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Nautikin Adventures News

1.0 will be releasing on April 15th

I just finished another build packed with content that completed most of the remaining work before the release. The next build will be 1.0! It will be released on April 15th.

I am very pleased with the way this game turned out and the feedback I have received during early access. I intend to continue updating this game after release.

Very exciting! 🐬

Version 0.9.975 Update

[h2]Changes[/h2]
  • Added Nautikin first person look indicator
  • Added option to disable first person look indicator
  • Added toggle group support for lights
  • Added toggle group support for smoke emitters
  • Added highlight hovering to build mode part filter buttons
  • Added more support for VSync FPS
  • Added additional death messages
  • Added server setting to disable clients ability to bypass build warnings
  • Fixed a bug with build mode in campaign where cost color does not update when shells are added/removed
  • Fixed a bug with aircraft UI where brakes would appear on if one landing gear is destroyed
  • Fixed an error when attempting to disembark as observer with no controlling player
  • Fixed a bug with loading saved Nautikins that are dead
  • Fixed some shader gaps in buy shack golden shell
  • Fixed a bug with fixed missile inputs when loading airships
  • Fixed a bug with fixed missile inputs when capturing airships as client
  • Fixed a multiplayer bug with clients launching subvessels with toggle groups
  • Fixed a bug with smoke emitters saved on subvessels and loading
  • Fixed a bug where the game can save while an activity is initializing
  • Fixed a bug with the difficulty rating of saved rescues
  • Fixed a bug where reload sounds could play after the vessel had exploded
  • Fixed a bug where pirates would start shooting at each other when you attack subvessels
  • Fixed a bug with resetting resolutions settings
  • Fixed a bug where Nautikins can get stuck while moving at high FPS
  • Fixed a bug where objectives do not show in multiplayer until you reopen activities
  • Fixed a disconnect bug that could happen with server aborting activities in multiplayer
  • Fixed an issue where the server is not disconnected during a Steam connection timeout
  • Fixed a bug with observer recall button state when controlling player leaves
  • Fixed a bug with observer UI states on clients when activating bots
  • Fixed a bug observing vessels after they have been cleaned up
  • Fixed a bug with target lock input when a missile launcher is destroyed or damaged
  • Fixed a bug with map tide UI
  • Fixed a bug with landing gear and joining for uncontrolled aircraft in multiplayer
  • Fixed a multiplayer bug where touching Nautikins on fire does not sync with high latency
  • Fixed a bug with crew allocation when exiting a new vessel and recalling another
  • Fixed a multiplayer bug where Nautikins can fail to load while joining
  • Fixed memory leak when cleaning up vessels with build areas
  • Fixed g-force damage at high fps
  • Fixed a bug where Nautikin recall dialogs do not close with map
  • Improvements to observer UI states on clients
  • Improvements to ragdoll spaz in multiplayer when hanging from a helicopter
  • Improved accuracy of repair/extinguish items in first person
  • Changed the way projectile explosions work to add more splash damage to other vessels
  • Cannon, missile, torpedoes, and kamikaze explosions now do splash damage to vessels
  • Minor reduction to bomb damage
  • Minor increase to kamikaze attacks
  • Beach balls will now react to nearby explosions
  • Changes to columns for some UI menus
  • Lights can now be renamed
  • Fish can now be caught with "e" interaction (use first person)
  • Changed the way interactions work in first person mode
  • E interaction now matches interaction distance with interaction mode for Nautikins
  • Items can now be picked up with E interaction
  • Nautikins can now interact with the inventory of other Nautikins using E
  • Nautikins can now interact with toggleable parts with E
  • Observers can no longer interact with vessels that have no crew members
  • Code cleanup
  • Debug info will no longer display when using input fields
  • Anchor and Fish states will now display regardless of vessel mode
  • Crew list is now sorted by seat order whenever you get in / out
  • Beach ball can no longer be attached to harpoons
  • Whale will now ignore beach balls on back
  • Adjusted tooltips in server tab
[h2]Performance improvements[/h2]
  • Far away Nautikins detecting rain
  • Aircraft carrier engines
  • Aircraft carrier hull
  • Airship balloon buoyancy
  • Deck weapons
  • Build mode UI
  • Vessel launch times
  • E Interaction
  • Bullet trails
  • Bullets
  • Fishing nets
  • General improvements
[h2]Notes[/h2]
Because of explosive splash damage changes, most explosion will be much more dangerous and potentially do more damage to targets due to compound splash damage.

The probability of splash damage increases the closer the explosion is to an object.

The default behavior for lights will remain the same with the "L" key. This will also override the states of any toggle groups. So if you have light toggle groups and you override with "L" you may have to press the toggle group key twice to put it in the desired state the same way that manually interacting with other toggle groups would. This applies similarly for smoke emitters.

The new fps setting will attempt to set VSync to match the desired fps, however this must be a fraction of the native monitor refresh rate. So if you have your monitor set to 144hz for example, 60 will end up around 72fps so that everything is stable, this control is also used for exact fps if you choose to turn off VSync and/or use external GPU tools.

With 4k, I think the max performance you can get with appropriate hardware is around 144fps (depending on what is happing in the game). For 1080p you might be able to get 240fps. I still recommend playing the game at 60 fps because it will give the most consistent gameplay (if you find something that acts weird at higher fps, report a bug!). Multiplayer will likely also affect fps.

If the new server setting for build warnings is disabled, no players will be able to proceed with warnings related to too many parts or something to that end. The warning message will not change but you will not be able to bypass it.

This is likely the last build before the release build. Very exciting! 🤗

Version 0.9.918 Update

[h2]Changes[/h2]
  • Added additional Steam Deck support
  • Added default control inputs for Steam Deck
  • Added default settings for Steam Deck
  • Added logging to start / stop activities for debugging purposes
  • Added controller keybinding for countermeasures
  • Added server moderation tools
  • Added reward multipliers to some of the more difficult delivery locations in campaign
  • Added optional confirmations for salvage and recall
  • Fixed a bug with update mod when you have no local mods to update
  • Fixed a UI bug where dropdowns close after scrolling
  • Fixed some dropdown overlap in performance tab
  • Fixed a bug where Nautikins could vibrate slightly when standing still on uneven ground
  • Fixed a bug with flat swim when looking straight down
  • Fixed an animation issue with underwater jumping and flat swim
  • Fixed an animation issue with buyshack Nautikins eyes
  • Fixed a bug with harpoons sticking to map cranes in a non-uniform manner
  • Fixed a bug with dropping items on map cranes
  • Fixed a multiplayer animation issue when dying while welding and then being revived later
  • Fixed a bug where client aircraft can get stuck on the skybox limit in some cases
  • Fixed a bug where server would wait when cleaning up a vessel with no crew members
  • Fixed a bug what allowed Nautikins to be highlighted when hired
  • Fixed a bug where fixed missiles would not cycle when one of many had damage
  • Fixed a double click with controllers and island view
  • Fixed UI overlap with aircraft
  • Fixed a bug where you can break the UI by opening the menu while interacting on controllers
  • Fixed a bug with resolution when running in Desktop Mode on the Steam Deck
  • Fixed an issue with ocean shadows on lower settings
  • Fixed some shadow issues when changing quality modes
  • Fixed a potential timing issue when switching monitors
  • Fixed a potential issue with securing containers while loading
  • Fixed a bug in campaign where aborting seek and destroy can trigger a vessel refund
  • Fixed a bug in campaign where aborting a rescue can trigger a vessel refund
  • Fixed a bug with loading saved deliveries when vessels are not found
  • Fixed a UI bug if you attempt to hire a Nautikin at the exact moment an activity is completed
  • Fixed a bug with saving stacks of containers from multiple deliveries
  • Fixed a bug where in progress deliveries do not show original delivery total
  • Fixed a bug with objective indicators for multiple deliveries overlapping
  • Fixed a bug with containers not grabbed by crane following containers that were grabbed in some cases
  • Fixed a gap in the back of racing boat collider that could cause crates to do weird things
  • Fixed a bug with refunding items in Nautikin inventories when recalled in campaign
  • Fixed a bug with loading complex vessels and part cost in campaign
  • Fixed a bug with recovering fuel cost in campaign
  • Fixed a bug with jet fuel tank config
  • Fixed a bug that prevents structures being refunded when you destroy the build area
  • Fixed a bug where you can move the map while confirming destruction of a build area
  • Fixed a bug where the crane arm get become misaligned when rotating and raising for an extended period
  • Fixed a multiplayer bug when clients spam eat fish
  • Fixed a bug that can make Nautikins indestructible after eating tons of fish
  • Fixed a bug where typing "m" in the chat while in island view will open the map
  • Fixed a UI bug with chat and escape after clicking several times
  • Fixed a bug where the pirate airship will not deploy flares when you target missile launchers
  • Fixed a background error related to interactions
  • Fixed a bug with crew allocation when recalling someone else's boat after hitting new
  • Fixed a bug with loading capturable pirate vessels with a dead crew
  • Fixed a multiplayer bug with stolen pirate vessels causing a disconnected when repaired
  • Fixed a bug with loading ragdoll Nautikins far away while on boats
  • Fixed a bug with resetting resolution
  • Fixed a multiplayer bug where Nautikins can be on fire still after being revived
  • Changed some aircraft controls on controllers to better integrate with Steam Deck
  • Changed some UI behavior when on Steam Deck
  • Store inventory will now play an error sound if you cannot afford or sell an item (and other conditions)
  • Updating mods and vessels for the workshop will now auto populate the current title and description
  • Improved stability of first person aiming with harpoon
  • Flares will now light Nautikins on fire
  • Toggle HUD hot key can now be used while looking at Portus
  • UI tooltips will no longer appear while dragging
  • UI tooltips will no longer appear when using input text
  • Camera will now return to previous position when you stop using inventory
  • Adjusted inventory camera perspective
  • Removed tab abbreviations for smaller resolutions
  • Decreased the value of fish
  • Recalling vessels in campaign will now refund any items in containers
  • Fuel tanks will now leak when damaged
  • Nautikin inventories will no longer be refunded if they are far away from base when recalled
  • Campaign will now trigger a confirmation when recalling Nautikins where they will lose their inventory
  • Nautikins can no longer use health items when their health is full
  • Changed the way that final fuel cable validation works to better match the color indicators (green/red)
  • Performance improvements to save speed
  • Landing gear can no longer be activated while using the UI with controllers
[h2]Notes[/h2]
Nautikins will light on fire from both hand flare launchers and flare countermeasures. This does not apply to indirect contact (bouncing off a wall or something)

There was a lot more Steam Deck support added in this build including default layouts for the deck, xbox controllers and ps4 controllers. Playing locally on the deck can leave some desire for better performance and there may be room to further optimize in the future. You can expect somewhere between 40-60fps for the default settings, and this will decrease the more vessels you deploy and what not. Some of the stuff in the game simply requires too much, so it is unclear how much more this can be optimized with the available fire power on the deck. You can turn off a bunch of stuff in the settings and probably get around 50-60 fps, however this will likely not make the quality of the game look very good. Seek and destroy will likely drain performance. Personally I think the most fun aspect about the Steam Deck (at least with this game) is to be able to dock the Steam Deck with a TV and stream the game from a PC with more firepower. It is not recommended you host multiplayer locally on the Steam Deck. Building can be tedious with the Steam Deck or Controllers (touch pad helps) and I prefer to do so with a keyboard and mouse. But if you want to go mobile you can!

There are still some Steam Deck bugs that may prevent you from playing the game (mostly related to the mouse). Your best bet is to use the Beta branch on the Steam Deck which has some fixes for some mouse bugs and possibly for other issues later. At this point I am not confident Steam will be fixing problems with the Steam Deck so I may drop support for this device for future games and it is unlikely I will be able to help get problems with the Steam Deck fixed because I have no way to communicate with Steam Deck developers or recieve status on fixes. The game is now fully supported on the Deck (when the device is working).

I have added a countermeasures binding to controller support so you can fire countermeasures with controller only. This is currently set to Right-Bumper + Dpad Left. In most cases this will perform no other action, but for airships this will decrease your gas slightly so you just need to adjust the case if needed when firing flares with controllers. I am cramming a lot of features onto controllers with a limited number of buttons, so there are a few overlaps.

Any saved delivery activities from previous versions of the game will no longer load because the entire save structure for deliveries has changed in order to fix bugs with saving containers from multiple activities. Once new ones are started and saved they will again work as normal.

Restoring default settings with erase moderation settings.

If a fuel tank is smoking or on fire it will be leaking fuel. Fuel will not accumulate nearby like an oil leak, it will simply no longer be in the tank as if it had burned up.

Due to changes in fuel cost math, the prices of your vessel may changes by somewhere between 10-1000 shells depending on the size. But it should be more accurate.

The next build will be focused on performance improvements and working towards the release!

Guides will be updated soon.

🔥Multiplayer Madness!!!🔥

On April 12th, 7 PM UTC I will be hosting a multiplayer server with a max of 16 players.

[h2]Goals[/h2]
  • Extreme fun
  • Talk to the developer
  • Find unknown multiplayer bugs
  • Give out keys
The release of the game is likely going to be shortly after this event (weeks?) and most likely by the end of April. There have been several large groups of multiplayer I have seen during early access (4-6) players. Hopefully I can rally at least 10 for this, but no more than 16 because that is the max per server.

If you choose to join, make sure you know the basics of the game and more importantly be ready to provide information if you find a bug or something (see "Reporting..." sections here)

Check out the workshop and the guides!

I will most likely be on Discord on some channel that I will setup closer to the event. There is an in game text chat. But you can message/add me on Steam if you want or show up, say nothing and cause chaos. 💣

Here are some videos that may tell you what to expect:
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
This event will likely run several hours. I am not aware of any critical multiplayer bugs that would prevent us from playing endlessly, but if someone does find a critical bug it may require a full stop of the fun or at the very least restarting the server.

I, and likely others will be recording gameplay to make fun videos. I also find this useful for nailing down what causes multiplayer issues.

This is the first event like this for this game. Perhaps there will be more! 🤔

Version 0.9.870 Update

[h2]Fun video[/h2]
[previewyoutube][/previewyoutube]
[h2]Changes[/h2]
  • Added recovery buoy to various buy shacks
  • Added rudder trim to ship steering
  • Added flaps status to aircraft status UI
  • Added new flat swim mode for Nautikins
  • Added keybinding Left-Alt for flat swim
  • Added disable all alerts setting to misc.
  • Added additional sound effects in build mode
  • Added 9 new Nautikins
  • Added 1-8 quick keys for Nautikin inventories
  • Fixed a physics bug in multiplayer related to drowned workers and rescue missions
  • Fixed a background error in multiplayer related to cleaning up destroyed client vessels
  • Fixed a timing issue with server cleanup for subvessels with observers
  • Fixed a bug with cleaning up Nautikins on controlled map cranes
  • Fixed a bug with recovery buoys when clients join in multiplayer
  • Fixed a potential issue with ship status UI and destroyed engines
  • Fixed a bug with aircraft trim sync for destroyed wings
  • Fixed a bug with ailerator flap sync in multiplayer
  • Fixed a bug with aircraft flaps sync in multiplayer
  • Fixed a bug where saved trims do not apply right away on load
  • Fixed a bug with roll trim sync in multiplayer
  • Fixed a bug with certain adjustments where attempting to click the edge would not register
  • Fixed a bug where pivot mode would allow you to rotate the root of the vessel
  • Fixed a bug where attempting to use arrow keys for rotation or pivot would cause a snap rotation
  • Fixed an undo bug with repeatedly undoing and redoing the root of a vessel
  • Fixed some jitter when moving camera in build mode with a part selected
  • Fixed some jank with ghost camera rotation in build mode
  • Fixed a multiplayer bug with fast move toggle
  • Fixed a potential multiplayer animation issue with fast move toggle
  • Fixed a bug with ship engine state UI
  • Fixed a bug with saving destroyed engine states
  • Fixed a bug with whale spamming background errors when swimming deep
  • Fixed a save issue if you save while a vessel is being cleaned up
  • Fixed a bug with controlling in progress boat theft from pirates
  • Fixed a bug with recovery buoy on clients in multiplayer
  • Fixed a bug with loading drowned Nautikins and gravity
  • Fixed a timing issue with Nautikins dying and gravity
  • Fixed a bug with rope cleanup when entering vessels in multiplayer
  • Fixed a timing issue in multiplayer where map buttons can be pressed as players are sent back to island
  • Fixed a bug where tooltip does not close when exiting activities view from map
  • Fixed a background error in chat that can occur when clients are forcefully disconnected
  • Fixed a bug with creating waypoints in multiplayer while the server is in build mode
  • Fixed a bug where you could enter a vessel and open your inventory at the same time
  • Fixed a bug where ropes are still connected to destroyed parts
  • Fixed a disconnect error if a client shoots a aircraft while the server is cleaning up
  • Fixed a bug with bot missile lock ons
  • Fixed some loading dialog configs
  • Fixed a bug where loading screen can get stuck if server spams cleanup while launching
  • Fixed a multiplayer timing issue that could send clients back to Portus from build mode
  • Fixed a bug with pirate base pipes and client world offsets
  • Fixed a bug with subvessel countermeasures while another player is driving
  • Fixed a bug that blocked quick disembark when observing with no one in control of the vessel
  • Fixed a bug with crane travel lift that could prevent dropping containers in some cases
  • Fixed a multiplayer bug with loading or joining with containers secured to capsized boats
  • Fixed a bug with welder being stuck on if you enter another players vessel while welding
  • Fixed a bug where Nautikin will be stuck welding if the player disconnects while repairing
  • Fixed similar stuck bugs for extinguisher
  • Fixed some bugs with controllers and repairing with multiple Nautikins
  • Fixed part migration for triangle from 1.0 to 1.1
  • Fixed cockpit roof on pirate airship
  • Adjusted order of blueprints in various buy shacks
  • Adjusted some Nautikin LODs
  • Adjusted crane ladders
  • Inventory name UI will now adjust for the name length
  • Recovery buoys now work with drowned Nautikins
  • Recovery buoys are now destroyed when picking up vessels with magnets
  • Recovery buoys are now reusable
  • Changed some load orders
  • Changes to ship status UI
  • Changes to position of chat UI
  • AI ships will no longer attempt to pursue attackers outside of the search area or on land.
  • AI aircraft will no longer attempt to pursue attackers outside of the search area or to low altitudes.
  • Aircraft flap positions are now saved
  • Major improvements to pivot adjustments in build mode
  • The root of a structure now allows rotation and pivot
  • Max players for multiplayer is now 16
[h2]Notes[/h2]
The recovery buoy will now allow you to bring a drowned Nautikin back up from the abyss in addition to sunken vessels. However, this is not cost effective in campaign (if you lose the buoy) because the buoy is more expensive than hiring a new Nautikin. It does however allow you to salvage an operation that would otherwise be over or require sending a new crew member out with an entirely different vessel. It is good for an emergency if you have one in a container.

It can take a bit for the Nautikins to float up from the abyss.

Recovery buoys saved previously attached to a vessel will not load because of changes to the save format. But they will work as normal when saved again (even though this is an unlikely scenario).

You can also use buoys to prevent dead Nautikins from sinking. Though again, this is not cost effective in campaign.

Recovery buoys will now be added back to your inventory when deflated using interaction mode. When you revive a Nautikin that is still attached to a recovery buoy, the revived Nautikin will deflate the buoy and it will be placed in their inventory (if possible) so that it is not lost.

Nautikins on recovery buoys cannot ride around on boats (also they are dead), but you can attach them to other moving objects with a rope.

Ship rudder trim is reflected in the ship status UI. Steering lock does not affect trim. Additionally, trim is not reflected in the steering UI because this represents your steering relative to neutral (which includes trim). Trim will not allow you to steer beyond the maximum angle of the rudder so if your trim is max out in any direction you will no longer be able to steer in that direction.

Similar to rotation, currently pivot mode does not support arrow keys.

I was looking into an issue that I have deemed not a bug. Basically when you attempt to snap small parts to a grid, they will sometimes snap below the surface of the hull. That is because that is where the grid is closest to the small part. If you want it to snap to the hull with small parts you can lower the "Snap position interval" in misc. Basically the interval cannot be larger than the part you are attempting to snap. For example the default is 100 (1 meter) and the chair part is about 50 (0.5 meter) so when it snaps to the grid it can be up to a half meter away. Lowering the interval to 50 fixes this problem, so the intent is that if it does not snap where you want you need to change the interval or place manually then use the adjustment arrows with grid snap.

Flat swim mode is extremely useful for swimming across the surface of the water with a Nautikin without having to worry about the camera direction.

I am increasing the max player limit because there will now be more Nautikins available (2 per player). I have not tested multiplayer with 16 players, but in theory it should not be different than the 4-6 that has been tested other than the performance requirements for having 16 ships at once which you can already do and additional server load (the server can configure the max players from 1-16 for their performance needs). The previous player cap was 10. The cap is unlikely to increase again. The default max players is still 5. This cap increase will also allow more people to join for events.

Pressing 1-8 while controlling Nautikins will now activate the item in the first 8 slots. There are no controller bindings for this behavior and the keyboard bindings are read-only. The second row of items in sandbox mode do not have quick options.

Guides will be updated soon.