???? Big Step Forward: Major Improvements to Ship Physics & Buoyancy
[p]This update delivers Part 2 of our Buoyancy and Ship Physics Overhaul, significantly improving how vessels behave in the water and laying a stronger foundation for realism in Ships At Sea.[/p]Key improvements include:
- [p]More natural wave response with reduced bouncing and jittering[/p][/*]
- [p]Improved buoyancy and wave interaction in rough seas[/p][/*]
- [p]Improved steering and maneuverability at both low and high speeds[/p][/*]
- [p]Smoother acceleration and more controlled deceleration[/p][/*]
- [p]Resolved overly aggressive instant turning behavior[/p][/*]
- [p]More accurate weight distribution, engine, and propeller force simulation[/p][/*]
- [p]Support for multiple engines and rudders[/p][/*]
- [p]Refined wave height transitions between open ocean and calmer areas[/p][/*]
- [p]Reduced water flow disturbance effects on some boats — propellers and keels are no longer visibly exaggerated[/p][/*]
- [p]Optimized water shader and overall performance improvements[/p][/*]
Further technical changes included in this update:
[p]Several refinements to slamming forces and engine torque calculations, improved steering efficiency at low speeds, and a new efficiency factor for rudder wash from propellers. An engine overload effect has been implemented for abrupt gear changes (for example, switching from full ahead to reverse), and multiple engine-related issues have been resolved, including continued acceleration while the clutch was in neutral/idle and a throttle state where power could become stuck at 100%. The center of mass has been adjusted, and all boats and ships have been rebalanced—including propellers and engines—to properly reflect the new ship physics foundation. [/p][p]This update marks an important foundational milestone toward achieving the level of realism players expect from Ships At Sea. With the new physics system now active, the groundwork is in place, and the focus moving forward will be on fine-tuning and balancing individual boats and ships. However, the system provides a robust framework for authentic handling across all vessel classes or types, supporting larger ships introduced leading up to v1.0 and continuing well beyond, as Ships At Sea evolves as a long-term project.[/p]Zitat:
[p]Looking ahead: Because the updated physics now support multiple engines and propellers, we will introduce dedicated dual and triple throttle levers on ship bridges in v0.8.6. for the Class 3 ships. [/p]
[p][/p][p][img src="https://media1.giphy.com/media/v1.Y2lkPTc5MGI3NjExZG16MGhtemNxZTRzNzRzdmJ4ZzR1eHhrcTJvMXJjcDQ4cjA0MGFtOSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/e8agQZaPBsVzsenIeM/giphy.gif"][/img][/p][p][/p]Sea Taxi — Fast Travel Between Ships & Ports
[p]One of the most requested features from the community is now live: the Sea Taxi.[/p][p]This first iteration of the Sea Taxi system allows players to quickly travel between ports and company-owned ships at sea, or move efficiently within larger ports such as Røst, Værøy, and Bodø. The system is designed to make logistics smoother while still preserving the core sailing experience — offering convenience when you need it, without replacing the journey itself.[/p][p]With v0.8.5, you can now also use the Sea Taxi to jump between locations within Port Røst, for example between the main port and Port Glea, improving navigation in larger harbor areas.[/p][p]If you want to teleport with your entire ship and crew, this can be done via your handheld radio. Be aware that this option can be costly, especially without insurance.[/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/1af78cafe0c0bfcf47915f7d95be907cad76cda9.jpg"][/img][/p]How it works
- [p]Interact with the Sea Taxi NPC at ports[/p][/*]
- [p]Open the destination tab on the world map[/p][/*]
- [p]Select a ship or port location[/p][/*]
- [p]You’ll be transported directly to the chosen destination[/p][/*]
Important Notes
- [p]Teleportation between ports is one-way[/p][/*]
- [p]You can travel from small ports to main ports with a dry dock[/p][/*]
- [p]Travel from main ports to small ports is not supported[/p][p][/p][/*]
???? Coastal Burning House Mission — Evolving Firefighting Events
[p]The Burning House mission has arrived as a fully dynamic emergency event, playable in both single-player and co-op. This isn’t just about putting out flames — buildings now progress through multiple stages of fire and destruction, creating a more reactive and realistic firefighting scenario.[/p][p]As fires spread, structures visibly deteriorate, transitioning from light scorch marks to intense flames, heavy structural damage, and eventual collapse. Firefighting requires constant attention — stepping away too long can allow flames to reignite, while failing to respond at all will result in the house being completely destroyed and reduced to ruins. Successfully managing these escalating situations comes with higher payouts and better rewards, reflecting the increased risk and effort involved.[/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/fc4d995371b51ab11bf635689983ac4042549cd1.jpg"][/img][/p][p]This system will be expanded in future updates so any house in any port can become part of dynamic fire events. Destroyed buildings currently rebuild automatically after a set time, but later updates will introduce reconstruction missions, allowing players to deliver materials and actively participate in restoring damaged areas.[/p][p]We’ve also refined the firefighting experience with adjusted water cannon pressure and improved visual effects. Fire intensity and health are now clearly communicated through visual indicators, making it easier to track progress during emergencies. Additional water cannon animations and further refinement of burn stages are planned for upcoming update. [/p][p][/p]Zitat:
[p]Side note: We’ve also added new boats for Burning Boat missions, expanding the range of emergency situations players may encounter at sea.[/p]
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/59498f26eabc4b79a9e15e09e7c6659c2bd351e7.jpg"][/img][/p]Enhanced Hover Details for Fishing
[p]We’ve added new details when hovering over fish in bleed boxes or longline buckets. When hovering over a bleed box, players will now see the type of fish stored inside and the total weight of each fish species. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/0018d589d52fb7b60d406bb5e2506d0935ec338a.jpg"][/img][/p][p]For longline buckets, you can clearly see the bait type assigned once bait has been attached, making it much easier to track which bucket contains which bait and improving overall clarity during fishing operations.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/03922d951c38dfda029e4449c03d022a00dccfaf.jpg"][/img][/p]Enhanced Night & Winter Lighting — A More Atmospheric World
[p]We’ve improved lighting across the world to make nighttime and winter scenes feel more atmospheric and visually cohesive. Ships, ports, and surrounding environments now feature better contrast, clearer illumination, and more natural reflections, improving visibility during nighttime operations while enhancing the overall mood of winter conditions.[/p][p]In addition, searchlights on boats and ships have been improved, with light beams now properly reflecting on the water surface, further enhancing realism and situational awareness during night operations.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/dbb77565cb9cebe4f4f80d4872458133f2ce7e56.jpg"][/img][/p]Level Design — Ongoing Improvements
[p]Our level design work continues to progress step by step. Areas like the Dry Dock are steadily evolving into believable, around-the-clock operational spaces. [/p][p]While there’s still more to come, each update adds new details, vegetation, and polish as we continue shaping a richer and more immersive world in Ships At Sea. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/dba8fd6ae2508b60b30cee3f1e3d432dfd0b675c.jpg"][/img][/p]Improved Keyboard Layout Detection
[p]We’ve improved keyboard layout detection at game start to ensure consistent input behavior across different keyboard configurations such as QWERTY, AZERTY, and Dvorak. All physical key presses are now translated internally to a standard US QWERTY layout.[/p][p]This resolves issues where some players experienced missing, incorrect, or non-responsive keybindings due to regional keyboard layouts, ensuring a more reliable and predictable control experience across all setups.[/p][p][/p]Expanded Fridge Storage on Class 3 Service Ship
[p]The kiosk fridge aboard the Class 3 service ship now offers increased storage space. This gives players more room to stock supplies in advance, making passenger service missions easier to manage and reducing the need for frequent restocking during operations.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/bf134925bb4d4326e9d7628774e79b8ba4b1a3f9.jpg"][/img][/p]New Captain’s Chair — Welcome NorSap as a License Partner
[p]We’re excited to welcome NorSap, a global leader in pilot, operator, and helmsman seating, as a new license partner in Ships At Sea. NorSap chairs are designed for professional maritime operations, offering excellent style and comfort during long hours at sea. [/p][p]To showcase this addition, the Class 3 service ship is already equipped with a NorSap chair. Alongside this, the view toward the bow has been adjusted to improve forward visibility from the wheelhouse, further enhancing the overall piloting experience and reinforcing the authenticity of ship operations.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/f400dd889b4d47cbdfae2d23d42e6a6e9325bd4f.jpg"][/img][/p]Class 1 Fishing Boat — Cargo Upgrade Support
[p]The Class 1 fishing boat can now be upgraded to carry XS and Small cargo, allowing players to take on smaller cargo missions alongside their fishing activities. This added flexibility supports early-game progression by enabling more mission variety without the need to switch vessels, making the Class 1 boat a more versatile option for everyday operations.[/p][p][/p][p][img src="https://media.giphy.com/media/vc5hJnWy1SnVFH8z4B/giphy.gif"][/img][/p][p][/p]Battery Charge Visibility in Inventory
[p]Battery charge levels are now clearly displayed when hovering over tools such as the drill and flashlight in your inventory. This makes it easier to check remaining power at a glance and plan tasks more effectively, helping you avoid unexpected power loss during operations.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/29189a198c04ad86c7ec948e08e6d843abf9fdfb.jpg"][/img][/p]Improved Inventory Management with Drag & Drop
[p]Inventory management is now faster and more intuitive. Items can be dragged and dropped directly between inventories, such as moving equipment from the player inventory to the boat inventory by simply selecting an item and dropping it into another tab. This streamlines item handling and removes the need for right-click menus when quick interactions are needed during active operations.[/p][p][/p][p][img src="https://media.giphy.com/media/EDodlsQWTa9wjn2gnE/giphy.gif"][/img][/p][p][/p]Independent Bridge & Interior Lighting
[p]Bridge lighting is now controlled separately from interior lights. A new dedicated light source allows players to manage illumination on the bridge independently, improving visibility where it matters most and offering greater control during nighttime and low-light operations.[/p][p][/p][p][img src="https://media.giphy.com/media/lF6XqarmqLeBkesSy5/giphy.gif"][/img][/p][p][/p]Quick Access to Discord & Roadmap
[p]We’ve added direct Discord and Roadmap link buttons to the Main Menu, making it easier to join the community, follow ongoing development, and stay up to date with upcoming features and improvements.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/ff847c9c5fc41a0dd7701658fbb92f469d1b1cd2.jpg"][/img][/p][p][/p]Looking Ahead — Update v0.8.6 and Beyond
[p]With v0.8.5, we’ve reached an important milestone. For those who have been with us since the early days of Early Access, it should be clear how much Ships At Sea has evolved over time. This past year was largely focused on improving and strengthening the core systems and architecture of the game — from ship physics and buoyancy to the introduction of a new map, as well as foundational gameplay systems that everything else builds upon.[/p][p]Looking back, this work was essential. It required time, patience, and iteration, but it has resulted in a much stronger and more stable foundation. Because of what we’ve achieved this year, we’re confident moving forward and excited about what comes next. With this groundwork in place, we can now build further and faster, introducing new larger ship classes, expanded gameplay, and deeper systems that fully take advantage of the improved technology.[/p][p]Next year is shaping up to be an exciting one![/p][p]As always, thank you to our amazing community for all the feedback, reports, and support — especially to everyone who participated in the Public Test and helped shape this update. Your input continues to play a huge role in improving Ships At Sea.[/p][p]From all of us on the team, we wish you a Merry Christmas, happy holidays, and safe sailing — both digital and in real life. We look forward to continuing this journey together in the new year.[/p][p][/p][p]Team Misc Games[/p][p][/p]Changelogs
[p][/p]Version v0.8.5.1685
Added
- [p]Missing collision on several assets[/p][/*]
- [p]Automatic return of inventory items when tasks are canceled[/p][/*]
- [p]Updated world map[/p][/*]
Improved
- [p]Buoyancy adjustments on Conquest and Skarven[/p][/*]
- [p]Buoyancy correction for Skomcat[/p][/*]
- [p]Gamepad dead zone handling[/p][/*]
- [p]Replication between host and clients[/p][/*]
- [p]Whale Watching mission behavior and stability[/p][/*]
- [p]Reduced water flow disturbance effect strength on some boats[/p][/*]
- [p]Reduced top speed on Conquest to 16 knots when fully upgraded[/p][/*]
Fixed
- [p]Boat abruptly switching to full forward speed when reversing[/p][/*]
- [p]Button interactions not working in client configuration[/p][/*]
- [p]Client showing one power bar remaining after engine shutdown[/p][/*]
- [p]Automatic mode throttle not returning to position 0 when shifting into neutral[/p][/*]
- [p]Autopilot initialization error when loading a savegame[/p][/*]
- [p]Excessively loud menu sounds[/p][/*]
- [p]Font overlap in sections of the Company tab in the logbook[/p][/*]
- [p]Incorrect bait quantity returned after baiting longline buckets[/p][/*]
- [p]Incorrect throttle status display when a boat is moored[/p][/*]
- [p]Incorrect FSR label and toggle behavior in upscale mode settings (now correctly reflects hardware and version)[/p][/*]
- [p]Incorrect player name displayed for the boat driver[/p][/*]
- [p]Fish food hanging from a crane not being pickable[/p][/*]
- [p]Buckets remaining airborne after the host removes a ship on the client[/p][/*]
- [p]Heavy cargo food not disappearing on the client after removal[/p][/*]
- [p]Flickering window issue on Skomcat[/p][/*]
- [p]Whale flying during observation missions[/p][/*]
- [p]Player profile level icon exceeding screen bounds in the main menu[/p][/*]
- [p]Sudden acceleration when unmooring a boat[/p][/*]
- [p]Starter stopping when using the clutch lever[/p][/*]
- [p]Burning House mission ending prematurely due to timer issues[/p][/*]
- [p]Removed incorrect caught fish toast due to weight mismatch; fixed toast behavior for NetHauler[/p][/*]
- [p]Removed duplicated Sea Taxi NPC in Teist Hammeren[/p][/*]
- [p]Resolved wet window despite roofing issue on the Class 1 cargo boat[/p][/*]
Version v0.8.5.1678
Added
- [p]Efficiency factor for rudder wash from propellers at low speeds[/p][/*]
- [p]Engine overload effect when abruptly changing gear direction (e.g. full ahead to reverse)[/p][/*]
- [p]Ability to unequip longline bucket[/p][/*]
- [p]Fish information after untangling fish from the net[/p][/*]
- [p]HUD aspect ratio setting for widescreen displays[/p][/*]
- [p]Discord and Roadmap link buttons in the main menu[/p][/*]
- [p]Additional Sea Taxi (teleporting) details in the Help section[/p][/*]
- [p]Ability to use Sea Taxi within Port Røst, for example between the main port and Port Glea[/p][/*]
Improved
- [p]Slamming forces and engine torque calculations[/p][/*]
- [p]Steering efficiency at low speeds[/p][/*]
- [p]Center of mass on Turbo[/p][/*]
- [p]Top speed on Class 2 service boat and Class 3 service ship[/p][/*]
- [p]Cabin lighting on some boats[/p][/*]
- [p]Searchlight illumination on all boats and ships — searchlights now reflect on the water surface[/p][/*]
- [p]Weight display for container items[/p][/*]
- [p]Rebalanced all boats and ships, including propellers and engines[/p][/*]
- [p]Improved savegame loading timer behavior[/p][/*]
- [p]Improved profile loading after session quit[/p][/*]
Fixed
- [p]Boat continuing to accelerate while clutch was in neutral/idle[/p][/*]
- [p]Throttle issue where power could get stuck at 100%, preventing clutch operation[/p][/*]
- [p]Engine start button not activating when the starter was engaged[/p][/*]
- [p]Second engine incorrectly configured as a main engine instead of a thruster[/p][/*]
- [p]Client unable to fully turn the steering wheel when autopilot was enabled[/p][/*]
- [p]Boat parts remaining invisible to clients for several seconds after activation[/p][/*]
- [p]Fish getting stuck on the hook after hauling a longline[/p][/*]
- [p]Fish not visually appearing when picked from the net[/p][/*]
- [p]Longline and net buoys not appearing on the map[/p][/*]
- [p]Boat name displaying incorrectly when hovering over the map[/p][/*]
- [p]Player username not displaying correctly when joining another session[/p][/*]
- [p]Voting time displaying differently on host and client[/p][/*]
- [p]Map filter issues[/p][/*]
- [p]Client unable to proceed with the Whale Watching mission[/p][/*]
Version v0.8.5.1669
Added
- [p]Accept and decline options for the game analytics window popup[/p][/*]
- [p]Battery charge feedback for drill and flashlight when hovering in inventory[/p][/*]
- [p]Boat overloading checks and warning messages[/p][/*]
- [p]Bridge lights on Class 3 ships, allowing independent control of wheelhouse lighting[/p][/*]
- [p]Burning House missions[/p][/*]
- [p]Cargo rigging support for Flippy (now supports XS and S cargo)[/p][/*]
- [p]Detailed hover information for fish in bleed boxes and longline buckets[/p][/*]
- [p]Feedback for net hauler lever activation on Conquest[/p][/*]
- [p]Clear failure feedback when the crane cannot pick up cargo[/p][/*]
- [p]Feedback when hooking fish with a fishing hook[/p][/*]
- [p]Feedback when players cannot pick up fish by hand or catch via jigger[/p][/*]
- [p]New boats for Burning Boat missions[/p][/*]
- [p]NorSap captain chairs added to Skomcat and Nordland for improved driving visibility[/p][/*]
- [p]Sea Taxi system for teleporting to company-owned ships at sea and within ports[/p][/*]
- [p]Expanded XS and Small cargo mission distances to include more distant ports[/p][/*]
- [p]Increased fridge capacity to hold up to 20 items[/p][/*]
Fixed
- [p]Crash related to fishing gear[/p][/*]
- [p]Despawn location issues causing players to get stuck at docking points[/p][/*]
- [p]Steering forces incorrectly applying while airborne[/p][/*]
- [p]Items failing to quick-slot for clients after rejoining a session[/p][/*]
- [p]Lighthouse stairs blocking player ascent[/p][/*]
- [p]Incorrect icons shown in map filters[/p][/*]
- [p]Missing collision on pallets[/p][/*]
- [p]Player marker not displaying correctly after using the radio[/p][/*]
- [p]Quick feedback messages sending only 130 characters instead of 1000[/p][/*]
- [p]Quickslots not working while driving[/p][/*]
- [p]Stair collision in drydock causing players to get stuck[/p][/*]
- [p]Waves appearing too bright at night[/p][/*]
- [p]Rain visible under roofs at Røster[/p][/*]
- [p]Ability to cancel global events (removed)[/p][/*]
Improved
- [p]Boat physics and buoyancy system[/p][/*]
- [p]Boat engine system (now supports multiple engines and rudders)[/p][/*]
- [p]Cubemaps on buildings[/p][/*]
- [p]Drag-and-drop item handling in warehouses[/p][/*]
- [p]Drydock level layout and collision[/p][/*]
- [p]Exiting the game or boat while equipped with a buoy[/p][/*]
- [p]Boat icon display when entering drydock[/p][/*]
- [p]Money calculation (now rounds up instead of down)[/p][/*]
- [p]Inventory system and interactions[/p][/*]
- [p]Keyboard layout detection at game start[/p][/*]
- [p]Night and winter lighting[/p][/*]
- [p]Port and onboard ship lighting[/p][/*]
- [p]Client replication of cargo and trash[/p][/*]
- [p]Savegame routines[/p][/*]
- [p]Snow textures on props during winter[/p][/*]
- [p]Display of unloaded fish boxes during fishery sales[/p][/*]
- [p]Trash missions[/p][/*]
- [p]Water cannon camera for better visibility[/p][/*]
- [p]Water cannon spray visual effects[/p][/*]
- [p]Wave height transitions between open ocean and calm areas[/p][/*]
- [p]Watershader optimization[/p][/*]
- [p]Overall performance[/p][/*]
- [p]Boat and ship balance across the entire fleet[/p][/*]
- [p]Localization[/p][/*]
Inventory & UI Updates
- [p]Drag-and-drop item transfers between inventories[/p][/*]
- [p]Hide bottom prompts when middle prompts are active[/p][/*]
- [p]Show close button when viewing the logbook[/p][/*]
- [p]Show max weight and cell capacity in inventory and cargo areas[/p][/*]
- [p]Moved Quick Feedback below “Return to Game” in the menu[/p][/*]
- [p]HUD restricted to 16:9 monitors[/p][/*]
World & Level Design
- [p]Additional level design improvements across the map[/p][/*]
