1. Seven Seas: Adventures
  2. News

Seven Seas: Adventures News

Update v0.8.2.0

With the release of v0.8.2.0 comes fixes from previous builds along with some major improvements - this is currently available during our Alpha test and can be accessed from your account (https://playsevenseas.com/account) - want to gain access? visit our site at https://playsevenseas.com/buy and support the game to gain immediate access!

Changes/Fixes
  • Added basic support for controllers - I don't recommend attempting to use it, doesn't work with the UI yet, only really usable for sailing - will be more fleshed out in a future update!
  • Added the bounty hunting system - hunt down targets, get rewarded!
  • Improved the games Item system to support more advanced use cases
  • Improved the games Quest system to support more advanced use cases
  • Improved the save game system to ensure compatibility with future updates
  • You can now view your items within the improved Cargo & Items menu
  • Added a Tasks menu to keep track of quests - not really used yet, but soon!
  • Improved the Quest Info panel on the HUD - it no longer shows small text and is more concise. But worry not, the extra information is still available in the new Tasks window!
  • Reworked the ship/fleet scoring system to be a bit more logical and convey a better sense of actual opponent strength (might still do more on this front)
  • Start of a major UI overhaul for the impending controller support - still much to do here, and it'll be finished once we enter the games beta!


Join the community on our Discord to directly engage with fellow captains and developers! https://7se.as/discord

Update v0.8.1.3


With the release of v0.8.1.3 comes fixes from previous builds - this is currently available during our Alpha test and can be accessed from your account (https://playsevenseas.com/account) - want to gain access? visit our site at https://playsevenseas.com/ and support the game to gain immediate access!

Changes/Fixes
  • Ports now display their key productions when docked (so you don't have to remember what you saw in the overworld)
  • Fixed an issue where AI would try to join battles they couldn't join (time expiry, mostly)
  • Fixed an edge case where agents could be saved without any ships in their fleet, essentially removing them from the game
  • Reworked the games physics system around the players ship/interaction to make it simpler (it was more complex than it needed to be)
  • Further tweaks to ship buoyancy
  • You will now automatically "examine" a port by sailing into it - no need to interact with E (but that option still exists as well)
  • AI agents now have a "base" gold mechanic that ensures they can rebuild their fleets that is based on their starting power when the world is generated
  • Increased day length to 10 minutes (to balance daily commodity production/consumption)
  • Removed the port consumption requirement for Rum (as it's used in the production of Rations, which ports consume)
  • Updated base stock for Rum, Sugarcane, and Wheat in ports due to facilities not producing rations due to high median input costs (based on port level)
    -- Level 1: 600-700 stock (was 100-350)
    -- Level 2: 700-800 stock (was 150-600)
    -- Level 3: 800-900 stock (was 200-750)
  • Updated base stock for Rations to ensure a large supply of rations in the early game (based on port level)
    -- Level 1: 500-600 stock
    -- Level 2: 500-700 stock
    -- Level 3: 500-800 stock
  • Ports will now start with a higher amount of input commodities based on their production (aside from that, base stock rules remain unchanged for all other commodities)
  • By default, facilities will now buy input goods at 30% above median price (this is the maximum input price at which all recipes are profitable)
  • In the future, I actually want to change this to where it can be "market" based - so facilities will take on higher costs when the produced goods are highly valued on the local market)
  • Facilities will also stock enough input goods for 10 crafts
  • Fixed an issue with items generating in the Pawnshop
  • Huge container update - lots of fixes/improvements
  • Fixed an issue with ship containers not properly calculating capacity based on items/perks
  • Dramatically decreased the amount of Rations that crew members consume
  • Fixed an issue with AI agents buying more rations than they needed
  • Containers now allow for "partial" items in them
  • Fixed another issue with letters of marque generating in pawnshops at world start
  • Reworked the AI Port logic to ensure they take critical key steps they weren't before (loading their hold with cargo so you have loot to plunder, rebuilding/improving their fleets, etc.)
  • Fixed an issue where killing crew using scattershot wouldn't reduce total crew for boarding events
  • Agents now start with enough rations, preventing them from draining initial stocks
  • AI will now properly be assigned a new ship when docking with just a Dinghy.
  • AI will no longer target enemy fleets that have a score of 0
  • AI will now attempt to rebuild their fleet, one ship at a time, until they reach their target (starting) strength
  • Made the EITC and Pirates minor factions (they won't declare war or have war declared on them)


Note: this version of the game is NOT compatible with older save games, and I have made it so that the game doesn't show incompatible saves - I have actually started working on a system that'll upgrade save games to ensure compatibility going forward, but save games from 0.8.1.2 will not be upgraded in the future

Join the community on our Discord (link below) to directly engage with fellow captains and developers!

Join the Alpha - Play Now!

We're pleased to announce our game has entered into the Alpha phase of it's lifecycle. We're working on implementing the last few major features, fixing critical bugs, and making changes based on user feedback!

Right now is an excellent time to be apart of the games development - both in terms of supporting its development, and helping shape the game that'll ultimately be released into Steam Early Access in the coming months.

Gaining access is simple and immediate - simply purchase an early copy of the game on our website and download a DRM-free version of the full game right away! We're constantly releasing new patches (on average once a week!)

Not only do you get access to the game - but also awesome perks like special roles and exclusive access in our Discord, and even the ability to be apart of the games developing by naming facilities or even designing Captains, Governors, and Lords!

And of course, once we end our alpha and release the game into Steam Early Access, you'll receive a complimentary key to add the game to your Steam Library!

If you're interested in helping me developing this game, consider supporting the project - you can learn more here: https://playsevenseas.com/buy

Chat on Discord!

Ahoy Captains!

We're excited to engage with you, our community, and the best way to do that is to join our Discord!

There, you'll be able to not only chat with developers, but also like-minded gamers where we can collectively share our passion for games like Sid Meier's Pirates, Tradewinds, and more!

Plus, get an early glimpse at the game and leave feedback and suggestions! We're excited to meet you all and work on building the best pirate game on the market... together!

Join us on Discord: https://7se.as/discord