1. Seven Seas: Adventures
  2. News

Seven Seas: Adventures News

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]

Beta & Release Announcement

RELEASE ANNOUNCEMENT

Hey everyone! I am pleased to announce that with the game entering it's first beta build, I am confident enough to announce the games official Early Access release date - we'll be setting sail to Steam on November 25th, 2025

We're just a few short months away! There is going to be a lot of testing, fixes, and refinements that'll happen to the game between now and then, so if you want to join us on this voyage, consider supporting the games development and get Early Access and a Steam key at launch, along with many other perks up for grabs! Learn more here: https://playsevenseas.com/buy

PLAYTEST

Effective immediately, you can apply to join a future Playtest on Steam, with dates to be determined, but you can expect it to be very close to launch. Unlike our previous playtest on Steam, everyone will be given access to this Playtest! You'll be able to play the full game shortly before release (including multiplayer!) to help us find and fix any last minute bugs, and try the game out before you decide to buy it!

DEMO

I'm also pleased to announce that on Day 1, you'll be able to download and play a free demo version of the game - this demo will be the same demo we released during Steam Next Fest in March of 2025, of course with the updated mechanics!

You'll be allowed to play unlimited games, with the full game accessible, with the only limitation being no access to multiplayer and 3 hour limits per save. If you like the game, you'll be able to continue your demo saves in the full version of the game!

Join our Discord community to keep up to date! https://discord.gg/RdpeHqrpy9

Best,
Tyler
Lead Developer - Seven Seas: Adventures

Minor Update v0.8.2.3

With the release of v0.8.2.3 continues our multiplayer update, including dedicated server options for download! 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
  • Greatly reduced the fleet ration consumption by a factor of 10 (larger fleets had extreme ration requirements, stressing the ration market and taking up too much ship cargo capacity)
  • Reduced starting rations for players to 1 crate (with the new values, this should last new players, at starting fleet/crew configuration, with over 30 days of food - not to mention more cargo capacity!)
  • Fixed a UI issue with Warehouses and commodity transfers
  • Dedicate servers can now be hosted and connected to!


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

Update v0.8.2.2

With the release of v0.8.2.2 comes the long awaited multiplayer patch! 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
  • Fixed an issue with scheduled (timed) events on multiplayer clients
  • Fixed an issue with fleet metadata not containing references to best/slowest ship (in the fleet)
  • Fixed an issue on the server when positioning a client fleet when they connect to the server
  • Fixed an issue on the server that prevented a client from leaving the port examine window and/or docking (failed distance check)
  • Fixed an issue that didn't load the player faction after character creation when connecting as a client
  • Fixed an issue with other fleets drifting in multiplayer due to physics issue
  • Fixed some graphical issues with the UI introduced as a result of the UI overhaul
  • Fixed an issue with flotsam buoyancy
  • Fixed an issue with clients not being able to interact with flotsam
  • Further support for controllers (namely testing with a DualShock 4 controller!)
  • Fixed an issue with clients rendering their fleet nameplate when they shouldn't
  • Fixed an issue when Intel would say "Unknown Port" on clients
  • Fixed an issue on clients when taking any action that requires a character to say anything server-provided (like requesting a letter of marque)
  • Fixed an issue with starting dialog on clients
  • Fixed an issue with Pawnshops not rendering their items in stock
  • Container windows (markets, facilities, fleet cargo, etc.) now show used/max space with decimal places
  • Fixed an issue with used space being incorrectly returned as an integer (where it should be a float)
  • Fixed an exploit where containers could be incrementally filled beyond their maximum capacity
  • Fixed an issue with buying/selling goods from an owned warehouse and the UI not being updated on successful movement
  • Reworked (improved) how/when metadata is loaded from the server to fix a lot of issues
  • Fixed an issue with rendering others fleets on clients (issue with fleet metadata)
  • Fixed an issue where fleet visibility state wasn't accurate on clients when they initially connect (a player could be in port, but it would show them at sea)
  • Fixed an issue with the battle window not opening on clients when starting a battle
  • Fixed an issue with the battle result window not correctly displaying lost ships
  • Simplified the ship/fleet locomotive system to be more generic/robust and reduce duplicate code
  • Fixed an issue with sailing during realtime battles
  • Fixed an issue with battle results not displaying - seemingly no battle results?
  • Fixed an issue with initial battle ship positioning on clients
  • Fixed an issue with starting a Tutorial game
  • Implemented a feature to prevent bounties from generating in specific regions (no bounties in the Tutorial region)
  • Fixed an issue with clients not being made aware of new ships being created in the game (ie, someone buys a new ship)
  • Reworked on the battle UI works - now, when joining an existing battle it won't automatically make assumptions for which team you should be on, giving you a choice instead.
  • Reworked a lot of the UI systems to better handle the complexity of the newer windows added in the past patches and this patch - this also fixed some bugs as well.
  • Fixed an issue with Shipyards failing to produce Ship of the Lines


This will be our last major update for awhile as we dig into building the games last major feature: port sieges, port ownership, and port management, with a Steam release date being announced shortly after - make sure to follow along and wishlist if you haven't already!

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

Update v0.8.2.1

With the release of v0.8.2.1 comes fixes from our previous build - 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
  • Updated the text copy to correctly reflect the port being visited on the port examination screen
  • Fixed an issue with Shipyards not producing cannons, waiting for input that it didn't require
  • Increased max cannon stock in shipyards from 100 to 500
  • Increased max ammo stock in shipyards from 500 to 1,000 (preparing for ammo usage overhaul in the next combat update)
  • Fixed an issue with shipyards not producing Brigantines
  • Fixed an issue where you can't sell more than what a shipyard has in stock of cannons
  • Fixed an issue with the ocean info (wind, sail length, speed) not being displayed when at sea
  • Fixed terrain collision on the Ship of the Line model
  • Fixed an issue with map positioning while at sea


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