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  3. Beta 0.9.1 & Playtest Announcement

Beta 0.9.1 & Playtest Announcement

[p]I'm pleased to announce that v0.9.1 of Seven Seas: Adventures has gone our to our play testers. We're in the final stretch of trying to polish the game as much as we can before release and I'm expecting to release 1 more update before the launch of our public playtest (more on that later!)[/p][p][/p][h3]Version 0.9.1 Patch Notes[/h3][p]Changes/Fixes[/p]
  • [p]IMPORTANT: Patched critical issue in Unity that allowed code execution (https://www.cve.org/CVERecord?id=CVE-2025-59489)[/p]
  • [p]Added taxes into the game - all port economic activity will result in taxes being generated for the governor![/p]
    • [p]Shipyard generates tax revenue based on ships, cannons, ammo, and repair fees[/p]
    • [p]Market generates tax revenue based on commodities bought and sold - currently this includes contraband, but I might make it exempt, let me know your thoughts![/p]
    • [p]Pawnshops generate tax revenue based on items bought and sold[/p]
  • [p]Fixed an issue the Port Garrison scrolling[/p]
  • [p]Combat AI has been improved - they'll follow more logical paths and flee battles after taking heavy damage/becoming vulnerable[/p]
  • [p]Improved the Combat/Ship Locomotives for AI - they won't "wobble" anymore[/p]
  • [p]Fixed a bug where the Settings sub windows would be hidden when Settings was opened[/p]
  • [p]Changed how bounty values are computed to make harder targets worth exponentially more[/p]
  • [p]Existing bounties will have their values upgraded when loading an impacted save[/p]
  • [p]Fixed an issue with bounties not being created of the expected size (bounties that should have been hard were easier than expected),[/p]
  • [p]Adjusted ship score scaling to better reflect the jump in difficulty between different classes of ships,[/p]
  • [p]Fixed an issue with out of bounds calculation in the overworld,[/p]
  • [p]Fixed an issue that prevented out of bounds player from loading into a random port,[/p]
  • [p]Fixed an issue with custom facility names[/p]
    • [p]Added our first custom Facility name - Tortuga Moneylender - "Marion's Usury and Loans"[/p]
    • [p]As a note, please reach out to me (via Discord ⁠support) all Tycoon supporters so we can get your name in the game![/p]
  • [p]Implemented the games master list server - you can now host and other players can find your games![/p]
    • [p]In addition to this, there is now an official server you can join in the US East region (with more to come soon!) These are player only servers, so no AI will be present, just players![/p]
  • [p]Fixed a bug with dedicated server initialization on the first run[/p]
  • [p]Fixed a TON of networking related bugs that deal with the new world system[/p]
  • [p]Reworked the Tortuga port grid to deal with some terrain issues[/p]
  • [p]Added an out of bounds/flee mechanic to battle instances[/p]
  • [p]Fixed ship/terrain collision during battles[/p]
  • [p]Cannonballs now correctly collide with water again[/p]
  • [p]Reworked ammo usage - guns will now consistently load the same ammo type, provided ammo is available[/p]
    • [p]Significantly reduced the price of special ammo types (by a factor of 10)[/p]
    • [p]Increased shipyard max ammo count to 1000 (from 100),[/p]
    • [p]New games will start with 10 times more special ammo (30 each instead of 3 each),[/p]
  • [p]Fixed boarding during naval battles,[/p]
  • [p]Greatly simplified the boarding battle mechanics - crew and morale can easily be read to understand the fairness of the matchup,[/p]
  • [p]Reworked how Flotsam spawns in the world - it now more naturally follows sailing routes, more flotsam is spawned, and distance between flotsam is now somewhat consistent,[/p]
  • [p]Fixed an issue with the larger world map being truncated,[/p]
  • [p]Reworked trading to only deal with whole items (you can now only buy/sell at minimum, 1 crate of a specific good - ie, if you have less than 1 rations, you cannot sell it),[/p]
  • [p]Fixed various UI bugs,[/p]
  • [p]Reworked ship speeds yet again - trying to find a good balance between fast enough to explore at a decent pace (so you're not sailing for hours) and realism - along with keeping the game balanced, giving smaller ships some speed advantages[/p]
  • [p]Slightly increased the speed at which beached ships become unstuck,[/p]
  • [p]Reworked how the beached mechanic works (in terms of ensuring the player is correctly moved away from land),[/p]
  • [p]Fixed an issue that incorrectly ended a Parley when the AI rejected your offer,[/p]
  • [p]Fixed a bug that allowed permanent items to be removed from Parleys,[/p]
  • [p]Expanded cannon aiming distance - makes combat far more enjoyable![/p]
[p][/p][h3]Playtest Announcement[/h3][p]I'm going to be hard at work making some last minute refinements to the game and try to get it as polished as possible - I expect we'll have 1 more update sometime this weekend, and which point, we'll be launching our Public Playtest![/p][p]I know a lot of people have signed up for this (if you haven't yet, it's free!) and I am eager to see feedback (and bug reports) before we launch the game![/p][p]We've be starting our Playtest on November 17th, 2025, and it will end on November 23rd, 2025[/p][p]So get ready to help us do the last bit of testing on Seven Seas: Adventures so we can release the best game we can at the end of the month![/p][p][/p][h3]Demo Availability[/h3][p]After the playtest ends on November 23rd, we'll have a free demo that will be available immediately after, and that demo will continue to be available after launch - so if you can't play the game during the playtest, you'll be able to try the game before you commit to buying it![/p][p]It's worth noting that save games from the playtest (and the full version in general) will NOT load into the demo version of the game - BUT demo saves will carry over into the full version of the game![/p][p][/p][p]Looking forward to seeing you all on the Seven Seas soon![/p][p][/p][p]Best, [/p][p]Tyler [/p][p]Lead Dev[/p]