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Seablip News

Full release postponed (some months); demo will be available 27. September.

Hello everyone,

I know you're all eagerly anticipating the release of Seablip, and I'm just as excited to share it with you! I've been working on this project for nearly 5 years now.

The game itself offers a wealth of content to enjoy, and I'm hopeful that the upcoming demo will provide you with a solid taste of Seablip's core gameplay.

The full game still requires some fine-tuning, particularly in terms of quality-of-life improvements, but the most crucial aspect is defining the game's objectives and progression from start to finish. I don't want to release the game until it has a clear sense of purpose.

I anticipate that it will take me until February next year to complete this process. This also marks a break-even point for me, where my personal funding will no longer suffice. Achieving this goal will demand a great deal of dedication on my part, and rest assured, I'm committed to working hard. However, I also prioritize my family and health.

I hope the upcoming demo generates plenty of excitement and anticipation for the full release. Additionally, I hope it provides me with valuable insights into which elements of Seablip you enjoy the most and those that may need improvement before the full release.

All the best,
Jardar

Seablip Registered for Steam Next Fest: October 2023

It makes me happy to say to you all that Seablip is closing in on the release and I want to give you a small taste of what's to come:

In October, a demo of Seablip will be available for a short time during the Steam Next Fest + one extra week.

That's all for now. I am going back to work, as there is still a lot of stuff I need to address before Seablip is ready.

Wishing you all a great week!

[previewyoutube][/previewyoutube]

A Christmas Update

Hello everyone! Thank you so much for following Seablip's journey towards a release, and hello to all new followers that have shown interest lately. :)

Seablip is now less than 12 months away from a release in 2023. I am thrilled and excited to finnaly put Seablip out in the open!

[previewyoutube][/previewyoutube]



The current year has shown to be a very prouctive year, and Seablip has evolved a lot. Here is some insight into how Seablip looks right now:


Not all UI elements is ready yet..
Crew Level System. Each crew you hire can go from level 1 to level 10. On each level you get points to spend on different skills. (When crew is a Sorcerer, other skills is presentable). Crew also learn one active and passive skill that can be used in battle.

New crew class: Sorcerer
Sorcerers is something I have worked on for a long time now. They can go from level 1 to 10, and have one powerful spell they can use in sea battle. They need a mana room on the ship to recharge their powers. You can learn new spells to find different tactical approch in battles, but only one spell is avalible in a battle - the downside with a Sorcerer is that it can't work on other weapon upgrades, or rapair damaged upgrades.


Sea battle

A big chuck of new content and improvment is added to sea battles too! Here is a video showing some prison managment at the end of a battle and a battle against a Redcoat ship.

[previewyoutube][/previewyoutube]



Oh, and this was maybe not on the radar for everyone, but I showed Seablip under Tokyo Game Show this year. This was my first visit to a Game Show ever. Here is a banner I made for the event, it was a huge print on the booth.


Now, I could probly mention a lot more, but I hope you find this post interesting.
Seablip's develoment is in is most intens phase, but I am really dedicated and motivated to get it out to you in Autumn 2023!

Wish you all a Mery Christmas and a Happy New Year!

Best regards, Jardar

Seablip's first trailer is out!

Hello everyone, as promised, Seablip's new trailer is out, and an estimate for release is, Autumn 2023.

[previewyoutube][/previewyoutube]

I started to work on Seablip approximately 3.5 years ago. Probably before, as I had to learn programming and all, but that said, I can now see a release date. I must say, it took me a lot longer than expected.

That said. Autumn next year is actually closer than you think, and I honestly have a huge task ahead of me. Seablip is playable already, but it is missing the essential ingredients. - It has many empty spaces and needs more content and balancing. That is what I am going to work on until next year. Fill in those gaps, and add fun content.

Here is a list of some of the things:

  • Completing the main story (in the trailer, I focus on playable content, and most of the story related events are hidden, except the Octopus gang at the beginning🐙)
  • More islands (I mean those important islands tied to the main story)
  • Expanding Davy Locker's underworld
  • More farming
  • Cooking
  • Crafting
  • Fish variety
  • Cannon variety
  • Adding wizards with spells
  • Enemy variety (ship, crew)
  • A couple of "mini-games" (I keep those a secret)
  • NPC stories, more content, and details to daily cycles and other events
  • NPC festivals and events (more on that later)
  • Sea variety
  • In-game economy balancing
  • Battle balancing
  • More sound design
  • English translation


This is the list of most important priorities, I also have a list of other things I want to do..

But my goal is to reach that release date: feeling rich and fun. Those things I can't manage to add will be added later on if things go well.

It will be a hard year ahead of me, with a lot of work, but I think it will be worth it.

I am very grateful for having you following my journey towards a release, and I hope you can wait a little bit longer.

All the best, Jardar

Happy new year! Seablip's plans for 2022.

Hello everyone, and a happy new year!


2022 will be an important year for Seablip's development. I am so happy to say that I have reached a lot of important milestones lately, and I am going to move my focus from making everything that you don't see work smoothly + preparing for all the different types of content I want to add ("skeleton-work") to "adding content and story".

First a quick look at some big changes.



Sea battle perspective is changed from front-view to side-view. A tiny ship, owned by the Octopus gang.

After looking into all the amazing feedback from the alpha test I have worked a lot to make sea battle easier to control and understand. It was many hard decisions, changing sea battle to side-views was one of them. But I think it will offer a lot more detail, charm, and soul to each ship. I am still practicing drawing ships, but I am happy with the direction it is taking, and hope you feel it too!

I am very excited to show you all the things I have done (and am working on) with sea battle, but I am not comfortable showing you all the progress yet. All I can say is that I have reworked all systems, removed things that felt like too much micro-management, and worked a lot on individuality to each crew and cannons. Again, very excited to tell you more soon!

Redcoat brig

World Map


I have also worked a lot on my internal WorldMap editor to have all the dynamic options I need to expand the world of Seablip. Connecting the islands, story, characters, and sea battles into a great experience. Now it is solid and ready to add final content and sail routes. I still have some future functions I want to implement, for instance: weather effects, and other triggers affecting sail routes availability and a food system for traveling. (And a special fast travel home option) More on all that later this year.

From the World Map in Seablip. Here is a look at an updated version of the main island.

Mark May in your calendar!


I want to have some personal goals for this year, and one important goal is happening in May. Then I want to come with a bigger announcement about Seablip's future. My goal is to give you a better understanding of what to expect from Seablip, and hopefully (but I can't promise) a glimpse into when Seablip might be ready. So mark May in your calendar, I am excited to see where the development is then and is looking forward to showing you more on all the things I have worked on since last. I have a great feeling about this year, and it could never have happened without all the amazing support I have got from you guys!

All the best, Jardar



[previewyoutube][/previewyoutube]