[b]Ahoy Sailors,[/b]
After a successful Public Test and a lot of valuable feedback from the community, [b]Update v0.8.5 is now live[/b]. This update focuses heavily on making ships feel more realistic and natural on the water, with major improvements to [b]buoyancy, steering, engine behavior, seperate thrusters, and overall handling[/b].
Alongside these core changes, v0.8.5 introduces the [b]Sea Taxi system[/b] for faster travel between locations and company-owned ships, the new [b]Burning House mission[/b], and numerous quality-of-life, UI, stability, and performance improvements.
Many of these changes are a direct result of your reports and testing during the Public Test — thank you for helping us shape this release. We hope you enjoy the improvements, and as always, we look forward to hearing your feedback as we continue developing the world at sea.
???? Big Step Forward: Major Improvements to Ship Physics & Buoyancy
This update delivers [b]Part 2 of our Buoyancy and Ship Physics Overhaul[/b], significantly improving how vessels behave in the water and laying a stronger foundation for realism in [i]Ships At Sea[/i].
Key improvements include:
More natural wave response with reduced bouncing and jittering
Improved buoyancy and wave interaction in rough seas
Improved steering and maneuverability at both low and high speeds
Smoother acceleration and more controlled deceleration
Resolved overly aggressive instant turning behavior
More accurate weight distribution, engine, and propeller force simulation
Support for multiple engines and rudders
Refined wave height transitions between open ocean and calmer areas
Reduced water flow disturbance effects on some boats — propellers and keels are no longer visibly exaggerated
Optimized water shader and overall performance improvements
A major technical change in this update is that thrusters now have their own dedicated engine, fully separated from the main propulsion system. This allows bow thrusters on Class 3 ships to operate independently, even when the vessel is stationary, matching real-world behavior.
Further technical changes included in this update:
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.
This update marks an important [b]foundational milestone[/b] toward achieving the level of realism players expect from [i]Ships At Sea[/i]. With the new physics system now active, the [b]groundwork is in place[/b], and the focus moving forward will be on [b]fine-tuning and balancing individual boats and ships[/b]. 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 [i]Ships At Sea[/i] evolves as a long-term project.
[quote][i][b]Looking ahead:[/b] Because the updated physics now support multiple engines and propellers, we will introduce [b]dedicated dual and triple throttle levers[/b] on ship bridges in [b]v0.8.6[/b]. for the Class 3 ships.[/i]
[/quote][img src="https://media1.giphy.com/media/v1.Y2lkPTc5MGI3NjExZG16MGhtemNxZTRzNzRzdmJ4ZzR1eHhrcTJvMXJjcDQ4cjA0MGFtOSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/e8agQZaPBsVzsenIeM/giphy.gif"][/img]
Sea Taxi — Fast Travel Between Ships & Ports
One of the most requested features from the community is now live: the [b]Sea Taxi[/b].
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.
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.
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.
[img src="https://clan.akamai.steamstatic.com/images/44144563/1af78cafe0c0bfcf47915f7d95be907cad76cda9.jpg"][/img]
How it works
Interact with the Sea Taxi NPC at ports
Open the destination tab on the world map
Select a ship or port location
You’ll be transported directly to the chosen destination
All available Sea Taxi locations are clearly marked on the map for easy identification.
Important Notes
Teleportation between ports is one-way
You can travel from small ports to main ports with a dry dock
Travel from main ports to small ports is not supported
[img src="https://clan.akamai.steamstatic.com/images/44144563/94844f4759fc2592f0c68fe037c8be705f9d0bdd.png"][/img]
???? Coastal Burning House Mission — Evolving Firefighting Events
The [b]Burning House mission[/b] 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 [b]multiple stages of fire and destruction[/b], creating a more reactive and realistic firefighting scenario.
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 [b]higher payouts and better rewards[/b], reflecting the increased risk and effort involved.
[img src="https://clan.akamai.steamstatic.com/images/44144563/fc4d995371b51ab11bf635689983ac4042549cd1.jpg"][/img]
This system will be expanded in future updates so [b]any house in any port[/b] can become part of dynamic fire events. Destroyed buildings currently rebuild automatically after a set time, but later updates will introduce [b]reconstruction missions[/b], allowing players to deliver materials and actively participate in restoring damaged areas.
We’ve also refined the firefighting experience with [b]adjusted water cannon pressure[/b] 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.
[quote][i]Side note:[/i] We’ve also added [b]new boats for Burning Boat missions[/b], expanding the range of emergency situations players may encounter at sea.
[/quote][img src="https://clan.akamai.steamstatic.com/images/44144563/59498f26eabc4b79a9e15e09e7c6659c2bd351e7.jpg"][/img]
Enhanced Hover Details for Fishing
We’ve added new [b]details when hovering over fish in bleed boxes[/b] 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.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0018d589d52fb7b60d406bb5e2506d0935ec338a.jpg"][/img]
For [b]longline buckets[/b], you can clearly see the [b]bait type[/b] assigned once bait has been attached, making it much easier to track which bucket contains which bait and improving overall clarity during fishing operations.
[img src="https://clan.akamai.steamstatic.com/images/44144563/03922d951c38dfda029e4449c03d022a00dccfaf.jpg"][/img]
Enhanced Night & Winter Lighting — A More Atmospheric World
We’ve improved lighting across the world to make [b]nighttime and winter scenes[/b] 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.
In addition, [b]searchlights on boats and ships have been improved[/b], with light beams now properly reflecting on the water surface, further enhancing realism and situational awareness during night operations.
[img src="https://clan.akamai.steamstatic.com/images/44144563/dbb77565cb9cebe4f4f80d4872458133f2ce7e56.jpg"][/img]
Level Design — Ongoing Improvements
Our level design work continues to progress step by step. Areas like the [b]Dry Dock[/b] are steadily evolving into believable, around-the-clock operational spaces.
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.
[img src="https://clan.akamai.steamstatic.com/images/44144563/dba8fd6ae2508b60b30cee3f1e3d432dfd0b675c.jpg"][/img]
Improved Keyboard Layout Detection
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.
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.
Expanded Fridge Storage on Class 3 Service Ship
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.
[img src="https://clan.akamai.steamstatic.com/images/44144563/bf134925bb4d4326e9d7628774e79b8ba4b1a3f9.jpg"][/img]
New Captain’s Chair — Welcome [url="https://norsap.no/"]NorSap[/url] as a License Partner
We’re excited to welcome [b]NorSap[/b], a global leader in pilot, operator, and helmsman seating, as a new license partner in [i]Ships At Sea[/i]. NorSap chairs are designed for professional maritime operations, offering excellent style and comfort during long hours at sea.
To showcase this addition, the [b]Class 3 service ship[/b] is already equipped with a NorSap chair. Alongside this, the [b]view toward the bow has been adjusted[/b] to improve forward visibility from the wheelhouse, further enhancing the overall piloting experience and reinforcing the authenticity of ship operations.
[img src="https://clan.akamai.steamstatic.com/images/44144563/f400dd889b4d47cbdfae2d23d42e6a6e9325bd4f.jpg"][/img]
Class 1 Fishing Boat — Cargo Upgrade Support
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.
[img src="https://media.giphy.com/media/vc5hJnWy1SnVFH8z4B/giphy.gif"][/img]
Battery Charge Visibility in Inventory
Battery charge levels are now clearly displayed when hovering over tools such as the [b]drill[/b] and [b]flashlight[/b] 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.
[img src="https://clan.akamai.steamstatic.com/images/44144563/29189a198c04ad86c7ec948e08e6d843abf9fdfb.jpg"][/img]
Improved Inventory Management with Drag & Drop
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.
[img src="https://media.giphy.com/media/EDodlsQWTa9wjn2gnE/giphy.gif"][/img]
Independent Bridge & Interior Lighting
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.
[img src="https://media.giphy.com/media/lF6XqarmqLeBkesSy5/giphy.gif"][/img]
Quick Access to Discord & Roadmap
We’ve added direct [b]Discord[/b] and [b]Roadmap[/b] link buttons to the [b]Main Menu[/b], making it easier to join the community, follow ongoing development, and stay up to date with upcoming features and improvements.
[img src="https://clan.akamai.steamstatic.com/images/44144563/ff847c9c5fc41a0dd7701658fbb92f469d1b1cd2.jpg"][/img]
Looking Ahead — Update v0.8.6 and Beyond
With [b]v0.8.5[/b], 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 [i]Ships At Sea[/i] has evolved over time. This past year was largely focused on improving and strengthening the [b]core systems and architecture[/b] of the game — from ship physics and buoyancy to the introduction of a [b]new map[/b], as well as foundational gameplay systems that everything else builds upon.
Looking back, this work was essential. It required time, patience, and iteration, but it has resulted in a [b]much stronger and more stable foundation[/b]. 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 [b]new larger ship classes[/b], expanded gameplay, and deeper systems that fully take advantage of the improved technology.
Next year is shaping up to be an exciting one!
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 [i]Ships At Sea[/i].
From all of us on the team, we wish you a [b]Merry Christmas[/b], happy holidays, and safe sailing — both digital and in real life. We look forward to continuing this journey together in the new year.
Team Misc Games
Changelogs
[b]Version v0.8.5.1685[/b]
Added
Missing collision on several assets
Automatic return of inventory items when tasks are canceled
Updated world map
Improved
Buoyancy adjustments on Conquest and Skarven
Buoyancy correction for Skomcat
Gamepad dead zone handling
Replication between host and clients
Whale Watching mission behavior and stability
Reduced water flow disturbance effect strength on some boats
Reduced top speed on Conquest to 16 knots when fully upgraded
Fixed
Boat abruptly switching to full forward speed when reversing
Button interactions not working in client configuration
Client showing one power bar remaining after engine shutdown
Automatic mode throttle not returning to position 0 when shifting into neutral
Autopilot initialization error when loading a savegame
Excessively loud menu sounds
Font overlap in sections of the Company tab in the logbook
Incorrect bait quantity returned after baiting longline buckets
Incorrect throttle status display when a boat is moored
Incorrect FSR label and toggle behavior in upscale mode settings (now correctly reflects hardware and version)
Incorrect player name displayed for the boat driver
Fish food hanging from a crane not being pickable
Buckets remaining airborne after the host removes a ship on the client
Heavy cargo food not disappearing on the client after removal
Flickering window issue on Skomcat
Whale flying during observation missions
Player profile level icon exceeding screen bounds in the main menu
Sudden acceleration when unmooring a boat
Starter stopping when using the clutch lever
Burning House mission ending prematurely due to timer issues
Removed incorrect caught fish toast due to weight mismatch; fixed toast behavior for NetHauler
Removed duplicated Sea Taxi NPC in Teist Hammeren
Resolved wet window despite roofing issue on the Class 1 cargo boat
Please note: The skill tree is planned to be reworked in future updates. For now, unavailable skills have been disabled in the UI to reduce confusion and improve clarity.
[b]Version v0.8.5.1678[/b]
Added
Efficiency factor for rudder wash from propellers at low speeds
Engine overload effect when abruptly changing gear direction (e.g. full ahead to reverse)
Ability to unequip longline bucket
Fish information after untangling fish from the net
HUD aspect ratio setting for widescreen displays
Discord and Roadmap link buttons in the main menu
Additional Sea Taxi (teleporting) details in the Help section
Ability to use Sea Taxi within Port Røst, for example between the main port and Port Glea
Improved
Slamming forces and engine torque calculations
Steering efficiency at low speeds
Center of mass on Turbo
Top speed on Class 2 service boat and Class 3 service ship
Cabin lighting on some boats
Searchlight illumination on all boats and ships — searchlights now reflect on the water surface
Weight display for container items
Rebalanced all boats and ships, including propellers and engines
Improved savegame loading timer behavior
Improved profile loading after session quit
Fixed
Boat continuing to accelerate while clutch was in neutral/idle
Throttle issue where power could get stuck at 100%, preventing clutch operation
Engine start button not activating when the starter was engaged
Second engine incorrectly configured as a main engine instead of a thruster
Client unable to fully turn the steering wheel when autopilot was enabled
Boat parts remaining invisible to clients for several seconds after activation
Fish getting stuck on the hook after hauling a longline
Fish not visually appearing when picked from the net
Longline and net buoys not appearing on the map
Boat name displaying incorrectly when hovering over the map
Player username not displaying correctly when joining another session
Voting time displaying differently on host and client
Map filter issues
Client unable to proceed with the Whale Watching mission
Please note: The [b]PingMe[/b] item has been temporarily disabled in the tool shop and will return once its functionality is fully implemented.
[b]Version v0.8.5.1669[/b]
Added
Accept and decline options for the game analytics window popup
Battery charge feedback for drill and flashlight when hovering in inventory
Boat overloading checks and warning messages
Bridge lights on Class 3 ships, allowing independent control of wheelhouse lighting
Burning House missions
Cargo rigging support for [i]Flippy[/i] (now supports XS and S cargo)
Detailed hover information for fish in bleed boxes and longline buckets
Feedback for net hauler lever activation on [i]Conquest[/i]
Clear failure feedback when the crane cannot pick up cargo
Feedback when hooking fish with a fishing hook
Feedback when players cannot pick up fish by hand or catch via jigger
New boats for Burning Boat missions
NorSap captain chairs added to [i]Skomcat[/i] and [i]Nordland[/i] for improved driving visibility
Sea Taxi system for teleporting to company-owned ships at sea and within ports
Expanded XS and Small cargo mission distances to include more distant ports
Increased fridge capacity to hold up to 20 items
Fixed
Crash related to fishing gear
Despawn location issues causing players to get stuck at docking points
Steering forces incorrectly applying while airborne
Items failing to quick-slot for clients after rejoining a session
Lighthouse stairs blocking player ascent
Incorrect icons shown in map filters
Missing collision on pallets
Player marker not displaying correctly after using the radio
Quick feedback messages sending only 130 characters instead of 1000
Quickslots not working while driving
Stair collision in drydock causing players to get stuck
Waves appearing too bright at night
Rain visible under roofs at Røster
Ability to cancel global events (removed)
Improved
Boat physics and buoyancy system
Boat engine system (now supports multiple engines and rudders)
Cubemaps on buildings
Drag-and-drop item handling in warehouses
Drydock level layout and collision
Exiting the game or boat while equipped with a buoy
Boat icon display when entering drydock
Money calculation (now rounds up instead of down)
Inventory system and interactions
Keyboard layout detection at game start
Night and winter lighting
Port and onboard ship lighting
Client replication of cargo and trash
Savegame routines
Snow textures on props during winter
Display of unloaded fish boxes during fishery sales
Trash missions
Water cannon camera for better visibility
Water cannon spray visual effects
Wave height transitions between open ocean and calm areas
Watershader optimization
Overall performance
Boat and ship balance across the entire fleet
Localization
Inventory & UI Updates
Drag-and-drop item transfers between inventories
Hide bottom prompts when middle prompts are active
Show close button when viewing the logbook
Show max weight and cell capacity in inventory and cargo areas
Moved Quick Feedback below “Return to Game” in the menu
HUD restricted to 16:9 monitors
World & Level Design
Additional level design improvements across the map
