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AirBorne Sea 2024 Roadmap

Hello everyone!

I'm still here, but this year has been pretty tough for me both personally and professionally.

My team and I managed to release AirBorne Sea in early access, which
I'm very happy and grateful to everyone who helped me with this. This
includes translators, who allow the game to be touched by more people in
their native language, as well as the art and design team.

For me, 2023 has become a year of change, and I hope 2024 will bring even more pleasant changes.

We don't have a lot of money to rely on, and we don't have investors
financing our work. We just make the games that we want to show the whole
world, which is why we didn't abandon AirBorne Sea and won't plan to,
even though there has been no news from us since around September.

On a personal level, I'm developing a game by myself, but I say "we"
because it's a collective contribution to this game, and I don't forget
about everyone who helps me.


Happy New Year 2024!



[h2]What will 2024 be like?[/h2]

[h3]High Priority:[/h3]

- Transition to Unreal Engine 5
The game is currently built on Unreal Engine 4, and to achieve even more graphical changes, I need Unreal Engine 5.

- Optimization
Unreal Engine 5 is not smooth on every PC with different
configurations. We need to make everything as convenient as possible so
that updates can be uploaded more frequently and work well on minimum
system requirements.

- Bugs
There are bugs and unpleasant moments when using the controller (I
don't use it very often myself, so I'm not quite familiar with how it
should work). I will do my best to fix this issue.
This also includes changing the progression system and integrating
with Steam. Not all achievements are working for players at the moment.


[h3]Mid-Priority:[/h3]

- Immersiveness
This is a bit of a sore spot for me, after collecting statistics
and feedback from those who played in early access, only a small
percentage of players were satisfied with the overall game experience.
We need to put maximum effort into making you truly immerse yourself
in the role of the ship's gunner. So that each shot feels significant,
the sounds are clear and spatial, and each damage to the ship feels
painful.

- Graphic improvements
At the moment, the change of day and night is not causing such a
strong excitement. We need to completely rewrite this system and
introduce something truly new and diverse: spotlights illuminating the
sky, a variety of explosion and effects, especially when the plane falls
into the water, as this is a very important immersion element in the
game.

- Game Mode
We've had this idea of creating a free mode for a long time, where
the player can independently set up the game and try to win. It's
already in the game, in fact, but no one has found it. So, we need to
finish this mode and publish it for everyone.

- Skills
Currently, there's not much of a sense of progress in the game. I
think we need to work on skills so they are more understandable and make
players want to study them.


[h3]Low Priority:[/h3]

- Effects
There are effects that may not significantly affect the gameplay and
should not be ignored. This includes various concussion effects,
shooting by bots from other ships, understanding what damage the enemy
caused.

- Interface
Initially, I wanted to provide the player with minimal information
about the game to create an immersion effect. However, after conducting
several tests, it became clear that additional menus with remaining
opponents, additional buttons to help navigate the menu, and some
interesting facts or plot details would be beneficial.
Also, I might want to redesign the interface a bit and make it more modern, understandable, and just prettier.

- Aircraft
We plan to do a global overhaul of aircraft design and flight mechanics.



Please join the official WerFEST Software channel if you are interested in participating in any play tests or talk with us. (https://discord.gg/mtf7JuB7tp)

SHMUP Fest with AirBorne Sea

AirBorneSea was selected to participate in Steam's SHMUP Fest starting next week, on September 25th. Check our Steam page and remember to wishlist!

AirBorne Sea Update Released

An update to AirBorne Sea has been released. The major changes include:

  • Bullet speed increase: 60 -> 80
  • Fire rate increase: 0.35 -> 0.25
  • Increasing the amount of ammo in the clip before reloading: 10 -> 20
  • Settings menu is now accessible from the pause menu during the game
  • Improved mouse speed sliders
  • Added text to skill menu
  • Fixed bugs when changing the volume slider
  • Fixed a bug that occurred when changing the camera
  • Fixed display of rain on the screen
  • Settings configuration is no longer saved to the Steam Cloud

🚨 AirBorne Sea Early Access Launch Alert! 🚨

Get your copy now and be one of the first to explore the sea in Early Access!

Don't miss this chance to be part of shaping the game's future as you provide valuable feedback to the developers.

We also congratulate all those involved on the day United States Coast Guard Day.

Subscribe to our social networks, this is also a great support for us!

AirBorne Sea has gone gold.

AirBorne Sea has gone gold!

The build has been approved by the Valve support team, and we are ready to press the "Release" button at the scheduled time on August 4th.

But that doesn't mean we're just going to release the game and forget about it. Our development plans include:
  • Reducing the number of bugs (we hope for your feedback).
  • Adding Linux and possibly a Mac version of the game (we don't foresee any problems with the Linux version).
  • Improving the sound quality (currently using free commercial sound from the Internet; sound designers' assistance is welcome).
  • Finalizing hardcore mode (almost ready, but we're not sure if it works well).
  • Improving the quality of the graphics (the game already looks good, but there are issues with water collisions and destroyed planes. We believe it's better to make the planes destructible and break apart than to have just one effect of falling into the water).



What has been improved since the last update:

  • Added destructibility to planes.
  • Implemented random environment generation.
  • Fixed a problem with the camera (previously, if you rotated a lot, the player's camera could lean to the side).
  • Optimized aircraft performance (removed unnecessary code, utilized OOP, etc.).
  • Audio settings are now properly saved (apologies for the inconvenience caused earlier).
  • Added info about planes in the popup menu (use mm_changeplane in console to look at another plane).
  • Added effects on the destroyed parts of the aircraft.
  • Implemented control settings, such as sensitivity and inversion.
  • Created a table for the player's ammo, allowing us to configure each level more flexibly.
  • Added translations into many languages (thanks to our friends, their names will be featured in the Credits).
  • Integrated color correction, although we're still working on finding the best way to use it effectively.


We appreciate all your support, including chatting with us and adding the game to your wishlist. Your encouragement keeps us going and motivated!