summer Sale, new QOL features, and a new hire!

2025 Steam Summer Sale (-20%), new QOL features, and a new hire!
[hr][/hr][h2]Summer Sale and news[/h2][p]Hello from Triassic Games! With the Steam Summer Sale now live, Sea Power is now 20% off! We know it's been a little since there hasn't been an update to the game recently, but we are planning to release an update very soon with a fresh set of fixes. We have many exciting features in the work ranging from waypoint editing, expanded unit details, Tac View integration, a new hire, and more fixes! Let's take it from the top..[/p][p][/p][h2]Waypoint Editing[/h2][p]In the future, we will be rolling out editable waypoints both in-game and in the mission editor. This will expand the level of mission planning for your units both in mission and in mission creation thanks to adding the ability for units to move, adjust height, change sensor states, fire weapons, and more when hitting a waypoint! We've also made the waypoints a bit bigger so they are easier to click on and keep track of. Check out this screenshot of it in action in-game! This will be very easy to setup by just clicking on the waypoint you want, right clicking on it to edit it, and clicking what you want on and off![/p][p][/p][p][/p][h2]Expanding unit info[/h2][p]Given the complexity of Sea Power, displaying all the unit info can be pretty complicated and we are trying out some means internally to see how we can help make unit's info more available. We are expanding the status info section on the bottom bar to include a tool tip like info box that will display additional info like ETA (in seconds with NM distance), flight time/fuel, and more. It's still very WiP, but we hope to expand it further as we get more of an idea of what we can reasonably put in there.[/p][p][/p][p][/p][h2]New Hire - Ian B. Roberts![/h2][p]Triassic Games has hired a awesome person to help us make more content for the game, and specifically missions! With future updates, we hope to start including new missions for everyone to play, as well as reworking older missions to use the latest features. Some of you may have already spotted his name in places like BuOrd Naval Modding Community, or played some of his existing workshop content too! Here is a little info about him:[/p]
[p]Hello everyone, I'm Ian! I am a naval enthusiast with a focus on U.S. Navy history, with particular emphasis on World War II and the Cold War. For Sea Power, I greatly enjoy the story telling aspect of mission making and campaign creation, and I designed and built the Pacific Strike 85 campaign on the workshop. Outside of Sea Power, I also work with the Drydock Dreams Games team on Task Force Admiral, and am a founding member of Shipbucket.com, a site specializing in naval and air illustrations. Professionally, I work in the mobile advertising industry, with responsibilities spanning account management, product design and software commercialization.[/p]
[p][/p][h2]Tacview integration is nearing completion[/h2][p]We are nearly done, and just working on a few more features internally before we consider it properly integrated on a purely technical level. We have even added the ability (not yet in the public build) for Tacview Real-Time Telemetry. This means you can now have Tacview showing you the battlefield in real time! However, we are going to have it setup so all units are shown in Tacview by default, but this may be subject to change as we further explore additional functionality options.[/p][p][/p][h2]Steam Workshop highlight[/h2][p]Check out this workshop submission with over 5k subscribers![/p][p][dynamiclink][/dynamiclink][/p][h2]Community screenshot highlights![/h2][p]A awesome SAR screenshot by Prestigious-Shirt325 over at the Sea Power Reddit![/p][p][/p][p](MODDED) The Might Iowa class vs threats from well beyond it's time! Credit to the modders and tundertunder for the photo over from the BuOrd Naval Modding Community![/p][p][/p][p]A stunning photo posted by duudze over at the MPS discord! Post battle scars on full display![/p][p][/p][p][/p][p]A merchant in a now perilous situation, who knows what caused such a scene! Thank you devilishlyidiotic over a the MPS discord for your screenshot![/p][p][/p]

Patch Notes 0.3.2

Hi everyone, here comes a hot fix for our latest release with the following changes.

You will note that the version number has jumped, we have changed our version numbering to use the formal semantic versioning specification. This is to support some mod version validity checking functionality that we plan to add in the near future (to reduce issues caused by incompatible mods).

Bug Fixes:
  • Add view arc validation to SensorMetadataProvider (ArgumentOutOfRangeException)
Improvements/Additions:

Patch Notes 0.1.3.1

Hi everyone, here comes a hot fix for our latest release with the following changes:

Bug Fixes:
  • Typo in Delta-NG model name
  • Taifun had laser guided missiles without guidance system
  • Collider fixes
  • Respawn carrier via debug panel affected mission score
  • It was impossible to retarget weapon after it was retargeted to object
  • PauseMenuView not initialising properly
  • Cloud shadow on plane over cloud layer
  • Add some NRE Spam protection for missing weapons
  • Missile could go to outdated waypoint in terminal approach
  • T-55 cannon ammo count adjustment
  • Null refs
  • Container systems were not loadable
Improvements/Additions:

Dev Blog [5/28/25] - AI, Engine Upgrade, and more!

Dev Blog [5/28/25] - AI enhancement progress, Engine Upgrade, and More!

[hr][/hr]
Howdy everyone! It's been just about a month since the last dev blog, so today we will be updating you guys on the progress of a few big points that are all in the works. One of the biggest of these being the AI improvements to make the gameplay more interesting. This will be one of the main things going forward for the immediate future, and we are making good progress towards our first prototype.


[h2]AI progress update[/h2]
We're working on a new infrastructure for the AI system that'll unify our own AI logic and provide an entry point for modding extensibility. At a high level, the system consists of an API exposed to either an internal Javascript runtime or an external client combined with a runtime to support higher level AI reasoning in that runtime. While it's still pretty preliminary at this point, we're aiming to be able to provide an environment that can automatically deal with saving and loading AI logic without needing explicit support and also lets you build out UIs for that logic. We think that introducing a scripting language and API to the game will enable both better AI as well as a wide range of new possibilities for mission design and integration with external tools. This is going to be a longer term project; we're currently working on the infrastructure and intend to both implement new AI functionality on top of it as well as refactor existing logic into the new approach over time. We hope to be able to provide more detail on the API, the runtime environment, and the infrastructure we're building around it in the near future. We hope to begin internal testing in the near future, but we cannot give a estimated time for it's addition to the main game at this time. Once the infrastructure is up and running, it will still take some time to program in the various behaviors.


[h2]Unity 6 upgrade[/h2]
We have begun the process of rolling out a update ver. of the Unity game engine in hopes of gaining some improved performance, as this has been one of our biggest ongoing improvements. With how SP is built, large operations with many vessels will still strain even the strongest of CPUs. For those looking for possible immediate solutions, we recommend turning down the ocean detail quality, keeping the amount of ships in a mission lower, and reporting any other performance related abnormalities to us. With this upgrade, some new errors may occur, so please keep reporting bugs please!


[h2]Linear Campaigns[/h2]
Do you too yearn for the simpler times of playing a story? Before everything had to be open-world? We are adding, in the near future a Linear Campaign feature, to allow you to tell stories with branching path missions. This is intended to be a prototype to allow us to test functionality for the full Dynamic Campaign is a smaller and lower risk sandbox while allowing new content to come to you. Ian B Roberts, iblank, Neu, and Matt have been working together to create a first pack of missions for you, and we are sure that more are going to come soon.


[h2]Biologics![/h2]
That's right, whales are nearly here as well! This should make your submarine fights a good bit more risky now that a submerged contact might be a whale and not only a hostile submarine!

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[h2]Steam workshop showcase[/h2]
Check out this community made, recreation of a historical event! This is one SPs most popular missions on the workshop, so check it out!
https://steamcommunity.com/sharedfiles/filedetails/?id=3365959120&searchtext=


[h2]Community screenshots[/h2]
Stunning image by the well known Cent__! (MPS Discord)


(MODDED) Helicopters and the night sky just go so well together! Thanks for the awesome shot from the modding discord icem4n!


From the SP_NCMA Reddit, Hugh-J. found himself in a boat load of trouble with this one!

Patch Notes 0.1.3.0

Hey Everyone!

Here comes another update. While it's mainly a bug fix release the main noticeable change is quite a significant performance boost!

Again thank you for your patience and continuous support!

Patch Notes v0.1.3.0

Bug Fixes:
  • F-14 landing problems
  • Error in su-24 pylons
  • Aircraft did not aimed properly at moving land units
  • UB-16 rockets positions and pods back adjusted
  • Weapon rotations while in container on a rotated station
  • DM/Radar could block the detection of observed radar
  • Yak-38 range was way too low
  • Surface search radars could not be turned on by formation order if Air Search were already turned on
  • Broken maneuverability override in ToBearing for Missile
  • Null refs
  • Workaround for initial search for home base
Improvements/Additions:
  • Significant performance improvements
  • Added helicopter faster descent
  • Adjustments for tanks
  • EXPERIMENTAL: Artillery CEP reduced to accomodate close-ranged engagements
  • POLISHING: Fixes and adjustments for Yak-38 and Kiev
  • VID increase for moving land units