Six new subs, plus the change that makes them matter: the hull you pick now decides how hard you hit, not just how much you can take. Your fleet goes from four to ten, and no two play the same.
Also, if you let the story clock run all the way out, there's something waiting for you. It's not a surprise party.
⚙️ Ten submarines, ten ways to play
Until now, picking a sub only changed how much you could take before you went down. As of 0.90 it also changes what you do to the other guy:
Every hull has a flat damage bonus — or penalty — applied before enemy resistance.
Every hull has damage-type affinities: some armor loves explosives, some armor really does not enjoy energy.
Translation: picking a boat isn't picking a health bar anymore, it's picking a playstyle. With ten hulls in the dock, that's ten runs that feel different from the first shot.
🛳️ The six new ones
Every one of them is a full build — its own art, its own shield, its own death animation, and a room layout you'll be relearning under fire while something's on fire.
They unlock in the store with the points you bank across runs. Yeah, the ones you've been sitting on "for something good."
Meridian Class — solid all-rounder, no weak spots. The boat that won't let you blame the boat.
Colossus Class — big, slow freighter. Huge hull, paper-thin armor. It doesn't dodge. It absorbs. It's basically a philosophy.
Bastion Class — armored fortress: heavy armor, heavy guns, top speed of a bank transfer. Nothing about it is subtle.
Sentinel Class — defensive escort with solid armor and balanced weapons that leans into energy damage.
Corsair Class — fast, squirrelly raider: paper hull, almost impossible to hit. Almost.
Nightstreak Class — pure predator. All the firepower you could want, wrapped in armor thin enough to think about.
☣️ The digital plague finally has an ending
The story timer was never decoration. Let it hit zero and the run ends on a full-screen cinematic showing exactly what the plague does when nobody makes it in time. The cut lands on the peak of the glitch effect, because a clean fade would've been merciful.
🔧 Fixes
Shields no longer hang around on screen after your sub is already gone. The shield dies with the boat now, like it always should have.
Map navigation fixes: routes, transitions, and screens that occasionally forgot where you were headed.
Plus the usual round of stability and consistency fixes.
🔜 What's next
We're putting together a demo so you can try the game before you buy it. If you've been eyeing the page from a safe distance, that's your moment — we'll announce it right here.
Until then: ten hulls, one ocean, and a clock that doesn't care about either.
Thanks for keeping the dive going, Commanders. See you in the next log. 🫧
