Road to 1.0 Hi everyone! I am so happy that I can finally start focusing on Seablip's 1.0 release. This might take me some time—it might be sometime in 2027, as I have ambitious plans—but I will also try to keep the scope down. I am, after all, just one developer. My plan is most
Road to 1.0
Hi everyone! I am so happy that I can finally start focusing on Seablip's 1.0 release. This might take me some time—it might be sometime in 2027, as I have ambitious plans—but I will also try to keep the scope down. I am, after all, just one developer. My plan is mostly about adding more "juice" to existing systems, adding more quests, and improving what is already there. I want to polish the things that need polish, and continue to patch the game using all the helpful feedback I get from you. I also want to make items and food feel more valuable than they currently are. With the new Captain Update, items are now more useful; something that isn't explicitly stated in-game yet is that your crew will throw items from your inventory to you during duels. I will add a new HUD element for better control over this feature in the future.
There will be lots of new things to explore, and one major thing you can expect is that the world will be regenerated. Old players won't lose their progress, but my goal is to merge all the maps into one huge piece (which you will have to unlock in-game). This will make it a little harder to sail to off-chart territories because it requires more sailing, but it will also give a better feeling of exploration.
Ships that can sometimes hunt you when you are sailing the world map.
A boss battle against the army of the dead, a revenge quest, and more.
Lots of new crewmates to hire (including goblins and fish-crew).
While I step into my "quiet" development bubble (will still be lurking here on the forum checking for feedbackːsteamhappyː), here is a comparison of Seablip and what it looked like many years ago! Back in those days, it even had a different perspective!
Changelog / Bugfix 0.8.5_15 BUGFIX: Barrel crew boarding castles did not work!! New: Longdog quest is now protected by a easier castle! If you revive crew on menu (while home) they will be sent to home island if ship is full Buy crew on home island (from world map HUD) will send
Changelog / Bugfix 0.8.5_15
BUGFIX: Barrel crew boarding castles did not work!!
New: Longdog quest is now protected by a easier castle!
If you revive crew on menu (while home) they will be sent to home island if ship is full
Buy crew on home island (from world map HUD) will send crew to island if ship is full
Buy crew from other islands (world map HUD) will now send crew to empty bottles if you have full ship, but empty bottles
Gamepad
Steam Virtual Keyboard does not show on select, but on submit (click) when selecting inputfields
Fix: Island hotbar selection now deselect if the virtual mouse is removed (previously had duplicate selection)
New: Tiny Gamepad text tutorial for Castle (on new game)
Fix: Dpad down on ship view (no battle) focus Ship Name tag
Fix: Dpad up on ship view (no battle) focus Crew Placement Mode
Changelog / Bugfix Fix: Could lose focus in Ship Salvage mode using R2 Fix: Flying fish and seal (world map) despawn bug Fix: Scrollbar update for Merchant items (works with Gamepad) Fix: Scrollbar update for Equipment (had minor bugs) Fix: could not trash castle equipment using
Changelog / Bugfix
Fix: Could lose focus in Ship Salvage mode using R2
Fix: Flying fish and seal (world map) despawn bug
Fix: Scrollbar update for Merchant items (works with Gamepad)
Fix: Scrollbar update for Equipment (had minor bugs)
Fix: could not trash castle equipment using the trash button.
Fix: Virtual mouse available again (Currently only work as a helper if gamepad gets soft locked in HUD)
Fix: Castle Build mode exploit using num keys
Fix: Gamepad focus stuck on Gamepad Sensitivity Dropdown button
Fix: Item found pop up bug
Improved Gamepad Input for battle:
Change: Focus left Ship/Castle using L2 and Focus Right Ship/Castle (if any) using R2
Improved gamepad focus in battle: stick to last zone if jumping back and forth between HUD and ship/castle
Shift crew using L1 and R1 (as before)
New: South Button click on zone with crew to select this crew (if no crew is selected before)
West Button deselect crew (as before)
Change: East Button is now used to toggle Tactic/freeze time mode
Ship Battle: D-Pad Up and D-Pad Down select Crew abilities (HUD).
Castle: D-Pad to select various HUD elements
Change: Only left stick can navigate on Ship/Castle (Since D-Pad is used for HUD jump)
Known issues: - Gamepad: Touchscreen might not work atm. - Gamepad: Use virtual cursor if you get soft locked in a HUD without any focus. (Let me know where it happens so I can patch it)
Gamepad - Virtual mouse is removed for now. It could cause selection to glitch in placement mode on Castle/Ship. - Mouse click no longer deselect focus. - Updated the Castle tutorial slightly to show how you currently switch selection from HUD to placement mode. - Gamepad have se
Gamepad - Virtual mouse is removed for now. It could cause selection to glitch in placement mode on Castle/Ship. - Mouse click no longer deselect focus. - Updated the Castle tutorial slightly to show how you currently switch selection from HUD to placement mode. - Gamepad have several known glitches, and might also have places where you get softlocked. Please let me know if you find anything. I will try patch it quick. - I would appreciate if you tell me how I can improve gamepad to feel more intuitive if you find places where you don't feel the controls is fluid.
Bug fix - Previously found pocket crew can now visit you in tavern (built on home island). - Prison Island black screen. This is fixed and testet for some players, but let me know if you still experience it.
Hurray, a new major Seablip update is now live! This one has been real fun to work on, but also super tiresome. My head has been a thousand places at once, and it has been a very hectic balancing act with long work nights and family, but I made it. I really wanted to have this up
This one has been real fun to work on, but also super tiresome. My head has been a thousand places at once, and it has been a very hectic balancing act with long work nights and family, but I made it.
I really wanted to have this update out before the 2-year anniversary of Seablip on May 17th. I hope you like the new duel mechanic; this is a key element for how I imagined tying some of the story elements together in 1.0.
There is some stuff I expected to have in this update that I had to skip just because time did not allow it. I felt the most important thing was to try polishing the new Captain Duel as much as possible. This does not mean it is perfect yet, but I hope it will be lots of fun.
Let me know what you think about the new Captain Duel, and then I can adjust the balance if there is something that feels off.
Controller Support
Another long-awaited piece of news is that the game now has "full" controller support. You can play the game without a mouse! BUT, it is early. I know there are several bugs and possible soft locks with the new HUD navigation. So, if you use a controller, let me know how the new controller support feels and which bugs I need to squash.
Side note: I know there has been a lot of feedback on the current Seablip version that I haven't had the time to address yet. Rest assured I try to read all your feedback; I might just need some time to address balance issues and bugs.
Captain Duel
Behold! You can now use the sword in close combat! Or maybe throw something? ːsteamhappyː
Battle rival Captains using 17 unique swords—each featuring its own special attack ability—while crew members throw health, armor, spell books, and other useful items to turn the tide of battle. Be careful, as enemy captains can also grab items mid-battle, creating chaotic and unpredictable showdowns!
A brand new questline is added: challenging 10 mysterious Galleon Guard bosses in duel! Grandpa William also offer you a duel tutorial if you start a new game.
Outside of the new questline, enemies encountered during normal ship battles can now challenge players to Captain Duels instead of traditional ship fights, with each enemy faction using their own unique tactics, abilities and ship layouts.
Enemy Fleet Challenge
This update also introduces new Enemy Fleet battles, tasking you with taking down multiple enemy ships back-to-back without pause. This feature is in very early development and has some visual glitches, so I have only added two enemies to the world map for now. I intend to explore the fleet option more as I progress toward 1.0.
Lockpick Mini-Game Update
The lockpick mini-game now shows a power bar. I originally did not intend for this, but I don't think it hurts the feel of the game, and I know some of you have asked for it. Let me know what you think! :)
New Music!!
Two new soundtracks have been added: one for Captain Duels and one for Castle battles.
Gamepad/Controller Support (No Mouse)
This has been on my list for a long time. It was a very time-consuming task, so I lost some time adding new content, but it felt right to start this improvement now. I know many of you expected it earlier.
Is it perfect now? No. Is it better than before? Hopefully, MUCH better! You should be able to play Seablip without the need for a mouse at all if you use a controller. Because this is such a big change, there is a high risk of bugs—there might be menu buttons I forgot to support or places that "soft lock" you, requiring a mouse or virtual mouse to fix. If you encounter these, please let me know so I can patch them.
I have also changed some keybindings and reworked the key rebinding menu. Additionally, I added a controller map to show the basic controls; this is currently only visible when you start the game with a controller connected, but I will add it to the HUD soon.
If you have suggestions to make the gamepad support feel more fluid, please create a Steam discussion or email me via my (https://seablip.com/contact-1). I know it can still improve!
Other Minor
QOL: Save button for crew starting position during a fight
QOL: Grandpa's funeral has a teleport option if you miss it.
More wildlife and mini events on the world map.
One new ocean type for sea battle (slightly more ocean, but else quite similar)
More sound effects
Captain Duel is fun, chaotic, intense, and changes the game completely. It is the "pirate juice" Seablip needed to feel diverse and alive! With this new mechanic in place, I can now focus on completing Seablip's main story and adding some very interesting duels and plotlines.
Hello everyone, I am still here and working on the next Major Seablip Update . I expect this to be ready in middle or end of May ! I haven't been able to follow up on all your messages, but my work on Seablip continue! I am very excited to get it out! ːsteamhappyː Captain Battle
Hello everyone, I am still here and working on the next Major Seablip Update. I expect this to be ready in middle or end of May! I haven't been able to follow up on all your messages, but my work on Seablip continue! I am very excited to get it out! ːsteamhappyː
Here is a VERY early work in progress video of the new Captain Battle. As you can see, it offers a slightly different perspective. I hope this will give more variation and fun experiences while playing Seablip. Your crew is cheering for you and can throw you items to aid you in battle. These items are picked from your inventory, so plan accordingly.
I intend Captain battle to be an alternative way to solve ship battles. Perhaps not always available, but sometimes you can choose to solve a conflict Captain v.s Captain or a normal ship battle. I hope this will offer new challenges and more ways to connect with yout crew. For instance if you have a Wizard in the crew he can offer you other items for aid during a Captain battle than a normal crewmember.
The new update will also add a number of bug fixes and some other stuff.
Ahoy everyone! Thank you so much for all the incredible feedback on the new Castle Update - it makes my job 1000 times easier when you are so good at sharing bugs, explaining what you like and dislike about the game, and discussing what you wish I would add and change. I think it
Ahoy everyone! Thank you so much for all the incredible feedback on the new Castle Update - it makes my job 1000 times easier when you are so good at sharing bugs, explaining what you like and dislike about the game, and discussing what you wish I would add and change. I think it is time for me to make an update on Seablip’s Roadmap.
Just a quick recap first on Seablip’s milestones:
17 May 2024 - Seablip released in Early Access
October 2024 - Wizard & Flag Update
December 2025 - Castle Update
I know some of you didn’t like the long wait between the Wizard & Flag to this Update. I understand you! In my defense: I have two kids now. Life has been hectic - luckily, they are a little older now, and I have more time (less sleep) to concentrate on new updates. I am fully dedicated to getting Seablip to 1.0!
I also know some people are asking when gamepad support will become better. Some Steam Deck players are already happy, but I know many don’t like it at all as it is now. I am sorry - I just don’t have enough arms to work on everything at once. I will continue to improve the gamepad support, but you have to understand that I will prioritize content and bug support and try to sneak in improvements whenever I have that extra energy and time. I don't have a team behind me, so I can't just delegate this task to anyone else.
The path forward
Seablip’s 1.0 release is not that far away. With the Castle Update now out, I will say the most important game mechanic I wished to develop is finished (I will still improve it).
From the feedback, I understand that many are looking forward to more quests and the story expansion. I know there are many that don't like that they miss Grandpa's funeral because it can be difficult to find it in time (this will be patched so that player get an option to "teleport" to the funeral or choose to skip it themself).
I have made some changes to the earlier Roadmap I posted and merged the last two updates into the 1.0. This helps me concentrate on making Seablip more polished and finishing loose ends.
I plan to focus more on story and quests for the 1.0. I want the story to be connected to the game's core mechanics, and since I still have a few plans left, you will need to wait some more for this content.
That means there is only one last Major Update before the 1.0 release! The next Major update includes Captain Battle, more fishing (the missing content for the guy that sells fish equipment), and maybe «land battle» against pirates. I say maybe, because I really only want to add it if it feels fun, but I don't want to get stuck too long testing different systems, as I did with the Castle Update. In the worst-case scenario, I have to focus on this after 1.0 if I see it takes too long to find the right way to do it.
The 1.0 release. This will finish the Main Story (with a boss fight or two) and expand with lots of new quests. This update will probably change the world map significantly (giving both new and experienced players lots of new things to explore), and I will focus on adding more trade routes and life to the world. Redcoats' main island will be fully open, and many more key islands will be added to the game.
Next Major Updates
Fish & Fight Update
Captain Battle (instead of a ship battle, you can sometimes choose to do a "Captain Battle". Your crew and enemy crew are gathered around in a "circle" to see which captain is the best)
NEW Game Difficulty setting!! (Easy, normal, hard) - This is a work in progress. I might need to adjust a lot! I am trying to balance the normal version most. The Easy and Hard settings have not been tested much. Any feedback on the difficulty settings is very valuable for me, so
NEW
Game Difficulty setting!! (Easy, normal, hard) - This is a work in progress. I might need to adjust a lot! I am trying to balance the normal version most. The Easy and Hard settings have not been tested much. Any feedback on the difficulty settings is very valuable for me, so I started a new Steam Thread for this: Seablip Difficulty Feedback
Changes
Repairing a captured ship only costs wood and, in some cases, wood and iron (Meaning it is easier to capture a new ship).
Enemy skill point balance change: reduced skill points
Enemy Crew Level reduced slightly for ship/castle battle
Crew Attack Damage is reduced slightly. Defending crew has +1 attack damage more than the boarding crew (previous +2)
Crew attack speed is removed, and is currently equal for everyone
Double Barrel Cannon reload speed increased (fixed from version 0.8.025)
Potion Lover skill has changed. This skill now revives the crew with half health if the crew dies because of crew damage.
Skeletons start with half health on revival
Double Barrel Cannon has a longer repair time if broken.
Bug fix
Finding a treasure without a crew following you could try to create a crew reaction, leading to a glitch (fixed from version 0.8.025)
The player could not level skill points above 10 (forgot to remove the old "cap") (fixed from version 0.8.025)
Bomber Parrots could drop bombs on destroyed (removed) castle modules.
Visual: The spell: Curse Damage showed x2 - changed to +1 (since this spell gives +1 damage)
Visual: Obsidian stone had a shiny iron animation.
Enemies could have multiple demonic altars for resurrection; this is now limited to 1.
Visual: Double Barrel Cannon had a sprite mask issue
Known Issues (some of them)
Confusion Cannon and Magnet can sometimes bug the crew
Sometimes, when you have destroyed a castle (no more castle parts left), there is no victory option (you have to win by enemy crew damage). Seems to only happen with pirates(?) (Will add a fix soon, trying to find the source)
Moving back and forth could potentially lead to a better attack speed for the crew (will add a cooldown).
Changing the ship while in the map challenge will not update ship's health correctly.
Visual: Castle victory menu shows the wrong crew leveled up
Ahoy everyone! At last, the new Castle update is now out! Thank you for all the feedback from the Unstable version. I am excited to hear what you all think. This new update brings along a lot of new content , but also a massive change in balance , hopefully giving a better experi
Ahoy everyone! At last, the new Castle update is now out! Thank you for all the feedback from the Unstable version. I am excited to hear what you all think. This new update brings along a lot of new content, but also a massive change in balance, hopefully giving a better experience for everyone. I will follow up closely for any feedback on this new update and start working on the next major one. I will also give you an update on the roadmap soon with more info on how we are closing in on the 1.0 release.
This new expansion brings more than 139 castle parts, companion crewmates, and reimagined enemy balance to Seablip.
Utilize 139 unique castle parts to design and fortify your island, and prepare to defend against enemy sieges
Attack 35 massive enemy castles belonging to six factions, each featuring a unique design and challenge (3 legendary!!)
Choose one pirate companion who will now follow you on land adventures and assist you on your home island
Discover new cannons and equipment for both your ship and castle
Jump into a game with new enemy AI, skills, and systems, ensuring a more dynamic and challenging experience
Test your mastery with new Steam Achievements
New random layout generator for enemies! The enemy is rebalanced and adapts to player progress (both ship and castle). They have more variation in equipment layout, and each faction now has 1 or more unique weapons that only they can use (ofc the player can too) —smarter enemies with new AI priority balance changes.
Turtle Cannon is a new legendary cannon. It is super slow, but it does devastating damage. A weapon commonly used by Goblins. This is one of several new equipment added to the game. Some old equipment also has some changes in behaviour. Healing room now heals a lot more, but has a slower speed.
Choose one pirate companion who will follow you on land adventures and assist you on your home island. In the future, the companion will help fight against land enemies!
You can now level up every sailor (including the player) to level 20. Crew skills are now learned on levels 5 and 10. Enemies now also utilize skill points much more smartly. Each faction has its own focus on skill points and offers different challenges in battle.
Note: Since the Unstable Castle Update was released, several patches have been shipped, so you might have already tried some of these changes, but here is a small overview. Language Spanish and Russian versions can be tested (community translated, and still WIP) New: Castle chest
Note: Since the Unstable Castle Update was released, several patches have been shipped, so you might have already tried some of these changes, but here is a small overview.
You can now opt-in to try the Unstable Version of the Seablip Castle Update! New game recommended for optimal experience. Please remember to back up your save files before playing the Unstable version, as some bugs may appear. If you find any bugs please feel free to report them
You can now opt-in to try the Unstable Version of the Seablip Castle Update! New game recommended for optimal experience.
Please remember to back up your save files before playing the Unstable version, as some bugs may appear. If you find any bugs please feel free to report them through Steam.
Hello everyone, I am thrilled to give everyone who can’t wait a chance to join the unstable Castle Update! The new update brings a whole new type of challenge with the new Castle mode. I am excited to see how it plays for you!
For me, there is still content to be created and bugs to be squashed before it goes stable, but it is also a valuable opportunity to gather feedback on the new balance in the game and to tune up the fun. I have done major updates in how enemies select ship and castle equipment, how enemies use skill points, among other changes. I think it offers more challenges, but also a more stable experience for everyone - with this update, it is now possible for me to start working on a custom difficulty setting that can bring even more challenge to the hard-winded sailors, or a softer experience for those who want to have a more chill experience. I will carefully read your feedback on the new enemy balance and try to work on this feature with that feedback in mind, but first priority is to fine-tune the normal setting.
Patch Note:
New Castle battle mode added! - defend your own castle, or attack enemies
Castle crafting added! Go to the castle workbench on the home island to build yours
Pick a crewmate to follow you on your adventures!
Enemy rebalance - New random layout generator! - (ship and castle)
Enemies will now lay siege against player's castle
Attackable enemy castles (currently available: Bluecoat, Redcoat, and Pirates - a total of 14 and 2 (legendary) extremely difficult for the players that want an impossible challenge)
New crafting prices for equipment to better reflect their performance
Minor price changes on certain items
A few new equipment added (mostly for the castle)
New inventory UI display now shows player item count when crafting or buying equipment
Grandpa story event (intro) is connected to player's castle
Enemy AI priority balance changes
Weekly crew payment is removed
Crew morale deterioration is lowered by 1
Enemy wizard spell cooldown increased by 5 seconds per spell
Melee attack damage increased significantly
Boarding crew does less damage than defending crew
Hey everyone! I know you’ve been waiting a long time! I’ve been working hard to make the next update exciting, challenging, and fresh while staying true to core Seablip gameplay . After a lot of trial and error, I finally found the secret sauce — and I can’t wait for you to try i
Hey everyone! I know you’ve been waiting a long time! I’ve been working hard to make the next update exciting, challenging, and fresh while staying true to core Seablip gameplay. After a lot of trial and error, I finally found the secret sauce — and I can’t wait for you to try it!
I'm really excited to share with you a teaser for the "Castle Update", which will be the next major update coming for Seablip! I can't wait to see what you think! CASTLE BONANZA!! ːsteamhappyː
New Autosave is added each time you enter the world map (sailing). This can be toggled on/off in settings. Note: For old seadogs, the autosave feature is turned off, so you would need to turn it on in settings! For new players, it will start on. I know several people have request
New
Autosave is added each time you enter the world map (sailing). This can be toggled on/off in settings.
Note: For old seadogs, the autosave feature is turned off, so you would need to turn it on in settings! For new players, it will start on.
I know several people have requested this feature, so I hope this can be of benefit for those who like the game to save more often. Autosave is an option, so for those who like to keep the old save system, just make sure to toggle off autosaves.
This should also work when you are doing a world map challenge (it saves after each battle). So those who want an easier playthrough can load if they lose. Or for those who need to stop playing and want to continue the challenge next time they play Seablip.
Please let me know if you experience any bugs with this new system. I have done my best to keep it bug-free, and I also added a second backup of your savefile in case something goes wrong. Each save now has two backups: "savefilename_old" (previous save) and "savefilename_backup" (backup of last "new day" savefile)
Minor
Last spell book page is saved (when loading game)
Bug fix
Controller issue. Using the keyboard for movement while a controller is attached could switch hotbar selection (island gameplay)
Hi everyone, I know you are eagerly waiting for new updates! Due to my family situation and that I am the only developer of Seablip, the journey towards 1.0 release is taking a little longer than anticipated. However, my dedication remains as strong as it was in the beginning. As
Hi everyone, I know you are eagerly waiting for new updates!
Due to my family situation and that I am the only developer of Seablip, the journey towards 1.0 release is taking a little longer than anticipated. However, my dedication remains as strong as it was in the beginning. As my children are getting older now, I'm able to focus more on creative development. I am trying to keep steady progress, without too much stress. This means it takes a little longer between updates, as I want to ensure I am making content with quality and soul. I am sorry to all those who are eagerly waiting for new updates. And your patience is greatly appreciated! I just want to make it clear that I am still fully committed working on Seablip. I have worked a lot on the next update, and will continue to keep a steady course towards Seablip´s 1.0 release. Looking forward to making it the pixel pirate adventure I dreamed it would be, and worthy of your time.
Japanese Translation
I am very happy to announce that Seablip now has a Japanese translation! I still remember the first game I ever played on my Gameboy Color. Pokémon Blue! It feels like a special privilege and honor, to finally have my own game translated to the origin language of my first gaming experience.
Tokyo Game Show 2025
If you are in Japan during the Tokyo Game Show, you are welcome to stop by my booth to say hello. I will be there all days - looking forward to stepping out of my development cave to amazing food and talking to lots of people!
Minor Fixes
There is nothing new in terms of content in this update, but it includes a couple of bug fixes and improvements to existing systems. For instance:
Crew Menu improved - less clunky, and "Collapse Buttons" have a cleaner look.
You can send sailors home (when docked at home island)
If you are on the world map and docked at your home island, you can access the same crew option as you get when you are moving on the island (revive/send sailor home/send sailors to ship). To add later: Crew Management Button on the Dock Menu
Hey everyone! Seablip version 0.7.626 is out now , and you can now upload and download mods from Steam Workshop! ːsteamthisː Steam Workshop Integration You can now upload your mods to Steam Workshop and subscribe to other mods. Use the Mod buttons on the start menu to enable/disa
Hey everyone! Seablip version 0.7.626 is out now, and you can now upload and download mods from Steam Workshop! ːsteamthisː
Steam Workshop Integration
You can now upload your mods to Steam Workshop and subscribe to other mods. Use the Mod buttons on the start menu to enable/disable mods.
Let me know if you have wishes/feedback to support mods better.
French and German localization
Thanks to the help from super dedicated players, Seablip now has almost full German and French translations (some words and stuff might still need updating, so feel free to report any text errors).
I have players helping out on other languages too, but Seablip is text-heavy, so it takes time - I will update with new languages when I get it, and if you would like to help out with localization, you can reach me from here: https://seablip.com/contact-1
Modding - Ship Builder
You can now capture a modded ship! ːsteamhappyː
You can now preview the ship you are modding with the ship builder. It only shows the preview if the vessel has a valid layout. This makes it much easier to spot errors and improvements you want to make to the ship.
Edge cases for modding: Be aware that if the modded ship layout changes and you have captured this ship on an old mod version, the captured ship will not get the new layout (only the new sprites) - this is to prevent possible game-breaking issues on loading. This should also prevent you from losing equipment if you have captured a ship from a mod, then unsubscribed. If you dismantle the ship and capture a new one, it will have all the updated data. And all enemies will always have the up-to-date mod version.
Modding - Enemy Crew
You can add new enemies to one of the existing factions in the game. More updates for this will come later.
QOL
12 inventory slots for ship equipment instead of 3. Upgrade price is much cheaper per new slot unlocked.
The magic bottle for sailors no longer breaks on use (but they are much more expensive to buy)
Right-click on sailors to place them in a bottle (if a bottle is available)
Ship on the world map, sail speed increased slightly
Bug fixes
Fixed. Some players experienced that the character movement got stuck in one direction (let me know if this bug still exists)
Hi everyone, as some of you already know, my family recently got a second family member, which is why I don't manage to be as active as I want to on the forum, but today, you finally got a new update: Mod Support Enemy Ship Creator You can now use an editor tool (found on the Sta
Hi everyone, as some of you already know, my family recently got a second family member, which is why I don't manage to be as active as I want to on the forum, but today, you finally got a new update:
Mod Support
Enemy Ship Creator
You can now use an editor tool (found on the Start Menu of the game) to create as many enemy ships as you like. You can create your own art, and set the layout and difficulty + more. You can enable and disable mods as you like.
Enemy Crew Creator
You can generate your own homemade enemies and set the dedicated faction they belong to. (Use the spritesheet template to draw your own art.)
This is the initial mod support and plans:
Steam Workshop integration is next. Then you will be able to upload and download mods.
Currently, players will not be able to capture modded ships, but I intend to support this later (but I need to make a safety system to handle missing mods on save/load)
There is sparse guidance for the new mod system. I intend to add a better guide for it, + a couple of things to improve the tools. Let me know if you have ideas/wishes.
Fortress & Exploration Status
I am still working on this update, and it is taking me longer than expected, mostly because, as said earlier, my family just got bigger, so I can't work as much as I used to. I know a lot of you are looking forward to this, so I will do all I can to work on it.
Bug Fixes And New Stuff
I squashed some of the most annoying bugs that came along with the last update (the screen bug should have been fixed now, else let me know). I also updated the newspaper text to size the text headers correctly.
There is one bug that is in the current build that I am aware of, and this is a visual glitch that happens on certain sprites (but only for a short time). This is a game engine bug for which I have made a workaround, so it only happens on some rare occasions. Will look more at this later!
I added a couple of other minor things in this update, including a Spell Queue system for wizards. You can now queue up to three spells.
Hi everyone! Sorry for the wait. I know a lot of you have asked for updates and this time it has taken me some time. My family is about to be +1 in size, and as most of you are aware, I am working on Seablip alone so things take a little longer than expected, but rest assured tha
Hi everyone! Sorry for the wait. I know a lot of you have asked for updates and this time it has taken me some time. My family is about to be +1 in size, and as most of you are aware, I am working on Seablip alone so things take a little longer than expected, but rest assured that I am still working fully committed to Seablip! :)
The next big update will most likely take a little longer than I expected, but the next update is also a major one, so I hope you can keep up with me. On the bright side, I have some plans for a couple of quicker updates in the coming weeks.
The next update I think some of you will appreciate a lot, it will add some light Modding support to create enemy ships. I wanted it to be ready for this update, but I have to postpone it until I get it integrated with Steam Workshop.
I know this update does not cover all the bugs and feedback reported, but I hope it fixes some of it. The main addition in this update is not content-driven, but Seablip now supports Localization! ːsteamhappyː I know a lot of you have asked for this. All text is now converted to a google Sheets document so that it can be translated into multiple languages.
If someone feels the need to help translate (I got asked that a lot), I am now able to provide a google document with you. Please send an email from Seablip's website: https://seablip.com/contact-1 (Warning: It is text-heavy!)
I don't plan to officially support any other languages before 1.0, but if I see that the translation is looking good enough I add it into the Early Access version anyway. (Not ready yet: but already got some amazing help translating into French and got help fixing the English version too)
Here is today's patch note.
Patch Note:
New:
Localization Support!! The game can now be localized to any language. My pixel art font does not support every character and will use a non-pixelated font if the character is missing. I plan to expand this later, but not sure how many characters I will manage to support in the end with the pixel style.
Fame Highscore - you now get fame from battle victories. (Plans: High fame can lead to enemy ship hunting you for bounty on the map!)
Changes:
Sailors morale point gained by gifts is boosted. Points gained by gift: Best +14(old +7), Good +7(old +3), Normal +3(old +1), Bad -3(old-2), Worst -7(old-5)
Key Binding Update
Deselect crew in battle now: Right Click or Ctrl or Equal Num Key as selected crew
Switch crew while in battle is now: Num Keys or A (left) D (right) or scroll wheel
Menu is now ESC or TAB or I for inventory
Rotating puzzle piece is now Right Click
Captains Log is now C
QOL
Player interaction direction/tools can now be either player look direction or (old) mouse position on the screen. (Giving huge improvements to controller support)
Searchbar for Ship Equipment (type the equipment name)
Swap the sailor index in the crew menu (if you want a different layout in battle)
The scrollbar on Load Game is now working.
Sailor's preferred position in battle is now saved per ship and is more consistent even if you lose a sailor and then later revive them. (Preferred position can be set on the ship menu as previously, but is no longer updated to last sailor position on battle end)
Trash can in inventory moved to different positions to avoid being confused with fish bait.
Bug fixes:
Reward for mediumship is no longer 9000 gold
If you got all castaway sailors from rescue missions/the map, you were able to rescue Mutombo multiple times
Rare cases where the game stopped working before battle (issue with sailor's preferred position)
Some items fall in the water when they should fall on the ground.
New You can now see skills and stats for crew in Magic Bottles Common Blueprint Challenges can now spawn on the 1 skull challenge event Changes Water Warning on Ship HUD adjusted to be more correct to how much water is in the ship Bug Fix Fodder Cannon misses target (should not m
New
You can now see skills and stats for crew in Magic Bottles
Common Blueprint Challenges can now spawn on the 1 skull challenge event
Changes
Water Warning on Ship HUD adjusted to be more correct to how much water is in the ship
Bug Fix
Fodder Cannon misses target (should not miss target unless a submarine underwater or target area is gone)
The quick button and scroll wheel did not work for crew at index 6 and 7 in battle
Walking Speed in battle was not calculated correctly!!
Magic Magnet used in the same instant as the enemy ship is sunk could cause a visual glitch with the enemy crew
I might or might not have fixed an issue where in certain victories the sail button only offers "Escape" (Let me know if you continue to win the battle, but do not get the option to "Sail")
Visual bug. The Kick Crew menu did not work for a 6-size crew.
New Player Max Crew Cap increased +2 (You can now have 6 crew + Captain) You can see crew and enemy stats when hovering over crew while in battle (tactical mode needs to be true) You can see crew stats when hovering over Npc dialog for a crew you can hire + you can see crew stats
New
Player Max Crew Cap increased +2 (You can now have 6 crew + Captain)
You can see crew and enemy stats when hovering over crew while in battle (tactical mode needs to be true)
You can see crew stats when hovering over Npc dialog for a crew you can hire + you can see crew stats on Cast Away crew rescued on the map.
Forgot to add visible crew stats to crew in Magic Bottle, will update this in next update!!
You can see crew likes and dislikes on gifts that are given before. (Retroactive)
More cannon fire and impact sounds
Changes
Ship Upgrades is renamed to "Equipment", upgrades have never been a good word for it. (Since this affects a lot of text, let me know if you find a text error where it is still called an upgrade)
Time steps are doubled, meaning it takes twice as long for time to go to night/new day.
In the quest note for the main story you get a warning if the quest has a time-limit (I know that not everyone is finding their way to all the "Granpa events", and will look for alternative ways for the player to get to the right destination.)
Bug Fix
Sword in some cases disappears, and you can only see the crew animation (not certain the bug is removed)
Items sometimes fall through the ground, when it has ground beneath itself.
Wizard mana speed doubled now! (Each skill point gave 2.5% speed, instead of correct: 5% per point)