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Sea Power News

Patch Notes 0.1.0.1

Thank you for your feedback! This first patch brings some first fixes and improvements.

Bug Fixes:

  • Null ref exceptions
  • Trigger Condition area side visibility
  • Change keybinds to use Enums everywhere rather than strings
  • Disable Play Button for things that arent actually playable in missions and tutorials
  • Parsing differences between aircraft and vessels with respect to type
  • Belknap Stbd Prop rotation direction
  • Possible fix for SS-N-14 duplicating torpedoes
  • MusicManager should now actually use all tracks. Further Work: Make it dynamic based on conditions
  • Formation orientation problem in DongHoi
  • Another fix of formation rotation on spawn
  • Attempt to reduce sensitivity of FormationManager
  • Area Label fix: default value should be "Both" not empty string
  • Fix for graphics bugs on ships
  • Added missing decals for Ivan Franko and Kazbek
  • Some of the default controls


Improvements:

  • Russian, German and Chinese translation
  • Updated English and German manuals
  • Enabled run in background and enforce it in usersettings
  • Disabled version watermark
  • Increase fineness in UI Scale
  • CeaseFire changes WeaponsFree to WeaponsTight
  • Add ticks to volume in Options
  • Shrink Map Toolbar a little


Sea Power | Out now!

Hello Everyone, on this exciting (and action packed) day!

Sea Power: Naval Combat in the Missile Age is now available worldwide on Steam! Thank you to everyone for your support, we can’t wait to see what you make in the Mission Editor and we can’t wait to take you on the journey to full release with us!



Please join us on MicroProse’s Discord if you’d like, we chat in a more regular manner there than we do on Steam and there are a few more sneak peaks of what is coming up as it’s a surprising amount of effort to put these posts together.

To celebrate the launch JP has put together this trailer for us, it really sends shivers up my spine and hopefully it helps you get inspired!

[previewyoutube][/previewyoutube]

Fair Winds and Following Seas from all of here at Triassic and MicroProse. We hope you enjoy what we have been working on since 2018!

Sea Power | Upcoming launch tomorrow

Hello Again Everyone, all 27,234 of you who have followed the game, only 19 places outside of the top 100 wishlists, can we make it? Fingers crossed that the Steam algorithm is benevolent and gives us a front page slot tomorrow!

Sea Power: Naval Combat in the Missile Age is scheduled to release into early access at 1000 UTC on the 12th November 2024, also available as an additional purchase on the first day will be the soundtrack. This has been lovingly put together by Aleksi Aubry-Carlson and Jonathan Figoli, sales of the soundtrack go direct to them, please show your support if you can!

As a thankyou from us, for your support the first two weeks after EA launch will have a 10% discount applied to the price (which will use Steam’s regional pricing feature). Please do remember that this is an Early Access game, it will not be perfect, it will break, but it will improve! We hope that you love exploring that along with us.

During Early Access we expect to release a regular weekly or bi-weekly update to the stable branch that you will have access to. Where we find more terminal bugs we will push updates more rapidly. You will find new bug reporting areas on Steam and Discord, please help us out by using them if you find something wrong!

As for what we have been up to in the last couple of weeks … some things are not so obvious, like Mission Editor now supports localisation for whatever you might create without having to hand edit INI files (phew!). We have also added some really important background tooling, what we are calling “virtual” INI files that allow us to create single databases of truth from multiple locations on disk controlled through a load order (see where this is going?).

There is a really good chance that Save/Load functionality will be going in properly in the next few days (well done Victor! You are smashing it!) so that should be available either on release or very shortly after. Saves in the default folder will be synced to Steam Cloud so you can keep track of them across multiple devices. On the subject of Steam Cloud we have also included a “user” folder in the file system that will also be synced. This is so that you can share your own creations across multiple sessions and devices.

Localisation has been a massive piece of work too, we have been going through the game stripping out anything hardcoded that we find is still in there and redirecting it to the Language files in the system. Hopefully we haven’t missed any!



On the visual side tweaks and new additions continue, last week this Haze was only a model, now it is an ASW Hunter in game, adding to the threats the Soviets can provide!

New things continue too, Nils and I spent a nice couple of hours (it’s always at midnight for some reason!) looking at models and pictures of classic cruise ships. This is the Ivan Franko-class liner, a handsome ship I am sure you will agree!



Five of these ships were built by the Soviets and if you are a SCUBA diver and take a visit to New Zealand you can visit the 5th ship, the Mikhail Lermontov where she lies on the bottom in 38m of water after a baffling accident, check out this fascinating article. I might have to pay a visit after I finish my advanced decompression diving course.



Mek has reverted to type (sorry Mek you know it is true) and started making armed speedboats again, this one is pretty special, it’s the Polish design Project 664 "Wisla". It has a top speed of nearly 50 knots because it's a CODAG (Combined Diesel and Gas Turbine). I always love to include these images of the ships being worked on as it lets you see the process that our artists go through.



Also, some new ground assets by Mek, like MIM-23 Hawk, T-55 and ZSU-57-2 made their way into build. I hope that keeps your appetite whetted, see you all tomorrow when you have your hands on the game. Please try not to kill our bug reporting server!

The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)

Sea Power | Early Access Roadmap

Hello Again Everyone! It has been a busy few weeks for us at Triassic as we get closer and closer to the Early Access launch date of Sea Power: Naval Combat in the Missile Age. We hope that you have been enjoying the content that has been produced to date and that it is inspiring you to think about missions to create!

The great news on that is that Steam Workshop is integrated into the game already, and mission sharing will be possible on day one. With a little bit of creativity and some simple (ish) INI file edits you should be creating your own mission packs and linear story missions in no time!

With just two weeks left to go we thought that we should begin to introduce you to our roadmap. Here it is in all its glory:



As you can see we have a couple of biggies on our list for the near future! Save/Load is very much nearing final development and should be coming to you shortly after release. We are making sure that this is integrated into Steam’s Cloud Save system. Steam Workshop integration will be rolled out to kit-bash models too, with full model import coming later (this is more significant work on the loading side internally).

We will be continually refining and enhancing the AI, as requested in a few of the various online videos covering the game. Our plan is to update this as we go, especially to reduce the micro-management of aircraft that a number of people have commented on.

The big piece that a lot of you are wondering about is the dynamic campaign of course! We are implementing a flexible dynamic system, which will allow campaigns at almost any scale anywhere in the world. We are looking really heavily towards the way that the old MicroProse Classic, Falcon 4.0’s campaign worked for inspiration here.

As for more units, our art team continue to work their magic! These two units have gone into the development build in the last few weeks.



And this one is coming soon!



We look forward to seeing you playing our labour of love soon! See you in two weeks!

The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)

Sea Power | Early Access Release Date Confirmed



Hello Everyone, both new fans and those of you that have stuck with us over the years!

It’s been an incredible month for us and we have been watching all of the coverage videos that have been put out with the same intensity you guys have! We’ve been taking on what people say and are genuinely excited to have people playing this labour of love.

Anyway, now what you all came for. Today is the day we finally stop keeping you in the dark and reveal the scheduled release date. We’ve been impressed with the people on Discord tallying all the dates that we’ve said no to, but given we’ve changed the date in the last few weeks, that effort was futile (As most of us are European-based, Noah and Ben kindly reminded us that we should avoid certain dates).

Sea Power | Naval Combat in the Missile Age releases to Early Access on November 12th




[h3]Early Access Approach[/h3]

Sea Power will be entering Early Access with a broad amount of content, namely:

  • Over 20 Scenarios: Including both historical and fictional encounters
  • Steam Workshop Support: Share missions with others and try to do better than your friends
  • Mission Editor: An intuitive and flexible tool to recreate any conflict of the 60’s to 80’s Cold War era around the entire globe
  • Massive Cold War Arsenal: over 150 naval units, more than 60 aircraft, 130 weapon systems, and 50 different ground objects


Over the course of Early Access, we will add features such as:

  • Dynamic Campaign (Alpha): An evolving theatre-scale campaign that we target adding in Q2 2025, with improvements and polish added throughout our Early Access development phase. This will be linked to Steam Workshop so that you can create and share new campaigns too
  • Additional units
  • Improvements to AI
  • More modding support


We’ve chosen Early Access to get this labour of love out there, so that it can support its own continued development, and to get input from you! We have a lot of exciting plans for what we want to achieve over the coming months, especially with the dynamic campaign system. There will be more units coming and improved AI enhancing the game even further.

[h3]What we’re up to in the next Month[/h3]

In the last week we’ve got Steam Workshop integration working, so you will be able to share mission packs from Early Access release day. There are already some tremendous mission packs going up from the guys who have been making YouTube videos, so you can put your money where your mouth is and show them how much better you’ll be at their scenarios! During EA, we will expand this to other aspects of the game so that you guys have an incredibly flexible world-scale sandbox to play in.



In the next month we are going to be focusing on preparing everything we can for Early Access launch, polishing the mission editor, tweaking behaviours and improving UI. We are listening to your comments and watching the videos too. We have also added new tools for managing the vessels in your formations in the last couple of weeks, in direct response to helpful community feedback. We also plan to get proper station behaviours into formations before you get your hands on the game.



We look forward to seeing as many of you as possible joining us and enjoying our hard work, now in just under a months’ time.

[h3]Game Recap for Newcomers - Dynamic Campaign, Strategic Depth, and Immersive Cold War Realism[/h3]



For new players who have recently joined our community, we thought it would be useful to give a quick recap on the scope of Sea Power: Naval Combat in the Missile Age.

The game brings a mix of strategic and tactical depth in realistic naval engagements across multiple global theatres including but not limited to the North Atlantic, Persian Gulf, Gulf of Tonkin and the Mediterranean. Players will control ships, submarines, and aircraft, balancing the needs of local tactical combat missions and strategic theatre-scale operations.

The game’s attention to detail and historical authenticity includes advanced ship and weapon physics, sensor modelling and dynamic weather systems, all combined with richly detailed 3D graphics that bring the Cold War Gone Hot scenario to life. The entire planet is your combat playground – so our hope is to provide you with a near-endlessly replayable, mod-friendly, experience for many years to come.

Our small but super hard-working team have accumulated many years of naval simulation game experience. Our experience with designing the core gameplay of Cold Waters (and modding it until it very much broke!) has heavily influenced how seriously we take the quality and polish of Sea Power.

Get ready for an adrenaline-fueled Cold War experience and thanks for joining us on this journey!

The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)