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Age of Water News

Update 1.0.52.3655

[p]A new quest line, new weapons - 3 flamethrowers of different rarity, reduced fleet respawn time and text chat bug fixes await you in our new update.[/p][p]Added a new quest line where you have to fight the Atman fleets and disrupt their plans. Start it by talking to the mayor in Three Whales! Note: Dialogue texts in new quests may contain errors and inaccuracies, and voice acting is absent, we plan to fix this in the future.[/p][p]Added three flamethrowers of different rarity[/p][p]From the loot of Atman's Rank 5 ships ("Grasp", "ST Octa", "Glare" and "Midori"), which appear in some fleets on the last wave:[/p]
  • [p]"Flamethrower of Atman's Initiated" can be obtained with a 1% chance.[/p]
  • [p]"Flamethrower of Atman's Preachers" can be obtained with a 0.5% chance.[/p]
  • [p]"Flamethrower of Atman's Inquisitors" can be obtained with a 0.1% chance.[/p]
[p]From Dreadripper's loot:[/p]
  • [p]"Flamethrower of Atman's Initiated" can be obtained with a 1.5% chance.[/p]
  • [p]"Flamethrower of Atman's Preachers" can be obtained with a 1% chance.[/p]
  • [p]"Flamethrower of Atman's Inquisitors" can be obtained with a 0.3% chance.[/p]
[p]Pirate Flotillas[/p]
  • [p]Respawn time interval has been reduced from 60-360 seconds to 60-75 seconds.[/p]
[p]Atman Flotillas[/p]
  • [p]Respawn time interval has been reduced from 150-450 seconds to 75-90 seconds.[/p]
  • [p]Experience gained for sinking ships from the 2nd and 3rd waves has been increased from 750 to 1500.[/p]
  • [p]The amount of medallions obtained from opponents of the 2nd and 3rd waves has been increased by 2 times.[/p]
[p]Text chat bug fixes[/p]
  • [p]Fixed several general text chat channel errors that caused message delivery and reception failures after grouping up.[/p]
  • [p]Fixed an error that caused text chat to disconnect when voice chat was disconnected.[/p]
  • [p]Text message delivery is no longer limited by distance between players.[/p]
  • [p]Fixed a bug that caused the nickname of the sender of a private message to be displayed as "Unknown".[/p]
[p]Dreadripper[/p]
  • [p]Minimum spawn distance to the nearest player has been increased from 500 to 1500 meters.[/p]
  • [p]Boss marker display distance has been increased from 3000 to 8000 meters.[/p]
  • [p]Boss respawn time has been reduced from 40 to 30 minutes.[/p]
  • [p]Fixed power consumption issue that caused four artillery guns located inside the hull to shut down.[/p]
  • [p]Shield durability covering vulnerable spots has been increased from 650,000 to 1,000,000.[/p]
  • [p]Miniguns have been moved from the bow platform to the side cranes.[/p]
  • [p]A second four-barreled gun has been added to the bow platform.[/p]
  • [p]Dead zones have been added to each weapon, for example, the rocket launcher will no longer attack at distances less than 250 meters, and all weapons have limited aiming angles.[/p]
[p]Comment: Dreadripper has become stronger in situations where you are far from it, and it is able to fire from all weapons, but at the same time, situations where it can fire through its own hull are almost completely excluded. Thus, by getting closer to it, you can find safe places, which will become more numerous as Dreadripper's weapons are destroyed.[/p][p]Boss behind the "Hunt for the 'Scuttlefish' (Group)" teleport[/p]
  • [p]All weapon damage has been reduced by 25%.[/p]
  • [p]Detonation of each of the three generators now reduces the boss's total durability by 9% instead of 5%.[/p]
  • [p]Experience gained for destruction has been reduced from 9000 to 7000.[/p]
  • [p]Time interval blocking loot drop in case of too fast repeated boss destruction has been reduced from 60 to 40 seconds.[/p]
[p]PvP mission "Attack on Caravan"[/p]
  • [p]Durability of the main ship and escort ships has been increased by 8 and 20 times respectively.[/p]
  • [p]Reward for sinking caravan ships has been increased from 40,000 to 50,000 medallions.[/p]
  • [p]Reward for assisting in sinking caravan ships has been increased from 40,000 to 50,000 medallions.[/p]
  • [p]Reward gained per 1 second of caravan escort for defenders has been increased from 50 to 100 medallions.[/p]
  • [p]Reward limit for one player has been increased from 150,000 to 200,000 medallions.[/p]
[p]PvP mission "Treasure Hunt"[/p]
  • [p]The condition for starting missions in the northeast and southeast has been simplified. Now they should start more often.[/p]
  • [p]Capture point time in all locations has been increased to 180 seconds.[/p]
  • [p]Reward limit for one player has been increased from 150,000 to 200,000 medallions.[/p]
[p]Machine Guns[/p]
  • [p]Overheating mechanic has been disabled.[/p]
  • [p]For machine guns of levels 1-4, magazine size has been reduced to 125.[/p]
  • [p]Machine gun spread now decreases with weapon level, improving accuracy. Machine guns of levels 1–4 had their spread increase per shot raised by 20–40%, while levels 5 and 6 had it lowered by 15% and 50% respectively.[/p]
[p]Shotguns[/p]
  • [p]Shotgun damage has been increased by 40%.[/p]
[p]"Dreadripper Minigun"[/p]
  • [p]Base mass has been reduced from 150,000 to 120,000.[/p]
  • [p]Maximum and minimum spread has been reduced by 20%.[/p]
  • [p]Maximum projectile flight distance has been increased from 600 to 700 meters.[/p]
[p]"Jared's Smoke Grenade Launcher"[/p]
  • [p]Energy consumption per shot has been reduced from 5000 to 3000.[/p]
  • [p]Explosion radius has been increased from 11 to 13 meters.[/p]
[p]Other improvements and fixes:[/p]
  • [p]Turning radius of the ST Octa Seiner has been improved.[/p]
[p]Comment: Please note that due to the relatively low mass of the ship itself, its small width, and high speed, with a large number of heavy modules on deck, the ship may experience stability problems during sharp turns. It was impossible to improve the turning radius without these problems due to the peculiarities of the game physics engine, which strives to realistically model the behavior of ships of different hull shapes and displacements.[/p]
  • [p]Durability of outboard motors of levels 2-5 has been increased by 2-2.5 times.[/p]
  • [p]Cost of Smith's Neutralizer consumable, which allows resetting skills, has been reduced from 250,000 to 150,000 medallions.[/p]
  • [p]To improve comfort at the start of the game, the structure of the initial quest chain has been improved, some starting locations have been moved closer to the Three Whales, and water flows have been added.[/p]
  • [p]Fibers and ropes have been removed from drag repair recipes, and instrument parts from the "Looter Drone" recipe.[/p]
  • [p]Base quest names are now highlighted in a different color.[/p]
  • [p]Chance to get loot for assist has been increased from 25% to 33%.[/p]
  • [p]In the Chasm location, gates now open from both sides.[/p]
  • [p]Stack size of temporary boosters has been increased from 500 to 10,000 (already existing boosters will be combined after leaving the base).[/p]
  • [p]Amount of mining loot in large zones has been reduced from 14 to 7, their respawn time has also been reduced by 2 times.[/p]
  • [p]Radioisotope generator disassembly recipe has been corrected.[/p]
  • [p]Improvements have been made to the anchor and compass interface, also hints about keys that call certain menus have been added.[/p]
  • [p]Bonus from structures to shotgun firing range now correctly updates when moving the shotgun.[/p]
  • [p]Buoys marking the boundary of the game world are now arranged in a circle, and exiting this boundary leads to teleportation to the Three Whales (in some cases this can be used instead of a translocator)[/p]
  • [p]The location of the "Trader 12" island has been slightly changed so that after teleportation you can freely sail north.[/p]
[p]Thank you for your feedback and reports. We’ve released a small update 1.0.55.3660 where we’ve fixed a few errors:[/p]
  • [p]The rewards from the 'Abrams turret base' have been fixed. Players who had completed the relevant quests have now received their rewards. The old rewards have been rendered unusable and can now be salvaged for resources.[/p]
  • [p]Flamethrower rewards in quests have been fixed (we’re still working on a solution for the players who have completed the corresponding quests but didn't receive flamethrowers).[/p]
  • [p]Several bugs in repeatable quests of the new quest chain have been fixed.[/p]

Update 1.0.51.3640

[p][/p][p]In this update, the hulls of the Glare Rocket Boat and the Torpedo Boat Midori have been slightly nerfed, while the Grasp Tugboat and the ST Octa Seiner have been buffed to increase the demand for them and open up new tactical possibilities.[/p][p]Machine guns—as one of the most popular and versatile weapon types—have been tweaked to make them more balanced, especially in PvP. The minigun can still fire all 480 rounds without overheating, but if you increase its magazine size with structural bonuses it may now overheat. You can avoid overheating by assigning the minigun to a crew member with the “Knowledge of Physics” skill.[/p][p]We’ve also paid attention to grenade launchers: thanks to the increased projectile velocity, firing them is now more convenient, which we hope will attract new fans to this weapon class.[/p][p]Thank you for your feedback and support![/p][h2]Full changelog[/h2][h3]Changes to ship characteristics:[/h3][p]Grasp Tugboat:[/p]
  • [p]Reverse thrust power increased to 40% of forward power.[/p]
[p]ST Octa Seiner:[/p]
  • [p]Base displacement increased from 600,000 to 620,000.[/p]
  • [p]Hull mass increased from 200,000 to 260,000.[/p]
  • [p]Rudder angle and area adjusted (combined with the higher mass, turning stability should improve significantly).[/p]
[p]Glare Rocket Boat:[/p]
  • [p]Base hull side durability reduced from 2350 to 2200.[/p]
[p]Torpedo Boat Midori:[/p]
  • [p]Base hull side durability reduced from 3600 to 3300.[/p]
[h3]Changes to weapon characteristics:[/h3][p]Machine Guns:[/p]
  • [p]Optimal range for all machine guns reduced to 200 m. Damage beyond that will taper off down to 10% at maximum range.[/p]
  • [p]Structural bonus to reload time reduction lowered from 25% to 15%.[/p]
[p]Grenade Launchers:[/p]
  • [p]Projectile speed increased from 208 to 312.[/p]
  • [p]Range increased from 500 m to 1000 m; structural range bonuses removed.[/p]
  • [p]Structural bonus to explosion radius is now +2 m (up from +1 m on some structures).[/p]
[p]Dreadripper Minigun :[/p]
  • [p]Now subject to overheating.[/p]
[h3]Other changes:[/h3]
  • [p]Pump power consumption increased by 20%; pump efficiency decreased by 20%.[/p]
  • [p]Boss behind the “Hunt for the ‘Scuttlefish’ (Group)” teleport: weapon damage and module durability increased 2–3x; hull durability raised from 4,000,000 to 6,000,000.[/p]
  • [p]Scrap Copper requirement for Mechanism Parts increased from 4 to 5.[/p]
  • [p]Diesel Generator recipe: Chemical Waste replaced by Scrap Copper.[/p]
  • [p]Radioisotope Generator recipe: Chemical Waste replaced by Copper Plates.[/p]
  • [p]Holding down the fire button now makes cannons and rockets auto-fire the next shot as soon as reloading completes.[/p]

Update 1.0.50.3637 | Balance Adjustments and fixed

[h2][/h2][h2]Balance Adjustments[/h2][p]“Attack on Caravan” mission:[/p]
  • [p]The main ship’s hull durability now better scales to the power of the players participating in the event.[/p]
[p]Grenade Launchers:[/p]
  • [p]The bonus from bases and structures that increases a shell’s explosion radius has been increased from 1 m to 2 m.[/p]
[h3]Changes to Rank 5 Hull Parameters[/h3][p]Grasp Tugboat:[/p]
  • [p]Base hull speed increased from 25 to 30.[/p]
  • [p]Base hull durability reduced from 5000 to 4500.[/p]
[p]Glare Rocket Boat:[/p]
  • [p]Base hull durability reduced from 2500 to 2350.[/p]
[p]ST Octa Seiner:[/p]
  • [p]Base hull speed increased from 65 to 70.[/p]
  • [p]Hull’s own energy production increased from 350 to 650.[/p]
[h2]Improvements and Fixes[/h2]
  • [p]Fixed a bug in the “Three Pirates” quest that prevented starting NPC dialogues on ships.[/p]
  • [p]Fixed a bug in the Level 4 base quest “Heavy Armor” that could block progress. If this quest was active, it will now automatically restart.[/p]
  • [p]Cranes on the shipyard that visually intersected overly wide vessels will no longer block equipment placement on the deck.[/p]
  • [p]Fixed an issue that made it impossible to attempt boarding the Charisma Sailboat.[/p]
  • [p]Updated the Translocator UI design for improved button readability.[/p]
  • [p]Fixed a bug that prevented declining a group invitation with the reason "There are already 5 people in the party".[/p]
  • [p]Repair cost for the Predator Turret Base has been reduced from 200 to 12 iron scrap.[/p]
  • [p]Added missing localization for the “Dutagaz” location in the Translocator and resolved potential issues with ships becoming stuck when teleporting there.[/p]
  • [p]Fixed a bug where items installed inside the Three-Story Cabin could unexpectedly detach.[/p]

Summer Sale: 60% off Age of Water

[p][/p][p]From June 26th (5:00 PM GMT) until July 10th (5:00 PM GMT), both editions of Age of Water are available on Steam with a 60% discount:[/p][p][dynamiclink][/dynamiclink]Build ships, explore the open sea, fight pirates, and discover new routes![/p]

Wind Energy and New Horizons: Q&A about the Storm Tuning Update

[p][/p][p]Dear friends! We’ve released an update for Age of Water: new ships and weapons have been added, the new energy system is ready to challenge your construction skills, and PvP rewards have been significantly increased.[/p][p]In this post, we’ll answer the most frequent questions about the balance changes, energy, and weapons. Thank you for your support and feedback: it helps us make the game better![/p][h3]Q: What are the main goals and objectives of this update?[/h3][p]A: Our primary aim is to breathe new life into Age of Water and make balancing between speed, firepower, and survivability more challenging and fun. We’ve increased the variety of ships and weapons, rebalanced energy consumption and rewards, and ensured that every choice in the shipbuilder carries weight and encourages fresh tactics.[/p][h3]Q: How do I rebuild my top-tier ship in light of the new changes?[/h3][p]A: Now there isn’t enough energy to power everything you want, so plan carefully! We recommend first removing any extra Fan Motor modules and adding structures that boost energy production. For example, the "Torpedo Boat Midori Cabin" and the "Rook Boat Cabin A" now provide huge energy bonuses, but, as with many other cabins, they’ve been moved into a new "wheelhouse" category, of which you may set up only one per ship. However, there are other cabins and modules that grant energy boosts without that restriction (see the in-game descriptions), such as the "Three-Story Cabin”," "Rook Boat Cabin B," "Rook Boat Cabin C," and the "Halibut Conning Tower." Think through module placement and their energy demands, and balance your ship’s armament, speed, hull durability, and free cargo space to fit the new meta.[/p][h3]Q: How can I achieve sufficient energy after the update if I lack resources to craft generators and modules that give them bonuses?[/h3][p]A: The quickest and most cost-effective route is to craft wind generators at your base. They’ll cover basic needs and simple builds.[/p][h3]Q: Does it still make sense to craft an expensive Rank 5 radioisotope generator if a cheaper Rank-5 wind generator produces more energy?[/h3][p]A: Wind generators can look more efficient at first glance, but note that they only receive durability bonuses from modules—not energy production bonuses—and each installed wind generator increases the overall energy output penalty for all wind generators.[/p][h3]Q: Why did you make such radical changes to familiar gameplay elements?[/h3][p]A: We overhauled the core balance for the long-term health of the game, aiming to add depth and variety to ship and weapon choices. Before the patch, the dominant build was obvious—Midori, cisterns, cannons—leaving little room for alternatives. Now there are many viable builds, making it much harder to declare any single setup "the best."[/p][h3]Q: Won’t these updates devalue old content and the time players invested? And why were cannons changed so drastically?[/h3][p]A: We don’t believe old items are devalued. On top-tier builds, standard generators remain the best choice. While weapon balance has shifted—many older weapons have actually become more effective—cannons and rockets, if anything, lost efficiency through higher energy costs rather than reduced damage. Cannons were too universally strong—about 75% of players used only them—so we increased their energy consumption to open the field to other weapon types. Their raw damage remains the same, but in the new energy scarcity meta they no longer feel as dominant. Energy efficiency and build strategy now matter as much as sheer damage output.[/p][p]We understand this may be uncomfortable for the players who were used to their ship builds. But we hope that new opportunities and challenges will introduce you to different weapon setups while we continue keeping an eye out on the weapon balance.[/p][h3]Q: How has the maximum speed of ships changed after the rebalance?[/h3][p]A: Gone are the days of 200-knot flying boats (with rare exceptions). With a well-planned build—say, ten Level 6 cannons—you can still reach a comfortable 80–130 knots, depending on your hull choice.[/p][h3]Q: Why disable multiple respawn points and limit respawning to the Three Whales?[/h3][p]A: By leaving only one respawn point at the Three Whales, we’ve raised the stakes for each life. Returning to your death spot now requires using a translocator—and possibly a powerbank to recharge it. We also disabled forced cargo drops on death so you can decide whether to return to the place of your demise or move on.[/p][h3]Q: What do you hope to achieve with these changes?[/h3][p]A: We aim for a balance in which every player can build a ship tailored to their play style or a specific activity, weighing survivability, firepower, and speed. We also updated repair costs—previous resource requirements didn’t match gameplay realities, so most players repaired only hulls. Now that ship preservation is vital, lower repair costs will help.[/p][h3]Q: What data will you focus on after the update? Which feedback is most important?[/h3][p]A: We’re closely monitoring event statistics, ship and weapon selections, and player feedback on energy and weapon balance. We want to know what challenges you face when rebuilding your ship, whether your generators are sufficient, and your thoughts on the new meta and weapon balance. Your insights will guide our future balance decisions.[/p][h3]Q: Will you continue to make balance tweaks going forward?[/h3][p]A: We’ve already released one balance patch and will continue to track the situation and apply further adjustments as needed.[/p]