Ahoy Captains,
Update [b]v0.8.4[/b] is now live — our biggest and most transformative update to [i]Ships At Sea[/i] yet! This release introduces an [b]entirely new 50×50 km map[/b], a refreshed environmental system, overhauled [b]graphics, lighting, [/b]and[b] weather[/b], and the [b]first phase of our boat physics rework[/b]. The new [b]fully accessible Dry Dock[/b] has also been added to prepare for upcoming larger vessels.
You’ll notice significant [b]performance improvements[/b], expanded onboard interactions — including a functional onboard kiosk on the [b]Class 3 Service Ship[/b] — and many enhancements across ports, interiors, and world content.
We’ve also transitioned from the old “Tier” naming to a new [b]“Class” system[/b] that matches real vessel certification standards. On top of that, this update brings a completely [b]revamped inventory and UI[/b], accessible [b]offices [/b]and[b] shops[/b], a huge list of [b]bug fixes[/b], optimizations, and numerous [b]quality-of-life improvements[/b].
Set sail and enjoy the new experience — the world of [i]Ships At Sea[/i] just got a whole lot bigger, and there’s even more on the horizon! ????????
Dedicated Server Support (In Progress)
The foundation for Dedicated Server support is largeley in place, and you’ll notice a new [b]Server[/b] tab when creating a session. This feature is not enabled yet, so please continue joining sessions through your [b]Friends List[/b] for the time being.
Once the remaining tasks is complete, full Dedicated Server support will be unlocked and allow players to connect with [b]ship-simulation enthusiasts from all around the world[/b]. Stay tuned!
[img src="https://clan.akamai.steamstatic.com/images/44144563/04aa54dd446bc96ca7b9b316e205b3d99e50cbb7.jpg"][/img]
Important Save System Upgrade
Since this update introduces an entirely new map, your existing save data has been adjusted to fit the new world!
[b]Here’s what to expect:[/b]
All boats will be deactivated, but you can easily reactivate them in the newly designed [b]Dry Dock[/b]
All players will start at the port of [b]Røst[/b]
No progress will be lost unfairly — you’ll receive compensation for any items or assets affected by the transition, ensuring your company can continue operating smoothly
[b]Compensation Details:[/b]
[b]500,000 NOK[/b] per lost fish farm
[b]250,000 NOK[/b] for all other assets (buoys, equipment, etc.)
[b][i]Bonus Cash:[/i][/b][i] Even players who did not own any assets before the update will still receive this compensation as part of the transition to the new map.[/i]
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. Furthermore, the previously reported issue where throttle and acceleration would stop abruptly on some vessels has also been resolved.
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 [b]Part 2[/b] with [b]v0.8.5 [/b]before Christmas.
[i][b]Note:[/b] As part of the ongoing engine and physics improvements, fuel consumption on some ships have been temporarily increased in update v0.8.4 This will be corrected [b]once we complete Part 2 of the physics improvements.[/b] [/i]
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
As in this example Port of [b]Røst - Glea[/b] is now one of the ports officially equipped to handle large containers.
[img src="https://clan.akamai.steamstatic.com/images/44144563/8b7feb4a822afa9870efaab117c5a8cd5b27185a.jpg"][/img]
Work on Port [b]Bodø[/b] — our largest and most ambitious port yet — has officially begun, and it’s already shaping up 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/d6fd6b252a124318076fc655259734e68b0dc31b.png"][/img]
[img src="https://clan.akamai.steamstatic.com/images/44144563/beb9cebbbd0593841b8cadc9a438529ea202fe9f.jpg"][/img]
New Weather System - Atmospheric Immersion
Our entire weather system has been completely overhauled and optimized for the new map. From heavy rain, mist, and clear skies to lightning and intense storms, the atmospheric immersion is now deeper and more dynamic than ever.
More improvements are already underway and will be introduced soon — including the ability to cancel storms, [b]instantly adjust wave conditions[/b], and [b]switch between dynamic [/b]and[b] manual weather modes[/b]. In addition, an upcoming [b]Marine Weather Forecast[/b] feature will provide detailed information to help you plan your trips and navigate the seas more effectively.
[previewyoutube="8zXJQLOxLM4;full"][/previewyoutube]Fully Accessible Office, Tool Shop & Fishery
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 this update, players can now step inside the [b]Tools & Supply Shop[/b] and fully explore its interior. The shop is stocked with everything you need for upcoming missions — from maintenance and repair equipment to supplies such as sandwiches, pizza, and drinks for your onboard kiosk operations. Items previously found in the Tools Shop, like [b]fish food for your fish farm and smolt[/b], are now correctly located in the [b]Fishery Shop[/b].
We are also finalizing the new [b]battery functionality[/b] for items like the flashlight and power drill. After extended use, batteries will need to be replaced, adding an extra layer of realism and resource management to the gameplay. We have also included a green battery charge indicator for the power drill, as well as new HUD prompts with input hints for both the drill and flashlight.
In future updates, you can also expect [b]additional tool-related features[/b], including tool teardown.
[i]Please note that the battery replacement animations for the drill and the flashlight are not finalized and animations in general are planned to be introduced with our upcoming updates.[/i]
[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 [b]shop’s gate can now be opened[/b], 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.
Additionally, unloaded fish containers now appear here when interacting with the laptop, bringing even more realism to your fishery operations.
[i]Please note that updated [b]fish box UI icons[/b] — displaying accurate fish labels for boxes delivered at the fishery — will be introduced in an upcoming update. [/i]
[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.
This feature will also expand to ships, enabling players to sit together in the crew cabins or wheelhouses, making co-op life at sea feel even more connected and immersive.
[i]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.[/i]
[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
For our ship-simulation enthusiasts, this update introduces the first stage of our new [b]boat weight capacity system[/b], which will define how much each vessel can realistically carry — from cargo and rigging to upgrades and fish.
To lay the groundwork, [b]every cargo and inventory item now comes with its own defined weight[/b], visible directly in your inventory under the [b]Weight[/b] section.
This is just the beginning! In the next planned update [b]v0.8.5[/b] - [b]Part 2[/b], this system will expand to include [b]clear load limits[/b] for both your ship’s total carrying capacity and personal inventory, making vessel management more strategic and true to real-world maritime operations.
[img src="https://clan.akamai.steamstatic.com/images/44144563/1fcee01dc1ad8cc37a51a97efaea5d71a4521bba.png"][/img]
Expanded Boat Ownership System
The boat ownership system has been upgraded to make co-op gameplay smoother, more flexible, and more aligned with the idea of running a shared company at sea.
All vessels you acquire are now part of the [b]company fleet[/b], rather than being tied to a single player. This means any company member can enter the Dry Dock, manage rigging and upgrades, and purchase gear or supplies for any active boat.
Crew members on a vessel now also have [b]full access to the boat’s inventory[/b], enabling them to gut fish, handle equipment, and complete onboard tasks directly. Previously, only the player who activated the boat had inventory access — this limitation has now been removed.
To dock a specific ship, simply select the vessel you want to bring into the Dry Dock when interacting with the entrance. You can also enter the Dry Dock without a ship if you wish to explore the area.
If you choose to dock a vessel while other players (crew) are onboard, a [b]vote will be triggered[/b] to confirm the action.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0a3140e3997c41d04b2951a7b04a00194fbdb14c.png"][/img]
Secured at the Pier - Moorings
To enhance docking realism we have introduced [b]mooring rings[/b]. 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 [b]Tool Shop under[/b] [b]Supplies[/b], 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?
[carousel][img src="https://clan.akamai.steamstatic.com/images/44144563/b49d0b2efb0722b5dac42a81c107a2a87dc183aa.png"][/img][/carousel][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, simply interact with the sales counter. The ordered item will spawn on the desk, allowing you to hand it over and complete their request.
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.
[img src="https://clan.akamai.steamstatic.com/images/44144563/10daa950c5e03227566d4f54c62e1cb7d73510e3.png"][/img]
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.
Wind Speed Unit Consistency Update
We’ve improved the wind speed unit handling to address confusion between the values shown in the HUD and the Weather Settings. The HUD now correctly converts wind values from the weather system — for example, [b]14.23 m/s[/b] is accurately shown as [b]51 km/h[/b] or [b]27–28 knots[/b], depending on your selected unit preference. This confirms that the in-game conversion logic is now working as intended.
The final step is still in progress: the [b]Weather Settings menu[/b] currently displays wind speed only in raw m/s. In a future update, this menu will also respect your chosen unit (km/h, knots, etc.) to ensure full consistency across the entire interface.
⚙️ Changelogs
[b]Version 0.8.4.1629[/b]
[b]Fixes[/b]
Fixed autopilot and compass coordinate display issues
Fixed daylight-dimming bug that occurred when a client entered the Dry Dock in multiplayer
Fixed mission display issue in Moskenes port
Fixed an issue where fuel cost incorrectly displayed in the UI as zero
Fixed incorrect asset used for the [i]Nautical Pro[/i] steering wheel upgrade
Fixed an issue preventing medium cargo from being picked up by the port crane
Fixed small cargo not being available at several ports
[b]Improvements[/b]
Improved engine performance on the Turbo, which was previously running slower than intended
[b]Adjustments[/b]
Reduced fuel prices by 50%
[b]Version 0.8.4.1625[/b]
[b]Added[/b]
Floating pier at the fish farm to simplify docking and prevent class 3c argo ship from undocking after loading a save
Green battery charge indicator for the power drill
Graying-out of quickslot items when none are available in the inventory
Message shown after starting a vote to move an item to the warehouse
Object placed on the counter after NPC order acceptance in the kiosk
Passenger missions in [b]Fenes[/b] and [b]Helligvær[/b]
HUD prompts with input hints for the drill and flashlight
Refuel stations in [b]Helligvær[/b] and [b]Stavøya[/b]
Second docking location in [b]Sørvågen[/b] for improved ship spawning
FSR 3.1 Frame Generation support
[b]Adjusted / Rebalanced[/b]
Adjusted fish farm selling prices
Adjusted max zoom on the class 3 service ship and fishing ship to prevent culling of outer doors
Adjusted which cargo types certain ports allow
Engines rebalanced across all boats; fixed sudden throttle drop
[b]Improved[/b]
Improved lighthouse code
Improved lights inside the lighthouse
Improved interaction feedback on circuit breakers in switchgear
Improved rudder control on certain ships when reversing
Improved level design across the map
Inventory now displays item weights
Blocked player interaction when the kiosk is full
Blocked players from leaving port areas
Minor performance improvements around the map
Disabled passenger disembarkation at sea
[b]Fixed[/b]
Crash related to the warehouse system
Boat names not displaying correctly
Boats and ships not spawning correctly in specific ports
Broken cubemap on a window in Rost
Fish not visible to clients during production
Fish not appearing when hauling the longline
Crew getting stuck when unassigning from kiosk duty
Customization locker issues
Doors not rusting on Nordland and Skomcat
Gutting issues on the Turbo
Gutting knife appearing twice
Ice buildup on instruments
Keyboard movement on the map
Net fishing not functioning
“Next fish” button not working during gutting
Passenger spawning below the port in Vedøya
Quickslot issues for clients
Incorrect string in the towing mission
Whale watching mission not progressing for clients
Incorrect profile playtime (when it should have been zero)
AUTO mode rotary knob blocking autopilot heading changes
Rudder adjustment knob moving in only one direction
Player getting stuck inside the office after save/load
Rowboat spawning after exiting Dry Dock even without an active boat
Skomcat failing to dock after activation in Sørvågen
Weather sound effect volume not applying during the first two seconds after launching the game
Player unable to rotate steering wheel while autopilot was enabled
Crew members and passengers falling overboard
Fish jittering on the conveyor belt
Moving snow/puddle textures while driving
Snow flickering
Incorrect “Throttle lever” prompt during ship repair
Inconsistent Dry Dock entrance widget behavior
Performance drop near Værøy
Shallow water issues in several map areas
Wind speed unit mismatch between the HUD and the Weather Settings - Wind Speed
Version 0.8.4.1609
[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
Thank you again for your incredible support, feedback, and patience throughout Early Access. Update v0.8.4 opens the door to even bigger improvements, new systems, and the next major steps for [i]Ships At Sea[/i].
We truly appreciate your continued support — and stay tuned, because the horizon is full of exciting things to come.
Fair winds, Captains!
Team Misc Games
