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Seablip News

Seablip "Castle Update" Teaser

[p][/p][previewyoutube][/previewyoutube][p]Hey everyone! I know you’ve been waiting a long time! I’ve been working hard to make the next update exciting, challenging, and fresh while staying true to core Seablip gameplay. After a lot of trial and error, I finally found the secret sauce — and I can’t wait for you to try it![/p][p][/p][p]I'm really excited to share with you a teaser for the "Castle Update", which will be the next major update coming for Seablip! I can't wait to see what you think! CASTLE BONANZA!! ːsteamhappyː[/p][p][/p]
  • [p]Unstable version dropping soon ːsteamthisː[/p]
[p][/p][p]Sincerely Capt Jardar[/p]

Small Update 0.7.661 - New Autosave Feature

[h2]New[/h2][p]Autosave is added each time you enter the world map (sailing). This can be toggled on/off in settings. [/p]
  • [p]Note: For old seadogs, the autosave feature is turned off, so you would need to turn it on in settings! For new players, it will start on. [/p]
  • [p]I know several people have requested this feature, so I hope this can be of benefit for those who like the game to save more often. Autosave is an option, so for those who like to keep the old save system, just make sure to toggle off autosaves. [/p]
  • [p]This should also work when you are doing a world map challenge (it saves after each battle). So those who want an easier playthrough can load if they lose. Or for those who need to stop playing and want to continue the challenge next time they play Seablip. [/p]
  • [p]Please let me know if you experience any bugs with this new system. I have done my best to keep it bug-free, and I also added a second backup of your savefile in case something goes wrong. Each save now has two backups: "savefilename_old" (previous save) and "savefilename_backup" (backup of last "new day" savefile) [/p]
[p]
[/p][h2]Minor[/h2]
  • [p]Last spell book page is saved (when loading game) [/p]
[h2]Bug fix[/h2]
  • [p]Controller issue. Using the keyboard for movement while a controller is attached could switch hotbar selection (island gameplay)[/p]
  • [p]Wrong button on some key tutorials[/p]
[h2]Other[/h2]
  • [p]Addresses the Unity security vulnerability[/p]
[p][/p][p][/p]

Seablip Sets Sail for Tokyo Game Show 2025

[p]Hi everyone, I know you are eagerly waiting for new updates! [/p][p][/p][p]Due to my family situation and that I am the only developer of Seablip, the journey towards 1.0 release is taking a little longer than anticipated. However, my dedication remains as strong as it was in the beginning. As my children are getting older now, I'm able to focus more on creative development. I am trying to keep steady progress, without too much stress. This means it takes a little longer between updates, as I want to ensure I am making content with quality and soul. I am sorry to all those who are eagerly waiting for new updates. And your patience is greatly appreciated! I just want to make it clear that I am still fully committed working on Seablip. I have worked a lot on the next update, and will continue to keep a steady course towards Seablip´s 1.0 release. Looking forward to making it the pixel pirate adventure I dreamed it would be, and worthy of your time.[/p][p][/p][h2]Japanese Translation[/h2][p]I am very happy to announce that Seablip now has a Japanese translation! I still remember the first game I ever played on my Gameboy Color. Pokémon Blue! It feels like a special privilege and honor, to finally have my own game translated to the origin language of my first gaming experience.[/p][p][/p][p][/p][h2]Tokyo Game Show 2025[/h2][p]If you are in Japan during the Tokyo Game Show, you are welcome to stop by my booth to say hello. I will be there all days - looking forward to stepping out of my development cave to amazing food and talking to lots of people![/p][p][/p][h2]Minor Fixes[/h2][p]There is nothing new in terms of content in this update, but it includes a couple of bug fixes and improvements to existing systems. For instance:[/p]
  • [p]Crew Menu improved - less clunky, and "Collapse Buttons" have a cleaner look.[/p]
  • [p]You can send sailors home (when docked at home island)[/p]
  • [p]If you are on the world map and docked at your home island, you can access the same crew option as you get when you are moving on the island (revive/send sailor home/send sailors to ship). To add later: Crew Management Button on the Dock Menu[/p]
  • [p]Text improvements and other bug fixes[/p]
[p]Best regards,[/p][p]Jardar[/p][p][/p]

Steam Workshop - German & French localization - Bug fix

[p]Hey everyone! Seablip version 0.7.626 is out now, and you can now upload and download mods from Steam Workshop! ːsteamthisː[/p][p][/p][p][/p][p][/p]
Steam Workshop Integration
  • [p]You can now upload your mods to Steam Workshop and subscribe to other mods. Use the Mod buttons on the start menu to enable/disable mods.[/p]
  • [p]Let me know if you have wishes/feedback to support mods better.[/p]
French and German localization
  • [p]Thanks to the help from super dedicated players, Seablip now has almost full German and French translations (some words and stuff might still need updating, so feel free to report any text errors). [/p]
  • [p]I have players helping out on other languages too, but Seablip is text-heavy, so it takes time - I will update with new languages when I get it, and if you would like to help out with localization, you can reach me from here: https://seablip.com/contact-1[/p]
[p][/p][h2]Modding - Ship Builder[/h2]
  • [p]You can now capture a modded ship! ːsteamhappyː[/p]
  • [p]You can now preview the ship you are modding with the ship builder. It only shows the preview if the vessel has a valid layout. This makes it much easier to spot errors and improvements you want to make to the ship.[/p]
  • [p]Edge cases for modding: Be aware that if the modded ship layout changes and you have captured this ship on an old mod version, the captured ship will not get the new layout (only the new sprites) - this is to prevent possible game-breaking issues on loading. This should also prevent you from losing equipment if you have captured a ship from a mod, then unsubscribed. If you dismantle the ship and capture a new one, it will have all the updated data. And all enemies will always have the up-to-date mod version.[/p]
[h2]Modding - Enemy Crew[/h2]
  • [p]You can add new enemies to one of the existing factions in the game. More updates for this will come later.[/p]
[p][/p][h2]QOL[/h2]
  • [p]12 inventory slots for ship equipment instead of 3. Upgrade price is much cheaper per new slot unlocked.[/p]
  • [p]The magic bottle for sailors no longer breaks on use (but they are much more expensive to buy)[/p]
  • [p]Right-click on sailors to place them in a bottle (if a bottle is available)[/p]
  • [p]Ship on the world map, sail speed increased slightly[/p]
[p][/p][h2]Bug fixes[/h2]
  • [p]Fixed. Some players experienced that the character movement got stuck in one direction (let me know if this bug still exists)[/p]
  • [p]Minor controller update (still long to go)[/p]
  • [p]Other minor fixes[/p]

Mod Support Update

Hi everyone, as some of you already know, my family recently got a second family member, which is why I don't manage to be as active as I want to on the forum, but today, you finally got a new update:



Mod Support

[h3]Enemy Ship Creator[/h3]
You can now use an editor tool (found on the Start Menu of the game) to create as many enemy ships as you like. You can create your own art, and set the layout and difficulty + more.
You can enable and disable mods as you like.
[h3]Enemy Crew Creator[/h3]
You can generate your own homemade enemies and set the dedicated faction they belong to. (Use the spritesheet template to draw your own art.)

This is the initial mod support and plans:
  • Steam Workshop integration is next. Then you will be able to upload and download mods.
  • Currently, players will not be able to capture modded ships, but I intend to support this later (but I need to make a safety system to handle missing mods on save/load)
  • There is sparse guidance for the new mod system. I intend to add a better guide for it, + a couple of things to improve the tools. Let me know if you have ideas/wishes.


[h2]Fortress & Exploration Status[/h2]
I am still working on this update, and it is taking me longer than expected, mostly because, as said earlier, my family just got bigger, so I can't work as much as I used to. I know a lot of you are looking forward to this, so I will do all I can to work on it.

[h2]Bug Fixes And New Stuff[/h2]
I squashed some of the most annoying bugs that came along with the last update (the screen bug should have been fixed now, else let me know). I also updated the newspaper text to size the text headers correctly.

There is one bug that is in the current build that I am aware of, and this is a visual glitch that happens on certain sprites (but only for a short time). This is a game engine bug for which I have made a workaround, so it only happens on some rare occasions. Will look more at this later!

I added a couple of other minor things in this update, including a Spell Queue system for wizards. You can now queue up to three spells.

Lots of great wishes from busy dad! :)