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Reclaim The Sea News

Join us in celebrating pixel-art games during PixElated Fest!



We love pixel art games, and we know you do too. So, let’s celebrate together πŸŽ‰

I'm super excited to share that Reclaim the Sea joins PixElated Festival this week! This festival is featuring some of the best pixel art games on Steam.

There will be ✨ discounts ✨ live streams ✨ art contest ✨ demos✨ developer chats ✨ all centered around beautiful pixel art games.

Check out the PixElated Festival page event for more information!

An to celebrate the event, I just released an update for the demo of Reclaim the Sea, featuring a complete rework of the fire mechanics, some usual quality of life update, and a preview of the new offensive room: the Perch room. Check the changelog for full details.

Fire rework & perch room preview update


[h2]Changes[/h2]
[h3]🌟 New:[/h3]
- Fire rework: changed the way fire spreads and damages ships.⚑
- Perch room preview: to celebrate the PixElated Fest, a preview version of the new Perch room is already available in this demo! Build mechanical birds to destroy enemy ships!

[h3]βš– Balance:[/h3]
- Increased supply stock in zones 5 and beyond.

[h3]πŸŽ† Graphic:[/h3]
- Improved positioning of large enemy ships.

[h3]🐞 Bugfix:[/h3]
- Maybe fixed a bug that prevented the game from quitting correctly.

[h3]πŸ’» UI:[/h3]
- Add an fire icon on the hull bar when your ship is on fire
- β€œAuto-pause on fire” option now triggers only for the first fire ⚑
- Added F1 / F2 / F3 keyboard shortcuts for setting game speed to 1x / 2x / 4x
- Improved text legibility for items with long names in shop (like β€œMedium automaton center level 2”)

⚑ change inspired by the community & content creators


[h2]Fire rework[/h2]
Before this update, fire was an all-or-nothing strategy: small amounts of fire were almost useless, and large amounts became impossible to counter. This update makes several changes to the way fire works to improve the balance.

- Now, each fire slowly produces damage to the ship's hull and possibly to the room in which it is located, depending on its power.
- Propagation has also been modified: each fire gradually gains in power. When it reaches a certain power, it spreads the fire to a surrounding tile.
- Conversely, fighting a fire will gradually reduce its power.

Arcane tower update



[h2]Changelog[/h2]

🌟 New:
- New defensive room : Arcane tower (see bellow)
- New events.
- Improved pathfinding to try to avoid fire.

βš– Balance:
- Reduce the difficulty of boarding events on easy difficulty level

πŸŽ† Graphic:
- Fixed some missing noses on humans
- Added decoration into rooms
- Slightly updated the game logo

🐞 Bugfix:
- Dwarf inflicting 0 melee damage
- Fixed a bug where the enemy ship would sometimes not flee when running out of ammo

πŸ’» UI:
- Improved room health display
- Crew members positions are automatically saved at game start

[h2]Arcane tower[/h2]
The arcane tower is a defensive room that destroys enemy projectiles and inflicts damage on enemies climbing onto your ship. It's a medium-sized room (2 tiles) that benefits from the magic experience of the crew member(s) who activate it. Upgrading it reduces its charge time.

[h2]Updated roadmap[/h2]
With this release, I have updated the roadmap of the game until its release.

Boarding update

Hi everyone,

I'm super excited to announce that the "boarding and combat" update is now complete and available in the demo. This is without a doubt the most important update to the game since the launch of the demo.



It was by far THE most requested feature by all players who tried out the demo: the ability to engage in sword fights between crews. After testing a number of solutions, I opted for the creation of a grappling room, enabling crew members to be sent and repatriated at close range. (Another solution I'm considering looks interesting, so I'll keep it in mind for a future update.)

The addition of melee combat required a lot of changes under the hood, notably to the 3 artificial intelligence systems of the game (general, enemy and enemy ship), so I hope no bugs have crept into this update. If you notice any, please feel free to report them via the in-game bug-reporting tool.

This update also includes new boarding-related content and the usual array of improvements and fixes, detailed below.

🌟 New:
- New room: 2x2 grappling room
- Fighting: crew member will now attack any enemy crew member on adjacent tile
- New fighting skill: dealing damage in close combat give fighting skill experience
- New events related to boarding

βš– Balance:
- Adjusted infirmary heal speed

πŸŽ† Graphic:
- Added room border to enemy rooms.
- New icon for hull upgrade, to differentiate it from other ship augments.

🐞 Bugfix:
- Fixed a bug where you could not click on your destination on the map if it was too close to the interruption point.
- Fixed a bug where infirmary would heal 2x too fast under certain conditions
- Fixed missing end of game stats / restart screen on defeat

πŸ’» UI:
- Allow any character in crew member rename field (including numbers) ⚑
- Display ship weapon information on the room tooltip ⚑
- Display destination information directly on the room tooltip ⚑

⚑ change inspired by the community & content creators

This new Steam roguelike is FTL with pirates, free demo available now

FTL Faster Than Light remains one of my favorite roguelike games of all time, so any time a new game appears in that mold I'm curious to try it out. Joining the likes of Breachway and Space Cats Tactics is new pirate strategy game Reclaim the Sea, which transports the satisfying ship management and combat of FTL into a steampunk fantasy world. Coming from French developer 1 Last Game Studio and available to try right now thanks to a free Steam demo, this is certainly one I'm keeping an eye on.


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