Ahoy Captains,
With [b]Update v0.8.4[/b], we’re pleased to launch the [b]Public Test[/b] for our biggest update yet! This version introduces an [b]entirely new map[/b] with a refreshed environmental approach, [b]overhauled graphics [/b]and [b]lighting[/b], [b]improved weather,[/b] the first part of [b]the boat physics rework[/b], and a [b]fully accessible Dry Dock[/b] to accommodate upcoming larger ships. You’ll also notice [b]performance enhancements[/b] and [b]expanded onboard operations[/b] — such as a [b]working kiosk on the Class 3 Service Ship[/b], plus much more!
We’re also moving away from the old “Tier” naming and introducing the new [b]“Class” [/b]system for ships, reflecting how it appears on each vessel’s official certificate. Alongside this, you’ll find [b]countless bug fixes, optimizations[/b], [b]accessible offices [/b]and[b] shops[/b], a [b]revamped inventory [/b]and[b] UI[/b] with added functionality, and numerous [b]quality-of-life improvements[/b] across the board.
As usual, to avoid any potential issues, we strongly recommend [b]backing up your save files[/b] before switching to the Public Test version v0.8.4.
[b]To find your Steam for Ships At Sea saves:[/b]
Press Win + E
Paste %USERPROFILE%/AppData/Local/Sas/Saved/SaveGames into the search bar.
[b]To try the PUBLIC TEST, please follow these steps:[/b]
Open Steam
Right-click on Ships At Sea in your library
Select Properties
Go to the Betas tab
Enter the password: [i]SaSPublicTest[/i]
Choose "public_test" from the "Beta participation" drop-down list
Wait for the game to update the files (if nothing happens, restart the Steam client)
Launch the game
Note: Also, remember to [b]verify the integrity of game files[/b] via Steam to avoid issues.
Dedicated Server
The groundwork for [b]Dedicated Server support[/b] has been implemented, and you’ll now notice a [b]Server tab[/b] when creating a session. However, this feature is not yet fully functional. For now, please continue to join sessions through your [b]friends list[/b] as usual. Full dedicated server support will be introduced once development is complete.
Important Save System Upgrade
Because this update introduces an [b]entirely new map[/b], existing save data had to be adjusted to fit the new world.
Here’s what you need to know:
All boats will be deactivated; however, you can reactivate them in the newly designed Dry Dock
Players will start at the port of Røst
And don’t worry — you won’t lose progress unfairly! You’ll receive [b]compensation[/b] for potential lost items during the transition so your company can continue operations smoothly.
Compensation details:
[b]500,000 NOK[/b] per lost [b]fish farm[/b]
[b]250,000 NOK[/b] for all other assets (such as buoys, etc.)
Even if you hadn’t owned any assets before the update, you’ll still receive the compensation as part of the transition to the new map.
Game Analytics – Helping Us Improve [i]Ships At Sea[/i]
We’ve now enabled [b]game analytics[/b] to help us better understand how players interact with [i]Ships At Sea[/i] and to improve the overall gameplay experience. Only [b]game-relevant data[/b] is collected — nothing personal.
When you start the game for the first time, you’ll see a [b]notification[/b] explaining how analytics are used. An in-game setting has also been added, allowing you to [b]enable [/b]or [b]disable analytics[/b] at any time.
Ship Physics System - Part 1
This update introduces the [b]first part of our extensive ship physics rework[/b] — a major milestone of improvements to our [b]force [/b]and [b]physics systems. [/b]
Boats and ships now feel more natural than ever, whether you’re accelerating or performing slow manoeuvres in harbours or open seas, in both manual and automatic gear. The [b]throttle[/b], [b]engine[/b], and [b]RPM behaviour[/b] have been completely refactored and rebalanced, eliminating the previous instant acceleration issue on certain vessels — engines now build up power authentically and truly work for their speed.
Our physics system is complex and interconnected, influencing many aspects of each vessel. We’re continuing to [b]refine ship handling[/b] and overall [b]physics behaviour[/b], and you can expect additional improvements to the [b]buoyancy system [/b]itself soon, resulting in less bouncing and jittering and more natural floating across different vessels.
In addition, several new features are in development, including [b]twin- and triple-lever throttle support[/b] for the [b]Class 3 service and cargo ships[/b], implementing [b]joystick steering[/b], and the ability to [b]control propellers and thrusters separately[/b]. These upgrades are planned for release as Part 2 with [b]v0.8.5 [/b]before Christmas.
Thank you for your patience and understanding as we roll out these improvements step by step. This lays the foundation for even more authentic and larger ship types, realistic sailing, stable and reliable ship simulation experience.
New Map
We have completely reworked the map, 50x50km in size, featuring major upgrades to level design, lighting, graphics, weather, and performance. The overhauled weather and storm system enhances realism and atmosphere, while this full redesign prepares the world for larger ships and more complex gameplay systems. The new map remains an open-world environment, giving players greater freedom to explore new areas and discover expanded regions across the coastline or on foot.
The new ports are still a work in progress and not yet finalized from a level design perspective—some currently are still empty or contain placeholders. At the same time, existing ports are receiving major updates, including the replacement or addition of new houses and environmental details.
With this overhaul, we’re introducing a new approach to environmental design. Houses, industrial buildings, and offices will now reflect different levels of maintenance—from freshly painted and well-kept to weathered and aged by the elements. This marks the first time we’ve brought visible ageing to our environments, giving towns and villages a far more authentic, lived-in atmosphere. Whether you’re walking past a new home or an old seaside warehouse, the world will feel more dynamic and alive than before.
Ports have also been reorganized to reflect their real-world functionality better. Depending on the port's size and purpose, each now features designated areas based on activity — for example, medium cargo drop-off zones, large cargo terminals, and fisheries focused on general fishing or on fish container deliveries and unloading. Smaller passenger missions will have their own dedicated docking areas, while future ferry vessels will operate from purpose-built ferry terminals and so on.
The level design will remain an ongoing process, with more houses and natural elements continuously added and expanded to further enrich the world over time. In addition, a new port crane is currently under development and will replace the existing Class 1 port crane, offering smoother operation.
[b]Upgraded Ports:[/b] Røst • Vedøya • Kveldsbeita • Lyngvær • Kårøya • Stavøya • Måstad • Værøy • Teist Hammeren • Mosken
[b]New Ports Added:[/b] Bodø • Fenes • Helligvær • Moskenes • Reine • Sørvågen • Å
[b]Ports Removed:[/b] Ellevsnyken • Skomvær
[img src="https://clan.akamai.steamstatic.com/images/44144563/8b7feb4a822afa9870efaab117c5a8cd5b27185a.jpg"][/img]
Work on [b]Port Bodø[/b], our [b]largest and most ambitious port[/b], has begun — and it’s already starting to take shape beautifully.
[img src="https://clan.akamai.steamstatic.com/images/44144563/7db077f891daf377e7a76cc4562bf7cfeff48733.png"][/img]
Fully Accessible Dry Dock
With the new map, we’re also introducing a [b]fully accessible Dry Dock[/b] complete with a [b]control room[/b], built to accommodate upcoming large ships as we move toward version 1.0 and beyond. This new facility has been designed to handle [b]any class of vessel[/b], serving as a foundation for future ship expansions.
Just like the Shipyard, the Dry Dock is fully explorable — you can walk down the stairs and inspect your ship up close if you wish. For those who prefer convenience after a long day at sea, an [b]elevator system[/b], commonly found in real dry docks, will be added later to offer a quicker way down to the dock floor. Furthermore, the Dry Dock’s UI functionality and visuals are still a work in progress and will be improved in upcoming updates.
The level design is also ongoing, so expect further visual polish and environmental detail in future updates. At the moment, the Dry Dock is still referred to as the [i]Shipyard[/i] on the building — this will be updated soon.
The Dry Dock marks another [b]important step toward expanding Ships At Sea’s simulation depth[/b], giving players a more immersive and authentic way to interact with their vessels as we continue developing the next generation of ships and tailored gameplay systems.
[img src="https://clan.akamai.steamstatic.com/images/44144563/beb9cebbbd0593841b8cadc9a438529ea202fe9f.jpg"][/img]
Weather System
The [b]weather system[/b] is being completely overhauled and optimized for the new map. From heavy rain and clear skies to lightning and intense storms, the atmospheric immersion will be deeper than ever.
Further enhancements are also in progress and will be introduced soon — including the ability to [b]cancel storms[/b], [b]instantly adjust wave settings[/b], and [b]switch between dynamic and manual weather modes[/b]. In addition, a new [b]Marine Weather Forecast[/b] feature will provide detailed conditions to help you plan your sea journey more effectively.
Office, Tools, and Fishery Fully Accessible
We’re taking another step forward in expanding immersion by making the [b]Office[/b], [b]Tools & Supply[/b], and [b]Fishery[/b] areas fully accessible. This update allows players to explore these spaces more freely, deepening the sense of presence and connection to the world.
Tool & Supply Shop
As part of the public test, players can now step inside the [b]Tools & Supply Shop[/b] and fully explore its interior. It’s stocked with all the essentials for your next mission — from maintenance and repair tools to supplies like sandwishes, pizza, or drinks for your onboard kiosk operation. The previously offered fish food for your fish farm and smolt is now available at the fishery shop.
We´re also [b]finalizing battery functionality[/b] for items such as the [b]flashlight [/b]and[b] power drill[/b], as part of the Tool Shop update. After a certain period of use, batteries will need to be replaced, adding another layer of realism and resource management to your experience. Please note that the battery replacement animation has not been added yet.
[img src="https://clan.akamai.steamstatic.com/images/44144563/b7cb4f0b8597f36f089ee5cfb9f740b9c331bf66.jpg"][/img]
[img src="https://clan.akamai.steamstatic.com/images/44144563/da595055d062436fbac482d94297b02e3f55cad1.png"][/img]
Fishery Shop
At the Fishery Shop, you’ll find all your essential fishing-related items — from gear, buoys, and smolt to fish food for your farms. The shop’s gate can now be opened, although the control panel isn’t fully functional yet. We’ve also introduced a temporary fish price list at the fishery, which will later evolve into a dynamic pricing system with fluctuating values across different ports. In addition, unloaded fish containers will now appear here when interacting with the laptop, adding another layer of realism to your operations.
[img src="https://clan.akamai.steamstatic.com/images/44144563/b65f01eefbc0b378f6809696ab0f268216a81cad.jpg"][/img]
[img src="https://clan.akamai.steamstatic.com/images/44144563/39d2e9128d43ba5e10da18f87100e0cebb927e35.jpg"][/img]
Fish Box Information
We’ve added a new function that makes managing your catch easier than ever. When hovering over any [b]fish box[/b], players will now see detailed information showing [b]what types and sizes of fish[/b] are stored inside — including the [b]total weight[/b].
This addition helps you quickly keep track of your storage, especially when selling your catch. You’ll instantly know how much weight you’re carrying and when a box is getting too heavy.
[img src="https://clan.akamai.steamstatic.com/images/44144563/903c066e1622d8c1e7938a95bb142663ea13f0ef.png"][/img]
Maritime Service Office
The [b]Maritime Service Office[/b] can now be found at select ports that offer missions. Smaller ports will feature compact offices, while larger ports will have more spacious versions. Just look for the [i]Maritime Service Office[/i] sign to locate them. In future updates, we plan to make these areas more interactive, allowing you to take a seat and gather with other players — turning the office into a social hub for planning missions and sharing the next steps of your journey.
Please note that the [b]Office UI[/b], [b]Logbook[/b], and [b]mission-related UI[/b] functionality and visuals are still a work in progress and will be updated in upcoming updates.
[img src="https://clan.akamai.steamstatic.com/images/44144563/4a49fb074de68c4b06add7a8a536bdbb8cc03c8c.jpg"][/img]
Cargo Camera View
To complement the new systems, a camera feature has been added to the shops, allowing players to see in real time where their purchased items are spawned in the cargo area — and instantly connect with the cargo item for smoother management.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0fdfc5c213220dcd683e027cd0b368b8e59b3920.jpg"][/img]
Revamped Inventory System
The inventory has been completely redesigned and enhanced to make managing your items smoother, faster, and more intuitive than ever.
[b]What’s new:[/b]
[b]Drag & Drop[/b] – Effortlessly move items between slots
[b]Split & Stack[/b] – Take full control of consumables and grouped items
[b]Custom Quickslots[/b] – Assign tools and equipment exactly the way you prefer
This update not only refreshes the interface but also expands functionality — offering a cleaner layout, seamless interaction, and greater flexibility on deck, so you can focus on the journey ahead.
[previewyoutube="dVCUIVcy7YA;full"][/previewyoutube]Boat Weight Capacity - Part 1
All ship simulation enthusiasts will likely look forward to this one—we’ve begun implementing a [b]boat weight capacity system[/b] to determine how much each vessel can realistically carry in total, whether it's cargo, rigging, upgrades or fish.
To support this feature, all cargo and inventory items now have defined weights, which are displayed in your inventory under the [b]Weight[/b] section.
This system will, in the future, support [b]clear load limits[/b] for both your personal inventory and your ship’s total carrying capacity, making load management more strategic, immersive, and authentic to real-world ship operations.
[img src="https://clan.akamai.steamstatic.com/images/44144563/1fcee01dc1ad8cc37a51a97efaea5d71a4521bba.png"][/img]
Boat Ownership Expanded
The [b]boat ownership system[/b] has been improved to better support [b]co-op play[/b]!
All boats and ships acquired are now part of the [b]company fleet[/b], rather than being tied to a specific player. This means any player within the company can now enter the Dry Dock, manage riggings and upgrades for any active vessel, and purchase the necessary gear or supplies.
Players serving as crew members on a vessel now also have full access to the boat’s inventory, which was previously unavailable. This allows them to perform onboard tasks such as gutting fish and completing other processes directly on the ship. Previously, only the player who activated a boat had access to its inventory.
This enhancement makes cooperative gameplay smoother, more flexible, and true to the shared company experience at sea!
To enter the Dry Dock with any active ship, select the vessel you wish to dock when interacting with the Dry Dock. You can also enter the Dry Dock without a ship if you prefer to explore the area.
If you choose to enter the Dry Dock with a ship while players (crew) are onboard, a vote will be initiated to confirm the action.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0a3140e3997c41d04b2951a7b04a00194fbdb14c.png"][/img]
Secured at the Pier - Moorings
We’ve introduced [b]mooring rings[/b] to further enhance docking realism. You’ll now see your ship visually secured to various moorings, with dynamic mooring ropes connecting vessels to shore.
On smaller piers, ropes are tied using a cleat hitch, while mid-sized ports feature ropes secured with a round turn around a bollard. This addition removes the previous “floating” effect, making docking and towing feel far more authentic.
These finer details make each mooring sequence feel complete — and true to real harbour life.
[img src="https://clan.akamai.steamstatic.com/images/44144563/2d3f63d8e4a1aa6c236e4b07fa16cb88c20b7a91.jpg"][/img]
Smarter Warehouse Management
The [b]warehouse system[/b] at the ports has been upgraded with a completely new UI for better clarity and control. Cargo moved to a warehouse as part of a mission now displays the [b]correct item icons[/b], and when hovering over them, you’ll see the [b]mission ID[/b] and [b]destination details[/b] the cargo belongs to.
A new [b]submenu[/b] also gives you direct access to all other warehouses across ports, showing exactly how many items you have stored in each location. This improvement makes tracking and managing your cargo network smoother and more intuitive than ever.
[img src="https://clan.akamai.steamstatic.com/images/44144563/665d588fd6fc0c6feee84eb286002c5f4d263b33.png"][/img]
Onboard Kiosk - New Feature for the Class 3 Service Ship
A new feature has been introduced for the [b]Class 3 Service Ship[/b] — the ability to [b]run an onboard kiosk and earn some additional income[/b]! Players can now purchase supplies such as hamburgers, pizza, and various drinks from the Tool Shop under Supplies, stock up supplies in your [b]Storage Room[/b], and serve passengers during their journey.
Who said hard work at sea can’t come with a good meal?
[img src="https://clan.akamai.steamstatic.com/images/44144563/b49d0b2efb0722b5dac42a81c107a2a87dc183aa.png"][/img]
[img src="https://clan.akamai.steamstatic.com/images/44144563/f8da78f9e3c23b75375c6e78f345ab50eda377a3.png"][/img]
Passengers will now request snacks and drinks directly at the counter, creating a more interactive and immersive experience at sea. You can even assign a [b]crew member[/b] to operate the kiosk, ensuring smooth service while you focus on navigation and ship operations.
To restock supplies, simply interact with the counter or fridge. A helpful tooltip will display how much of each item remains in its package. When it’s time to serve passengers, just interact with the sales counter to complete their orders.
This feature lays the foundation for future passenger service gameplay, bringing your vessels to life and adding onboard activity like never before.
[img src="https://media1.giphy.com/media/v1.Y2lkPTc5MGI3NjExb2dwcHE2Y2RhMW5xZTZkY25neWZvOXYxaHJka2czd3NqMnpqanZzcSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/bld1YYLM1lh8iiVeoF/giphy.gif"][/img]
Lighthouse Mission - Repair the Electricity
The [b]Lighthouse: Repair Electricity[/b] mission is now fully implemented! When the lighthouse’s electrical system isn’t functioning as it should, a [b]repair mission[/b] will automatically begin. Players will be tasked with [b]restoring power[/b] by fixing faulty components in the network — such as [b]breakers [/b]or[b] light bulbs[/b].
Each objective will guide you to the specific malfunctioning element and indicate the condition required to restore it. The system monitors the entire electrical network from start to finish, ensuring you always know what remains to be repaired.
In addition, the [b]lighthouse docking platform[/b] has been resized to accommodate [b]Class 3 service ships better[/b], ensuring smoother docking operations with the improved mooring system.
Economy Update – Rebalanced Ship Prices
We’ve [b]rebalanced the purchase prices[/b] for all [b]Class 2 [/b]and[b] Class 3 vessels[/b] to make them better aligned with their class, size, and capabilities. This adjustment ensures a [b]more consistent progression[/b] as you expand your fleet within its category.
⚙️ Changelog
[b]Added[/b]
Added crew task to run the kiosk on the Skomcat
Added game analytics (with in-game setting to enable/disable)
Added automatic conversion of boat speed and radar settings to match selected units in game settings
Added batteries to the flashlight (must now be replaced when drained)
Added instructions for using the gear remote control in the Help menu
Added detailed fish box information, showing quantity and fish size when hovering
Added new Dry Dock, replacing the old Boathouse
Added new inventory system and UI
Added new Lighthouse Repair mission
Added new 50×50 km map featuring new ports: Bodø, Moskenes, Fenes, Helligvær, Reine, Sørvågen, and Å, replacing the old map
Added multiplayer join flow for player slots
Added interiors for the Fishery, Office, and Tool Shop — now fully accessible
Added new shop UI
Added new weather and lighting system
Added warehouse port selection to the inventory
Added inventory weight system
[b]Adjusted / Rebalanced[/b]
Adjusted player position when driving the Røster
Adjusted prices for Class 2 and Class 3 ships to better align with their class
Adjusted prices on all shop items
Rebalanced engines across all boats
Rebalanced cargo missions (distance, item quantity, and time limits)
Rebalanced gutting knives and hooks; adjusted quality percentages
[b]Improved[/b]
Improved boat ownership system from player to company level
Improved boarding interactions on the Skomcat
Improved cargo and mission system
Improved engine speed calculation — engines now rev up realistically before applying load
Improved fish gutting and production systems
Improved door blocking logic
Improved fish display in inventory
Improved NPC crew equipment handling (equip/unequip logic)
Improved inventory functionality and flow
Improved mission system
Improved mooring system
Improved net fishing mechanics
Improved NPC behavior and animations
Improved save game routine and weather saving
Improved performance, graphics, and lighting across the game
[b]Fixed[/b]
Fixed boat position resetting to default after exiting Dry Dock
Fixed camera height to better match character and NPC levels
Fixed fish visibility issues in parts of production
Fixed fishing missions to accept only the correct fish types
Fixed handheld radio teleportation issue
Fixed boats persisting after destruction
Fixed missing passenger icon on NPCs
Fixed client inability to sell fish from the fish farm
Fixed circuit breaker removal block when overheated and the player lacks electrical skill
Fixed multiple ship repair blocking issue
Fixed knives not transferring to boat inventory
Fixed net buoys disappearing when quickly picked up and stored
Fixed XP reward issue for “boat on fire” and “boat in distress” missions
Fixed missing money rewards when selling fish boxes
Fixed missions not showing rewards in the company tab
Fixed unequipping yarn hook while holding fish preventing hauling
Fixed mission reward inconsistencies between office and accepted missions
Fixed net clearer movement while hauling
Fixed run option for controller input
Fixed casting net disappearing after loading saved game
Fixed net clearer wheel rotation while hauling
[b]Updated / Changed[/b]
Updated item names in shops and inventories
Updated all languages
Renamed ship “Tier” to “Class” when buying or viewing ships in the Dry Dock
Replaced several cargo items
Restricted gear purchases for unrigged boats
Reworked binoculars — players can now purchase and use any binocular tier
Increased lighthouse platform size for easier docking
Disabled world map access while in Dry Dock
The save game will automatically upgrade, with compensation granted for gear and equipment left in the old world
The system now automatically selects save slots for multiplayer sessions
Refactored buoyancy system
Jump aboard, test the new features, and let us know what you think — together, we’re shaping the future of [i]Ships At Sea[/i]!
Fair Winds and Happy Sailing!
Team Misc Games
