1. Seablip
  2. News

Seablip News

Ahoy! Seablip is finally open for Content Creators!!

Seablip is finally open for Content Creators!! ːsteamhappyː

I am preparing Seablip for an Early Access release, and I invite Content Creators worldwide to join the journey! I haven't revealed the release date yet, but trust me, it's coming soon! ːsteamthumbsupː

If you are a streamer and want to help Seablip reach out to more players - apply here: Content Creator Form



Seablip will be available on Windows, Mac, and Linux.

If you have any questions, feel free to ask me here: Contact

Best, Jardar (Yarrr)

🎶 Seablip Original Soundtrack will be available soon 🎶

Hi everyone,

The Early Access release of Seablip is getting very close, and we know a fantastic soundtrack is crucial for an immersive experience. I do everything myself on Seablip, well, not the music! Music is a super-challenging skill to master. But this is where Christian Balvig comes into the picture.

He's created a stunning collection of tracks for Seablip, which will also be available on Steam soon!

Check it out here: Seablip Original Soundtrack

This is a great way to support us before launch.

Thanks, and stay tuned for more updates about Seablip's upcoming release.

Best, Jardar

Seablip Coming to Early Access in Q2 2024!!

Ahoy, everyone! I've been continuously working on adding content, so I haven't had the time to fully process it, but Seablip’s release is imminent!!

[previewyoutube][/previewyoutube]

If you've been following my journey for a while, you know that my original goal was never to release in Early Access. However, as years of development passed (and deadlines pushed), my humble debut project has grown into a vast world. My savings used as capital to work full-time, now lie at the bottom of the sea.

This forced me to reconsider my release plans - and here I am.



Now, you might wonder, what is the state of Seablip?

  • I believe the game already offers a ton of fun and many details. However, since the game world is extensive, there are still areas where I want to add more details and gameplay options
  • Some story elements have been delayed to be able to focus more on gameplay replayability
  • The game isn't entirely bug-free, but I have worked diligently with a wonderful team of volunteers to eliminate the most harmful bugs - Closed Beta is next
  • Some areas need more polishing that will benefit from player feedback


The main reason I don't want to call this a full release is that I still have many content goals I haven't had enough time to implement. I'll elaborate more on that in a future roadmap (or feel free to ask).

Listening to your feedback is one of the things that motivates me the most. It's one of the reasons I've managed to survive the long development time. As many of you know, after Seablip participated in Steam Next Fest, I removed the old "static" world map and replaced it with a map where you can sail freely. This, among other changes, was a significant core update. I don't expect changes on the same scale in Early Access, but what I'm trying to convey is that I believe Seablip benefits immensely from your feedback.



I want to emphasize that my decision to release in Early Access has been carefully considered. There are numerous pros and cons, but ultimately, it will be a relief to get Seablip out in the open. Hopefully, you'll find lots of enjoyment in playing it, while I can continue to develop more content over time.

Now, I hope you're as thrilled as I am that Seablip's launch is just around the corner. I have spent 5 years (more than 10,000 hours) until today - rest assured that I will dedicate all my remaining days, hours, and seconds to ensure the gaming experience is worth its price on release day.

I hope you understand and look forward to Seablip's release.

If you have any questions, let me know.

Best, Captain Jardar

Small Update - 0.6.98

New Demo Update! ⚠️ Old saves won't work (sorry for the inconvenience!). New saves after release will be fully backward compatible.

Much of the new content is out of the Demo's reach, but this is some within reach:

  • Seablip's Most Wanted: Track bosses in the achievement menu (2 available in demo, more coming!)
  • Crafting Recipes is visible under the achievement menu
  • Light update: Sunrise and sundown are visual in the light to easier understand when you go from day to night time.
  • Item Sell Prices: You can now see item value when hovering over an item. (still a few good ways to sell items - but this will come soon)
  • Some visual updates
  • Many bug fixes and improvements


Enjoy!

New Demo - Major Update

[h3]Hello, everyone! Seablip is now part of Steam's Pirates vs. Ninjas Fest, and to celebrate, a new demo of Seablip is now live![/h3]

Please note that this new version destroys older saves. I apologize for any inconvenience, but the new demo includes significant changes.

Not all the features mentioned below are available in the demo, but I hope you enjoy the updates!

[h2]Bug Reporting and Feedback:[/h2]
Since Seablip is still under development, I would love to hear if you encounter any bugs while playing, or if you have other comments about the update or anything else about Seablip. Your feedback would be greatly appreciated.

The New Version




New World Map

A massive overhaul of the world map; it's no longer "points," but you sail freely with a tiny ship.
  • Floating icebergs or rocks can damage your ship.
  • Wind provides a bonus/penalty to your world map speed.
  • Enemy encounters are now easier to avoid.


Island Movement Update

After receiving feedback from players who disliked the character's movement on the "grid," I made significant changes (which also required updating all interactions). The result is that the player can now take tiny steps horizontally. I hope the new functions feel more fluid and natural. (Some bugs might occur; feel free to report them.)
  • Interaction with objects is also more forgiving of player distance (you don't need to be as close as before).


New Player Island

This change is also based on player feedback. The old intro took too long, causing some players to lose interest before the fun began. Therefore, I created a new starter island - a more gameplay-oriented island where the player's house is now placed next to the pier, allowing for quicker travel on the sea. The new island is split into two parts:



[h2]Economy Part[/h2] (Not in Demo)
  • Build and upgrade houses for your crew + more (premade layouts).
  • Upgrade your house.




[h2]Defense Part[/h2] (Not in Demo)
  • Delegate crew to guard your island and protect it against raiding enemies.
  • Build defense and weapons.
  • Upgrade the castle layout, acquire more space, and enhance health.
  • Participate in battles or auto-resolve with the guarding crew.




Crafting

You can now craft every weapon or ship upgrade using resources (not gold), while merchants sell upgrades for gold only.
  • To unlock the upgrades, you must acquire blueprints (common, rare, epic, legendary).
  • You can only craft upgrades at home.
  • For now, the current crafting price for an upgrade is just a test price.


Ship Battle Changes

Lots of small and some big changes.
  • Repair time on all cannons increased.
  • Reload time on all cannons decreased.
  • Destruction of upgrades is health-based (changed from "luck-based").


Other
  • You can name your ship.
  • Some UI design updates.
  • And much more.