Public Test v0.8.6
First of all, we would like to thank our community for your patience, feedback, and continued support while developing Ships At Sea. Your reports, suggestions, and testing efforts play a key role in shaping the future of the game.
With Public Test v0.8.6, we are releasing one of the most technically significant updates for Ships At Sea so far. This update introduces [b]dedicated server support[/b], allowing players to host or rent servers and build their own maritime communities with ship simulation enthusiasts from around the world.
Alongside this, we have implemented a wide range of [b]graphical improvements, character upgrades, gameplay refinements, and performance optimizations[/b] across the game.
Ships At Sea now runs on the [b]latest Unreal Engine 5.7.3[/b], enabling further improvements in [b]performance, visual quality, stability, and long-term scalability[/b] as development continues. This update also focuses heavily on the core systems that will shape Ships At Sea moving forward. It introduces a [b]completely redesigned fish ecosystem[/b], major [b]weather system improvements[/b], a new [b]fuel consumption model[/b], [b]multi-engine throttle controls[/b], refined [b]buoyancy and ship handling[/b], and the first iteration of the [b]new fuel station system[/b].
In addition, players will notice the first foundations of our [b]new character system[/b], including [b]new male and female main character models[/b], improved [b]on-foot movement[/b], better [b]character stabilization[/b], and the beginning of a reworked [b]animation framework[/b] designed to support future interactions and character features.
The [b]Logbook and several UI systems have also been redesigned[/b] to improve clarity, navigation, and overall usability.
As always, we would greatly appreciate your help testing this Public Test build. Your feedback is extremely valuable and helps us refine these systems before they move to the main branch. Together with the community, we continue shaping the future of Ships At Sea.
Back up your Save File
As usual, to avoid any potential issues, we strongly recommend [b]backing up your save files[/b] before joining to the [b]Public Test version v0.8.6[/b]
[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 Support
With Public Test Major update v0.8.6, Ships At Sea now supports [b]Dedicated Servers[/b], expanding multiplayer possibilities for the community.
[b]Friends List and Peer-to-Peer (P2P) multiplayer[/b] remain fully supported as usual with [b]up to 4 players[/b], so you can continue playing easily with your friends through the existing system. Nothing changes for players who prefer quick sessions with their usual crew.
In addition, we now offer [b]Dedicated Server support[/b] for players who want to connect with others around the world — without needing to be on each other’s Friends List. You can host or rent your own server and build your own maritime and ship simulation community with [b]up to 8 players in the same session[/b], bringing together captains from across the globe.
Whether you're organizing fishing operations, running a service fleet, or creating a long-term simulation environment, dedicated servers allow for greater flexibility and control.
[i]Please note: Password protection and additional server management features will be introduced in upcoming updates.[/i]
By default, a dedicated server starts with standard settings (such as a default server name and level). Server hosts can customize these settings to match their preferences.
One of the most common changes will be the [b]Server Name[/b], allowing your server to appear with a unique name in the multiplayer server list.
[img src="https://clan.akamai.steamstatic.com/images/44144563/04aa54dd446bc96ca7b9b316e205b3d99e50cbb7.jpg"][/img]
Download the Ships At Sea Dedicated Server Tool
Do the following steps:
[olist][*]Open the Steam Client
[/*][*]Go to your Library
[/*][*]Select [b]Tools[/b] from the category filter
[/*][*]Search for and install the Ships At Sea Dedicated Server
[/*][/olist][img src="https://clan.akamai.steamstatic.com/images/44144563/f3700154cadc2330b23548756de1bf443a5173b3.png"][/img]
You'll also need to open the following ports on the machine running the Dedicated Server: Port [b]15000[/b] and [b]7777, [/b]both TCP/UDP.
Currently, the dedicated server is [b]Windows[/b] only — [b]Linux[/b] support is coming in a future update!
How to Set a Custom Server Name
[b]Step 1 – Locate the Configuration Folder[/b]
Navigate to: [i]steamapps\\common\\Ships At Sea Dedicated Server[/i]
Create the following folder structure so it matches the example below:
[i]steamapps\\common\\Ships At Sea Dedicated Server\\Saved\\Config\\WindowsServer[/i]
[b]Step 2 – Create the Settings File[/b]
Inside the [b]WindowsServer[/b] folder, create a new file named: [i]DedicatedServerSettings.ini[/i]
Add the following content to the file:
[i]\[/Script/Sas.DedicatedServerSettings][/i]DedicatedServerName=My Dedicated Server
You can replace [b]"My Dedicated Server"[/b] with any name you prefer.
[b]Step 3 – Restart the Server[/b]
Save the file and restart your dedicated server.
Your custom server name will now appear in the multiplayer server list.
[img src="https://clan.akamai.steamstatic.com/images/44144563/dc10040db05e3831df8ec00a5c784700e114e504.png"][/img]
[b]Additional Notes[/b]
If you want to see the dedicated server log output, start the server with the [i]"[c]-log"[/c][/i] command line parameter.
???? Weather System Overhaul & Wave Improvements
The Weather System in [i]Ships At Sea[/i] is now largely complete and has received significant improvements in this update.
Waves now behave more naturally across the world. Out on the open ocean, you’ll experience the full force of rough seas driven by wind and swell. As you approach coastlines, ports, islands, and fish farms, wave height gradually decreases, creating calmer and more controlled operational areas for the players.
[b]Wave direction now dynamically follows wind direction[/b], [b]and transitions between changing weather states are much smoother than before.[/b] This results in more believable sea movement and a more immersive maritime experience.
The system supports both [b]dynamic[/b] and [b]manual weather generation control[/b].
Dynamic weather continues to evolve naturally with the seasons, time of day, and environmental patterns.
Manual Weather has been significantly improved. After applying changes, the [b]weather no longer switches instantly. Instead, it now transitions gradually over time[/b]. [b]This visible interpolation phase allows you to observe how conditions develop[/b] — clouds building up, light shifting, wind strengthening, and rain forming naturally as the atmosphere moves toward your selected settings.
You can now [b]log specific weather stages and repeat them whenever you wish[/b], allowing you to recreate preferred conditions.
Storm control has also been refined. [b]Storms can be triggered or cancelled at any time[/b], [b]and they now blend seamlessly into the existing weather system while maintaining their dramatic impact.[/b]
[previewyoutube="zxjMWziALgE;full"][/previewyoutube]The Weather Settings interface has also been refined. When accessing it through the logbook, you will see:
[b]Current weather values on the left[/b]
[b]Custom adjustment options on the right[/b]
[img src="https://clan.akamai.steamstatic.com/images/44144563/c6ad0697dd6fc9a873158aef3043ede590682380.png"][/img]
The [b]Marine Weather Forecast[/b], accessible via the [b]VHF radio[/b], now provides a [b]4-hour forecast[/b] including [b]wind strength, wind direction, precipitation, cloud cover, snowfall, temperature, and approaching storms[/b].
[img src="https://clan.akamai.steamstatic.com/images/44144563/c241ab0b11acff3e11fa2f82f56d1d92866a18a5.png"][/img]
We have also added atmospheric phenomena such as the [b]Aurora Borealis[/b], visible on clear nights, and [b]rainbows[/b], which appear under specific light and weather conditions. These natural events enhance immersion and bring additional visual depth to the maritime environment.
For full details on wind, swell, wave behaviour, manual controls, atmospheric phenomena, and advanced weather settings, please refer to the newly redesigned and updated Help page.
[b]Important Note[/b]
[b]Adjusting weather settings not only affects current conditions — it recalculates and regenerates the entire weather forecast from that moment onward[/b]. This means that any previously forecasted weather, including calm periods or incoming storms, may change significantly.
[img src="https://clan.akamai.steamstatic.com/images/44144563/b73692e767c699745a9db23476491d4e8b06645a.jpg"][/img]
In addition, the [b]snow environment has been further improved[/b], and we also added support for [b]snow footstep effects[/b] to enhance environmental immersion. When walking through snowy areas, your character will leave visible footprints that react dynamically to movement and terrain.
These footprints appear as you walk, run, or move across snow-covered surfaces, adding another layer of realism to on-foot exploration in [i]Ships At Sea[/i]. To ensure stable performance across different systems, these effects are currently [b]enabled at the Port of Røst [/b]and on[b] Ultra-quality settings[/b]. At this level, the environment supports advanced landscape weather effects, including [b]3D[/b] [b]snow accumulation, puddles, footprints and trails in the snow, and sound effects such as footsteps in snow or splashing through puddles[/b].
We plan to gradually expand and optimize these environmental effects in future updates to maintain strong performance while continuing to improve visual realism.
[previewyoutube="d38vJ9-3iKk;full"][/previewyoutube]Rain and Window Effects Improvements
Rain behavior inside vessels has been corrected, resolving the issue where rain could appear dripping inside cabins.
The [b]rain mask on boat and ship windows has also been improved[/b], providing more realistic water accumulation and visibility during rainfall. In addition, an issue where rain was not visible when using the [b]Ultra or Low graphics presets[/b] has been resolved, ensuring consistent weather visuals across all quality settings.
[img src="https://clan.akamai.steamstatic.com/images/44144563/1a80c76dd6e8424402ce028da71524d064d63523.jpg"][/img]
⚙️ New Fuel Consumption Model
We’re [b]introducing a new fuel consumption system based on actual engine load[/b]. Fuel usage is no longer tied directly to throttle position alone. Instead, it now depends on how much work your engine is truly performing.
This means heavy acceleration, towing operations, and pushing against strong resistance will significantly increase fuel consumption. On the other hand, maintaining a steady cruising speed or operating under lower load will consume noticeably less fuel.
Smart vessel handling, efficient cruising, and proper boat setup now directly impact your fuel efficiency, adding more depth and realism to propulsion management.
Multi-Engine Throttle Control
[b]Ships At Sea now supports advanced multi-engine propulsion systems[/b]. Vessels equipped with twin or triple engines feature independent throttle and gear controls for each engine.
This allows for:
Differential thrust for tight manoeuvring
Precise low-speed control
Improved docking performance
Realistic multi-engine vessel handling
[b]Multi-engine throttle control operates independently from bow thrusters and serves as the vessel’s primary propulsion system.[/b]
Twin-Engine Throttle Control
The [b]Class 3 Service Ship[/b] is equipped with a dual-engine control unit, as it features two propellers.
Each throttle lever controls one engine:
Forward / Neutral / Reverse gear selection
Throttle control (engine RPM)
When set to [b]Neutral (N)[/b]:
The engine remains running
No thrust is applied
The vessel drifts naturally due to inertia, wind, and current
This enables smooth transitions between forward and reverse and provides fine control during docking.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0f1b7242f53a6edbb80ae9b00ce5d4cb92d15ab6.jpg"][/img]
Triple-Engine Throttle Control
The [b]Class 3 Cargo Ship[/b] is equipped with a triple-engine control unit as it features three propellers.
[b]Throttle Layout[/b]
Port Lever (Left) – Controls the port engine
Center Lever (Middle) – Controls the center engine
Starboard Lever (Right) – Controls the starboard engine
Each lever is interactable and provides:
Forward / Neutral / Reverse gear selection
Throttle control (engine RPM)
This system allows highly controlled manoeuvring and realistic heavy-vessel handling.
[b]Triple-Engine Throttle Control Panel Functions[/b]
[b]Red – Throttle Override[/b]
Disables automated gear behaviour and enables full manual control of each throttle lever.
[b]Orange – Engine Synchronizer[/b]
Synchronizes RPM across all engines
All engines match the RPM of the last adjusted lever
Ideal for steady cruising and fuel-efficient operation
[b]Green – Start All Engines[/b]
Starts all inboard engines simultaneously.
Engines can still be started individually via ignition controls.
[b]White – Emergency Stop[/b]
Immediately shuts down all engines.
Functions as a full emergency shutdown.
[img src="https://clan.akamai.steamstatic.com/images/44144563/8646ef3ec24f20959b25588502311adf46edbf11.jpg"][/img]
HUD Engine Display Update
[b]Vessels equipped with multiple engines will now display separate power bars in the HUD[/b] — two bars for twin-engine ships and three bars for triple-engine configurations. Each bar corresponds directly to an individual engine, allowing you to clearly monitor throttle output and power distribution in real time.
The HUD layout and information structure will continue to be refined in upcoming updates to improve clarity and readability.
Joystick Steering Upgrade
The [b]Class 3 Cargo and Service vessels have been upgraded with a[/b] [b]joystick steering system[/b] to better reflect their real-world bridge configuration.
The joystick functions similarly to a traditional steering wheel. When you move it to [b]port or starboard[/b], the vessel responds accordingly by adjusting the rudder angle in that direction. It directly translates player input into steering movement, providing intuitive and accurate control.
[img src="https://clan.akamai.steamstatic.com/images/44144563/6b808e68ca04972700d554234446b10d5e406627.jpg"][/img]
Buoyancy, Ship Physics & Handling Improvements
With v0.8.6, we’ve continued refining ship physics and overall vessel handling across all classes.
[b]Forward and reverse thrust behaviour has been rebalanced to improve momentum transitions.[/b] Previously, shifting from forward to reverse (and vice versa) could feel overly delayed or unresponsive. This has now been adjusted to create a more natural and controlled propulsion response while maintaining realistic vessel weight and inertia.
[b]Steering and manoeuvrability have also received further tuning across Class 1 to Class 3 ships, resulting in more authentic handling characteristics depending on vessel size and type.[/b] Rudder control has been significantly improved, including smoother centre alignment, making it easier to return the rudder to neutral during course corrections and docking operations.
We are also introducing a new [b]Adaptive Steering[/b] option, a feature many players have requested to improve vessel handling at different speeds. When enabled, the rudder angle can dynamically adjust based on the vessel’s speed. This helps prevent overly aggressive steering at high speeds while still allowing full control during slow manoeuvres such as docking or navigating tight harbour areas.
Players can customize this behaviour using [b]adjustable sliders to define minimum and maximum speed thresholds[/b], making the speed-based rudder limitation entirely optional and tailored to individual preference.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0fd2ae1c6ed7c9458f2e89ac320e4b7e6352f5a1.png"][/img]
[b]Buoyancy calculations have been further enhanced by improving how vessels react to rising and falling wave levels.[/b] Boats now better account for vertical wave movement, allowing hulls to respond more naturally in rough sea states and high waves. This results in more believable motion and improved stability behaviour in dynamic weather conditions.
In addition, [b]engine and propeller parameters have been rebalanced for more accurate thrust representation and improved propulsion feedback[/b] — another step toward delivering a truly authentic ship simulation experience.
The [b]Class 2 Service Ship is now equipped with stern-mounted waterjet engines[/b], improving manoeuvrability and responsiveness during service operations. Waterjet-engine propulsion will be completed with the upcoming update.
[previewyoutube="fNvYNfNghQI;full"][/previewyoutube]New Fish Ecosystem
Public Test v0.8.6 introduces a completely redesigned fish ecosystem system — inspired by the mechanics players loved in our previous titles, but significantly improved and rebuilt to function in a multiplayer environment.
Fishing in [i]Ships At Sea[/i] is now more dynamic, immersive, and alive than ever before.
Fish are no longer limited to static habitats. Instead, species inhabit specific ocean layers and respond to different fishing techniques accurately. [b]Fish move freely across the entire ocean map, creating a living ecosystem that reacts to player activity.[/b]
Ocean Layers & Species
Species are distributed throughout the water column based on their natural behaviour:
[b]Pelagic (mid-water):[/b] Mackerel, Salmon, Herring
[b]From shallow coastal waters to deep ocean and seabed:[/b] Cod, Haddock, Halibut, Pollock, Redfish, Spotted Catfish
[b]Seabed species [/b](upcoming species, Class 4 Fishing Ship)[b] [/b] Snow Crab, Brown Crab, King Crab, Lobster
As development continues toward Version 1.0, additional species will be introduced and ecosystem behaviour further refined.
Gear Soak Time
Fishing gear now requires realistic soak time, and bait attraction has been significantly improved.
Bait now actively attracts different species depending on the ocean layer in which your gear is deployed. Species respond more naturally based on their feeding behaviour and depth preference, making gear placement and timing more important than ever.
As time passes, fish enter nets or attach to hooks, and the catch accumulates gradually. While it’s possible to retrieve gear earlier — especially if a fish shoal passes through nets — optimal results are typically achieved at 17 in-game hours. After this point, the gear will begin to lose catch, reducing overall yield.
Ecosystem Recovery
Every fishing action reduces the local population of that species within the area.
Overfishing will temporarily lower availability, encouraging responsible harvesting and strategic diversification. Given time and proper conditions, fish shoals will naturally recover.
Seasonal Fishing
Species now reach peak size and availability during specific months, closely reflecting real-world commercial fishing seasons. The seasonal system has been further improved, making seasonal changes more noticeable and impactful.
During peak season, fish are more abundant and typically found in their fully grown stage, increasing both catch volume and value. As the season progresses toward its end, populations gradually decrease, and species begin to shift their locations.
Fishing during peak season improves efficiency and profitability, while respecting seasonal cycles reinforces sustainable harvesting and long-term ecosystem balance.
Locating Fish
On the map, players will find each fish shoal displayed within a soft radius, indicating its approximate size. Inside that radius, a species icon shows the dominant species present in the shoal.
Since fish shoals move dynamically through the ocean, the location of these icons will change over time. As fish migrate, their positions update accordingly on the map.
In addition, the [b]fish icons rotate to indicate the direction in which the shoal is heading[/b]. This allows you to anticipate movement patterns and position your vessel more strategically when preparing to deploy gear.
During certain seasons, shoals may merge into larger concentrations. When zooming in closer on the map, these merged shoals become more recognizable, often forming mixed-species areas with higher overall density.
[b]Shoal Information[/b]
Hovering over a shoal icon reveals additional details:
The [b]dominant species[/b] present
A [b]population percentage indicator[/b], displayed as a progress bar, showing the current population level of that species within the shoal
For players who prefer a more immersive or realistic experience, the [b]Fish School filter can be disabled on the map[/b], allowing you to rely entirely on your [b]sonar system[/b] to locate fish in the surrounding waters.
[img src="https://clan.akamai.steamstatic.com/images/44144563/67cce36d5f346fc92f5dbf8768578fe891f23455.png"][/img]
Dynamic Fish Market
What would commercial fishing be without a functioning fish market?
[i]Ships At Sea[/i] features a dynamic market system where fish prices fluctuate at the ports. Currently, pricing is influenced by fish species season, meaning certain species become more valuable during peak fishing months, while others may decrease in demand outside their primary season.
In future updates, the market system for commercial fishing will evolve to include more advanced economic factors and give players greater control over how they sell their harvest.
One planned improvement is the ability to selectively unload specific fish boxes at different ports, allowing you to take advantage of better regional prices for certain species. Currently, all fish boxes spawn automatically under the hatch when unloading begins, but this system will become more strategic and management-focused over time.
[img src="https://clan.akamai.steamstatic.com/images/44144563/aa332a8be76c10591da245e72da80bf89a4502bc.png"][/img]
Gear Decay & Loss (Upcoming Expansion)
This system will be further expanded in a future update.
When using a standard buoy, deployed gear is exposed to environmental conditions. Over time, it may drift, deteriorate, or suffer wear due to prolonged exposure. If not retrieved within approximately 72 hours, the gear can be permanently lost.
The licensed [b]PingMe[/b] equipment is currently being reworked to integrate with the new fish ecosystem system. Once reintroduced, upgrading to PingMe will eliminate the risk of gear loss.
Reworked Fuel Stations
Fuel management is a core element of any serious ship simulation, and with this update, we’re taking it to the next level of authenticity.
Both the [b]small and main fuel stations are being replaced with completely new models to improve visual quality[/b] and overall immersion in [i]Ships At Sea[/i]. The redesigned stations better reflect realistic maritime infrastructure and strengthen the operational feeling when refuelling your vessel.
As with all major systems in Ships At Sea, the fuel station system is built modularly. [b]This allows us to expand and evolve gameplay over time, opening the door for deeper logistics mechanics and more advanced refuelling systems in future updates.[/b]
A further reworked and expanded fuel station system will be introduced in upcoming updates as development continues.
[img src="https://clan.akamai.steamstatic.com/images/44144563/410c0f2ec798a9405c19135e5bbeff8d05d39105.jpg"][/img]
[img src="https://clan.akamai.steamstatic.com/images/44144563/e09f8cd209b328f24386c3e9c5078aaf76623ad1.jpg"][/img]
New Port Crane – Lorentzen Hydraulikk
The port crane in [i]Ships At Sea[/i] has been upgraded with a brand-new licensed model from our partner [b]Lorentzen Hydraulikk[/b].
[img src="https://clan.akamai.steamstatic.com/images/44144563/d701af5b01c1cf0a08b8f35e21a9a00f97234195.png"][/img]
This updated crane features increased height and extended reach compared to the previous version, allowing for more efficient and realistic loading and unloading operations at the docks. The improved range provides better accessibility for class 2 vessels and cargo configurations, enhancing both functionality and immersion during port operations.
This upgrade represents another step toward greater authenticity in cargo handling and maritime logistics within the world of [i]Ships At Sea[/i].
[b]Looking ahead:[/b]
Crane physics and animations are planned for further rework in an upcoming update. Our goal is to deliver smoother, more precise handling and improved synchronization in multiplayer environments, ensuring the best possible experience when operating heavy equipment together with other players.
This upgrade represents another step toward greater authenticity in cargo handling and maritime logistics within the world of [i]Ships At Sea[/i].
[img src="https://clan.akamai.steamstatic.com/images/44144563/22eba2ac28584312b32026f2a97e81c74a3dca35.jpg"][/img]
[img src="https://clan.akamai.steamstatic.com/images/44144563/6fd9ee72833da7514eb25bdc55f86894c4012ea8.jpg"][/img]
Seamarker Mission Rework
The [b]Seamarker Repair Mission[/b] has been reworked and is now fully enabled.
Players can find active seamarker repair contracts available at the [b]Office[/b]. Once accepted, you’ll be tasked with navigating to the damaged seamarker and carrying out the necessary repairs to restore its function.
In addition, the seamarker itself has been completely redesigned visually. It now features an improved structure and a proper docking area, making it easier and more practical for smaller vessels to approach and operate safely during maintenance tasks.
This rework improves both mission clarity and operational immersion at sea.
[img src="https://clan.akamai.steamstatic.com/images/44144563/a383336b2d99c40fa58d51e6b94cfead7ff3f538.jpg"][/img]
New Logbook UI & Improved Navigation
The entire [b]Logbook UI[/b] has been completely redesigned to improve clarity, usability, and overall navigation. You can access the Logbook as usual by pressing the [b]Tab key[/b] or by interacting with the [b]Logbook asset in the wheelhouse[/b].
All major sections — including [b]Player[/b], [b]Contracts[/b], [b]Company[/b], [b]Help[/b], and [b]Weather Settings[/b] — have been updated with a fresh, cleaner design for better readability and smoother interaction.
Contracts & Global Events
Under the [b]Contracts[/b] tab, you can now:
View [b]All Contracts[/b], or
Use the [b]left and right arrows[/b] to switch between [b]Company Contracts[/b] and [b]Global Events[/b]
Tracking a contract or global event is now much easier. Simply click the mission directly, or use the [b]Track[/b] button to activate it.
[carousel][img src="https://clan.akamai.steamstatic.com/images/44144563/402b42e1162e8a010c740e87b4b0a959dd94c65e.png"][/img][img src="https://clan.akamai.steamstatic.com/images/44144563/19f79103423635f2e6f03e8f5840c53cf94ae2c3.png"][/img][/carousel]Updated Help Page
The entire [b]Help section[/b] has been revised to reflect the latest changes in [i]Ships At Sea[/i]. We have also added [b]quick navigation buttons[/b] to help you easily move between different help topics and find the information you need more efficiently.
As development continues, the Help page will be updated regularly to reflect new systems, features, and improvements introduced to the game.
[img src="https://clan.akamai.steamstatic.com/images/44144563/186087acdee5d51d068bbd3ad5dc572d18d64a18.png"][/img]
Enhanced Weather Settings Interface
The new [b]Weather Settings[/b] menu now clearly separates between Current and Custom Weather.
This allows you to directly compare live conditions with your custom adjustments before applying changes. The [b]Current Weather[/b] tab also i[b]ncludes a detailed overview button[/b], giving you deeper insight into the active weather conditions.
When hovering over individual settings, you will see [b]tooltips[/b] explaining what each slider controls.
When adjusting sliders, weather changes occur in real time:
You will see clouds forming and conditions building up gradually
Sliders transition smoothly toward your desired values
Environmental effects update progressively rather than switching instantly
This improved transition system makes the weather feel more alive and reactive to your adjustments.
[img src="https://clan.akamai.steamstatic.com/images/44144563/1c202e137c1c6be983d8683a9dfc8f012b824773.png"][/img]
Logging Specific Weather Settings
You can now log specific weather parameters individually. Simply [b]tick the checkbox[/b] next to a setting to log it.
When a setting is logged:
The [b]slider colour changes[/b], clearly indicating that this value is locked
A [b]lock icon[/b] appears next to the setting
Logged values will remain fixed while other weather parameters continue to evolve dynamically. This gives you greater control when you want to specify conditions while still allowing natural variation in others.
[img src="https://clan.akamai.steamstatic.com/images/44144563/65aed6d131812353c701de768d022d2399c80c0b.png"][/img]
Lightning Flash Density
A [b]Lightning Flash Density[/b] slider has been added. This allows you to control thunderstorm intensity by determining how frequently lightning occurs during storm conditions.
Thunderstorms and lightning effects are now fully integrated again.
[img src="https://clan.akamai.steamstatic.com/images/44144563/b10310a1e911eed515de36e2467e63837468f93e.jpg"][/img]
Office UI, Mission Progression & XP Summary Improvements
The [b]Office UI[/b] has received a fresh new look, along with a redesigned [b]Mission Progression window[/b] for improved clarity and structure. Mission steps are now easier to follow, giving players a clearer overview of objectives and current progress.
We have also updated the [b]Session XP Summary UI[/b], providing a cleaner and more transparent breakdown of your earned experience at the end of a session. When completing a [b]contract or event in co-op[/b], the summary now also shows a detailed breakdown of how much [b]XP each crew member has received[/b].
In addition, an [b]XP pop-up notification[/b] has been introduced. Each time you earn experience, a small on-screen pop-up with a smooth fade animation will appear, clearly showing the XP gained. This provides immediate feedback during gameplay and makes progression more visible and rewarding.
All contracts now clearly display [b]compatible ship classes[/b], making it much easier — especially for beginners — to understand which vessels are suitable for each mission. In addition, contracts now include visible [b]requirements and required items[/b]. When hovering over listed items, you will find additional information to help you prepare properly before starting a mission.
As always, the UI is not final. As [i]Ships At Sea[/i] continues to evolve, we remain committed to further refining the user interface, design and overall user experience in future updates.
[img src="https://clan.akamai.steamstatic.com/images/44144563/959f660af751db13b3081b7f3f2a9c202797e10d.png"][/img]
Environmental Level Design Progress
Environmental level design continues to make strong progress across the world of [i]Ships At Sea[/i]. The [b]Dry Dock area[/b] is already taking shape and increasingly resembles a fully functional maritime facility, adding both atmosphere and operational depth to the ports.
In addition, a newly redesigned world map is currently being finalized and will be introduced in an upcoming patch in the next few days.
[img src="https://clan.akamai.steamstatic.com/images/44144563/be6f62af19f7d001879db433b4b7a70990ebda04.jpg"][/img]
At the same time, vegetation such as [b]trees and bushes across the islands and coastal areas[/b] is gradually being expanded to further shape the environment. As development continues, we also plan to introduce [b]more NPC activity, additional NPC vessels, and other world elements[/b] to make the environment feel even more alive and immersive.
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Looking ahead, we also plan to expand environmental life and activity, including additional [b]NPC presence, wildlife on land and at sea[/b], and future [b]AI traffic systems[/b], to create a more dynamic, living world around your operations.
New Main Characters & Animation System Foundation
With this update, we are introducing the first iteration of [b]completely new main character models[/b] [b]for both male and female players[/b], significantly improving overall authenticity and visual quality.
The improvements go beyond appearance. We are enhancing character stabilisation, camera behaviour, and overall movement handling, resulting in smoother transitions and a more natural on-foot experience throughout the world of [i]Ships At Sea[/i].
In addition, [b]we have reworked the core animation system architecture[/b]. The new scalable animation framework is designed to perform reliably in a multiplayer environment while allowing us to expand and improve animations in upcoming updates.
On-foot mechanics such as [b]walking, rotating, walking sideways, running, and general character movement[/b] can already be tested in this update, giving players an early look at the foundation of the improved character and animation system.
[previewyoutube="Y_SzfiVxEG0;full"][/previewyoutube]Please note that the new character models do not yet use the upcoming new clothing system. A full [b]Character Customization System[/b] is currently in development and is planned for update [b]v0.8.7[/b].
The upcoming customization system will allow players to personalize their appearance in several ways. You will be able to choose from multiple hairstyles, select different facial hair options such as moustaches and beards, and adjust skin tones to better represent your character. In addition, a selection of new outfits will reflect different career or role paths, including fisherman, service crew, and offshore worker styles. New accessories will also be available, including hats or helmets, shoes, gloves and hoodies, allowing you to further define your professional or private look in [i]Ships At Sea[/i].
Beginner Tutorial Added
A new [b]Beginner Tutorial[/b] has been introduced to help new players get started in [i]Ships At Sea[/i].
The tutorial can be enabled through the [b]Settings Menu[/b] before starting a new game. Once activated, it will guide you around the ports and introduce you to key facilities such as the [b]Sea Taxi[/b], [b]Warehouse[/b], [b]Dry Dock[/b], [b]Office[/b], and other essential operational areas.
Additionally, all UI windows include an [b]“i” (information) icon[/b] in the top corner. You can click this icon at any time to reopen the explanation for that specific window. This allows players to quickly refresh their memory when something is unclear or they need a reminder, ensuring a smoother, more accessible learning experience.
This is the first step in expanding our onboarding experience. Additional tutorial features and more advanced guidance systems are planned for future updates as the game continues to evolve, helping support both new captains and returning players.
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A Long-Awaited Feature: Sitting & Ship Interaction
With this update, we’ve started introducing the ability to [b]sit down and become more connected to the world of [i]Ships At Sea[/i][/b].
You can now sit on the benches at the ports or relax on the sofa in the Office. This is the first step toward creating a more immersive and personal experience within the SAS world.
In upcoming updates, this feature will be expanded to vessels as well — including [b]co-pilot chairs and other workstations on the bridge[/b], as well as [b]additional seating areas throughout the ship[/b] — once our new sitting animations have been further refined.
Our goal is to introduce more meaningful ship interactions, strengthen the connection between you and your vessel, and enhance the sense of presence alongside your crew members. We know many of you have been looking forward to this, and this is just the beginning.
Interaction Highlight Improvements
The previous object highlighter used when interacting with controls in the bridge or objects in the world has been updated to a new [b]outline-based highlighting system[/b].
Instead of fully highlighting objects, the new system draws a subtle outline around interactable elements, improving visual clarity while keeping the object’s original appearance visible. Players can still [b]adjust the highlight intensity through the settings menu[/b], allowing them to customize the visibility to their preference.
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Improved AZERTY Keyboard Support
We have resolved an issue affecting players using [b]AZERTY keyboards[/b] where keybinding labels in the UI displayed normalized [b]QWERTY keys[/b] instead of the actual keys pressed.
While keyboard input was internally translated correctly, the UI previously showed incorrect key labels, which caused confusion for players using non-QWERTY layouts. Keybinding labels now properly reflect the [b]local keyboard layout[/b], ensuring that the displayed keys match the physical keys used on AZERTY and other international keyboard configurations.
Help Us Test
As this build is released to the [b]Public Test branch[/b], we would greatly appreciate your help testing the new systems and improvements. Your feedback helps us identify issues early and refine the experience before the update moves to the main branch.
While testing continues, we will focus on polishing, balancing, and stability improvements based on your reports and observations. Our current goal is to release this update to the main branch in mid-March, provided testing goes smoothly.
This update is an important step for Ships At Sea. Many of the systems introduced here — from weather and fishing to propulsion and server infrastructure — strengthen the [b]core foundation of the game[/b]. Our goal is to build systems that can support [b]a wide range of vessel types and maritime activities[/b] as the project continues to grow, even beyond the full version.
At the same time, development continues in parallel on several upcoming features, including [b]larger vessel classes such as the highly anticipated Class 4 ships[/b]. Alongside this, we are [b]working on new gameplay systems, level design, expanded animations, and improved sound effects[/b] to further deepen the Ships At Sea experience.
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[i]A small early glimpse of one of the upcoming Class 4 vessels currently in development.[/i]
There are many exciting things on the horizon, and we look forward to continuing this journey together with our community.
Ships At Sea – Public Test v0.8.6 Changelog
New Features
Added a new fuel consumption model. Fuel usage now depends on actual engine load
Added a new fish habitat system
Added dedicated server support for up to 8 players
Added dynamic fish prices that fluctuate based on fish type and season
Added weather forecast via VHF radio
Added lightning, thunder, aurora and rainbow weather effects
Added repairable seamarker missions
Added a tutorial when starting a new game
Added sitting feature allowing players to sit on chairs on benches, sofa and onboard ships
Added XP pop-up notification
Added twin and triple engine throttles for Class 3 service and cargo ships
Added F (Forward), N (Neutral), R (Reverse) indicators to all throttle controls
Added health system for inventory items
Added inventory for the rowboat
Added support for azimuth pods
Added the ability to swap items while hauling gear
Added info buttons providing explanations for UI tabs
Added interaction outline for objects
World & Map
Added second fish unloading areas in Værøy and Røst
Added an additional docking area on Vedøya
Added new fuel stations
Added a new Tier 1 crane from Lorentzen Hydraulikk
Added Dry Dock signage
Added the missing Sea Taxi NPC in Teist Hammeren
Added the correct office laptop in Bodø office, enabling services and crew management
Added new decals for cargo areas
UI & Interface
Added new mission completion window
Added new icons for items and boats
Added new map icons
Added mission requirements displayed in the office UI
Adjustments
Adjusted fish prices and seasonal values
Adjusted payload values for all vessels
Adjusted kiosk item prices and earnings
Adjusted timers on some burning houses to stagger their start times
Improvements
Improved buoyancy and ship physics systems
Improved boat movement systems
Improved boat reversing behaviour
Improved rudder control for easier centering
Improved propeller and engine RPM behaviour
Improved searchlight distance and angles
Improved searchlight control panel and added joystick support
Improved calendar functionality for fish habitats
Improved mission manager
Improved mission and contract details with compatible boats, required rigging, items, and skills
Improved wheelhouse instrument layout across multiple boats
Improved character camera and rotation
Implemented first-person stabilization
Improved gamepad navigation for the office and logbook
Improved player tab in logbook
Improved loading screens
Improved game icons
Improved boat world markers
Improved tags displayed over boats and ships
Improved ocean color and water visuals
Improved overall lighting
Improved overall performance
Improved raindrops and wipers on all vessels
Improved seabed depth for smoother wave height transitions
Improved textures on fish farm feeding machines
Improved textures on mooring posts and towing anchors
Improved weather system across quality settings with customizable and lockable options
Improved UI for logbook and office
Improved Dry Dock level design
Improved savegame compatibility messaging
Improved engine behaviour when fuel runs out (hybrid engines keep electric motors running)
Gameplay Changes
Rebalanced boat and ship upgrade costs
Rebalanced contract rewards and XP payouts
Rebalanced catchability for longline and net fishing
Reduced boat jittering
Reintroduced storms triggered via weather settings
Renamed cargo capacity to payload (now includes rigging and smaller items)
Renamed missions to contracts
Removed fish habitat restrictions for longline and net gear
Removed the fuel tank and speedometer HUD from the rowboat
Disabled global event cancellation
Slightly adjusted control sensitivity
Smoothed towing behaviour to prevent sudden jerks
Reworks
Reworked crane operations with unified input settings and new joint control modes
Reworked mission tracking system
Reworked the searchlight control panel and joystick controls
Reworked boat movement systems
Fixes
Fixed autopilot activation via the P key
Fixed autopilot path marker replication for multiplayer
Fixed RPM replication and propellers
Fixed rain dripping inside the wheelhouse on certain ships
Fixed camera controls while dragging boat controls or the joystick
Fixed camera jitter when switching between first- and third-person characters
Fixed client interaction issues with logbook, autopilot, and engines
Fixed client crash when switching companies or exiting the game
Fixed client unboarding when rejoining a hosted session
Fixed player getting stuck under the net table
Fixed large fish getting stuck on the conveyor belt after gutting
Fixed player being unable to unequip gutted fish
Fixed sale issues with large quantities of fish
Fixed the fish hooking issue on Flippy boat
Fixed passenger mission completing before starting
Fixed whale watching mission issue
Fixed cargo spawn issues in Sørvågen
Fixed floating cargo in some port areas
Fixed cargo reach issue in Måstad
Fixed Dry Dock spawn issue for Nordland vessel
Fixed landscape clipping in Dry Dock
Fixed texture stretching near ports
Fixed map typo for Bliksvær
Fixed UV map issues on some windows
Fixed Discord link
Fixed character limit issue on feedback form
Fixed key rebinding issue on AZERTY keyboards
Fixed typos in Russian and Turkish localization
Technical
Implemented automatic loading of the latest savegame on dedicated servers
Updated Unreal Engine from 5.4.4 to 5.7.3, providing significant performance improvements
Updated and improved Help sections
Updated almost all language localizations (Chinese pending)
Updated cargo and map icons
Updated radio station list (removed non-working URLs)
