News Liste Ships At Sea

Public Test v0.8.6 Is Live! Dedicated Server Support and Major Improvements
Ships At Sea
06.03.26 20:10 Community Announcements

Public Test v0.8.6

[p]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.[/p][p]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 dedicated server support, allowing players to host or rent servers and build their own maritime communities with ship simulation enthusiasts from around the world. [/p][p]Alongside this, we have implemented a wide range of graphical improvements, character upgrades, gameplay refinements, and performance optimizations across the game.[/p][p]Ships At Sea now runs on the latest Unreal Engine 5.7.3, enabling further improvements in performance, visual quality, stability, and long-term scalability as development continues. This update also focuses heavily on the core systems that will shape Ships At Sea moving forward. It introduces a completely redesigned fish ecosystem, major weather system improvements, a new fuel consumption model, multi-engine throttle controls, refined buoyancy and ship handling, and the first iteration of the new fuel station system.[/p][p]In addition, players will notice the first foundations of our new character system, including new male and female main character models, improved on-foot movement, better character stabilization, and the beginning of a reworked animation framework designed to support future interactions and character features.[/p][p]The Logbook and several UI systems have also been redesigned to improve clarity, navigation, and overall usability.[/p][p]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.[/p][p][/p]

Back up your Save File

[p]As usual, to avoid any potential issues, we strongly recommend backing up your save files before joining to the Public Test version v0.8.6[/p][p]To find your Steam for Ships At Sea saves: [/p]
  • [p] Press Win + E [/p][/*]
  • [p] Paste %USERPROFILE%/AppData/Local/Sas/Saved/SaveGames into the search bar. [/p][/*]
[p]To try the PUBLIC TEST, please follow these steps:[/p]
  • [p] Open Steam [/p][/*]
  • [p] Right-click on Ships At Sea in your library [/p][/*]
  • [p] Select Properties [/p][/*]
  • [p] Go to the Betas tab [/p][/*]
  • [p] Enter the password: SaSPublicTest [/p][/*]
  • [p] Choose "public_test" from the "Beta participation" drop-down list [/p][/*]
  • [p] Wait for the game to update the files (if nothing happens, restart the Steam client) [/p][/*]
  • [p] Launch the game [/p][/*]
[p]Note: Also, remember to verify the integrity of game files via Steam to avoid issues.[/p][p][/p]

Dedicated Server Support

[p]With Public Test Major update v0.8.6, Ships At Sea now supports Dedicated Servers, expanding multiplayer possibilities for the community.[/p][p]Friends List and Peer-to-Peer (P2P) multiplayer remain fully supported as usual with up to 4 players, 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.[/p][p]In addition, we now offer Dedicated Server support 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 up to 8 players in the same session, bringing together captains from across the globe.[/p][p]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.[/p][p]Please note: Password protection and additional server management features will be introduced in upcoming updates.[/p][p]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.[/p][p]One of the most common changes will be the Server Name, allowing your server to appear with a unique name in the multiplayer server list.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/04aa54dd446bc96ca7b9b316e205b3d99e50cbb7.jpg"][/img][/p][p][/p]

Download the Ships At Sea Dedicated Server Tool

[p]Do the following steps: [/p][olist][*][p]Open the Steam Client[/p][/*][*][p]Go to your Library[/p][/*][*][p]Select Tools from the category filter[/p][/*][*][p]Search for and install the Ships At Sea Dedicated Server[/p][/*][/olist][p][img src="https://clan.akamai.steamstatic.com/images/44144563/f3700154cadc2330b23548756de1bf443a5173b3.png"][/img][/p][p]You'll also need to open the following ports on the machine running the Dedicated Server: Port 15000 and 7777, both TCP/UDP.[/p][p]Currently, the dedicated server is Windows only — Linux support is coming in a future update![/p][p][/p]

How to Set a Custom Server Name

[p]Step 1 – Locate the Configuration Folder[/p]
  • [p]Navigate to: steamapps\\common\\Ships At Sea Dedicated Server[/p][/*]
  • [p]Create the following folder structure so it matches the example below: [/p][p]steamapps\\common\\Ships At Sea Dedicated Server\\Saved\\Config\\WindowsServer[/p][/*]
[p]Step 2 – Create the Settings File[/p]
  • [p]Inside the WindowsServer folder, create a new file named: DedicatedServerSettings.ini[/p][/*]
  • [p]Add the following content to the file:[/p][p]\[/Script/Sas.DedicatedServerSettings]DedicatedServerName=My Dedicated Server[/p][/*]
  • [p]You can replace "My Dedicated Server" with any name you prefer.[/p][/*]
[p]Step 3 – Restart the Server[/p]
  • [p]Save the file and restart your dedicated server.[/p][/*]
  • [p]Your custom server name will now appear in the multiplayer server list.[/p][/*]
[p][img src="https://clan.akamai.steamstatic.com/images/44144563/dc10040db05e3831df8ec00a5c784700e114e504.png"][/img][/p][p]Additional Notes[/p][p]If you want to see the dedicated server log output, start the server with the "[c]-log"[/c] command line parameter.[/p][p][/p]

???? Weather System Overhaul & Wave Improvements

[p]The Weather System in Ships At Sea is now largely complete and has received significant improvements in this update.[/p][p]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. [/p][p]Wave direction now dynamically follows wind direction, and transitions between changing weather states are much smoother than before. This results in more believable sea movement and a more immersive maritime experience. [/p][p]The system supports both dynamic and manual weather generation control.[/p][p]Dynamic weather continues to evolve naturally with the seasons, time of day, and environmental patterns.[/p][p]Manual Weather has been significantly improved. After applying changes, the weather no longer switches instantly. Instead, it now transitions gradually over time. This visible interpolation phase allows you to observe how conditions develop — clouds building up, light shifting, wind strengthening, and rain forming naturally as the atmosphere moves toward your selected settings.[/p][p]You can now log specific weather stages and repeat them whenever you wish, allowing you to recreate preferred conditions.[/p][p]Storm control has also been refined. Storms can be triggered or cancelled at any time, and they now blend seamlessly into the existing weather system while maintaining their dramatic impact.[/p][p][/p][previewyoutube="zxjMWziALgE;full"][/previewyoutube][p][/p][p]The Weather Settings interface has also been refined. When accessing it through the logbook, you will see:[/p]
  • [p]Current weather values on the left[/p][/*]
  • [p]Custom adjustment options on the right[/p][/*]
[p][img src="https://clan.akamai.steamstatic.com/images/44144563/c6ad0697dd6fc9a873158aef3043ede590682380.png"][/img][/p][p]The Marine Weather Forecast, accessible via the VHF radio, now provides a 4-hour forecast including wind strength, wind direction, precipitation, cloud cover, snowfall, temperature, and approaching storms.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/c241ab0b11acff3e11fa2f82f56d1d92866a18a5.png"][/img][/p][p]We have also added atmospheric phenomena such as the Aurora Borealis, visible on clear nights, and rainbows, which appear under specific light and weather conditions. These natural events enhance immersion and bring additional visual depth to the maritime environment.[/p][p]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.[/p][p]Important Note[/p][p]Adjusting weather settings not only affects current conditions — it recalculates and regenerates the entire weather forecast from that moment onward. This means that any previously forecasted weather, including calm periods or incoming storms, may change significantly.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/b73692e767c699745a9db23476491d4e8b06645a.jpg"][/img][/p][p]In addition, the snow environment has been further improved, and we also added support for snow footstep effects to enhance environmental immersion. When walking through snowy areas, your character will leave visible footprints that react dynamically to movement and terrain. [/p][p]These footprints appear as you walk, run, or move across snow-covered surfaces, adding another layer of realism to on-foot exploration in Ships At Sea. To ensure stable performance across different systems, these effects are currently enabled at the Port of Røst and on Ultra-quality settings. At this level, the environment supports advanced landscape weather effects, including 3D snow accumulation, puddles, footprints and trails in the snow, and sound effects such as footsteps in snow or splashing through puddles.[/p][p]We plan to gradually expand and optimize these environmental effects in future updates to maintain strong performance while continuing to improve visual realism.[/p][p][/p][previewyoutube="d38vJ9-3iKk;full"][/previewyoutube]

Rain and Window Effects Improvements

[p]Rain behavior inside vessels has been corrected, resolving the issue where rain could appear dripping inside cabins. [/p][p]The rain mask on boat and ship windows has also been improved, providing more realistic water accumulation and visibility during rainfall. In addition, an issue where rain was not visible when using the Ultra or Low graphics presets has been resolved, ensuring consistent weather visuals across all quality settings.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/1a80c76dd6e8424402ce028da71524d064d63523.jpg"][/img][/p]

⚙️ New Fuel Consumption Model

[p]We’re introducing a new fuel consumption system based on actual engine load. Fuel usage is no longer tied directly to throttle position alone. Instead, it now depends on how much work your engine is truly performing.[/p][p]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.[/p][p]Smart vessel handling, efficient cruising, and proper boat setup now directly impact your fuel efficiency, adding more depth and realism to propulsion management.[/p][p][/p]

Multi-Engine Throttle Control

[p]Ships At Sea now supports advanced multi-engine propulsion systems. Vessels equipped with twin or triple engines feature independent throttle and gear controls for each engine.[/p][p]This allows for:[/p]
  • [p]Differential thrust for tight manoeuvring[/p][/*]
  • [p]Precise low-speed control[/p][/*]
  • [p]Improved docking performance[/p][/*]
  • [p]Realistic multi-engine vessel handling[/p][/*]
[p]Multi-engine throttle control operates independently from bow thrusters and serves as the vessel’s primary propulsion system.[/p][p][/p]

Twin-Engine Throttle Control

[p]The Class 3 Service Ship is equipped with a dual-engine control unit, as it features two propellers.[/p][p]Each throttle lever controls one engine:[/p]
  • [p]Forward / Neutral / Reverse gear selection[/p][/*]
  • [p]Throttle control (engine RPM)[/p][/*]
[p]When set to Neutral (N):[/p]
  • [p]The engine remains running[/p][/*]
  • [p]No thrust is applied[/p][/*]
  • [p]The vessel drifts naturally due to inertia, wind, and current[/p][/*]
[p]This enables smooth transitions between forward and reverse and provides fine control during docking.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/0f1b7242f53a6edbb80ae9b00ce5d4cb92d15ab6.jpg"][/img][/p]

Triple-Engine Throttle Control

[p]The Class 3 Cargo Ship is equipped with a triple-engine control unit as it features three propellers.[/p][p]Throttle Layout[/p]
  • [p]Port Lever (Left) – Controls the port engine[/p][/*]
  • [p]Center Lever (Middle) – Controls the center engine[/p][/*]
  • [p]Starboard Lever (Right) – Controls the starboard engine[/p][/*]
[p]Each lever is interactable and provides:[/p]
  • [p]Forward / Neutral / Reverse gear selection[/p][/*]
  • [p]Throttle control (engine RPM)[/p][/*]
[p]This system allows highly controlled manoeuvring and realistic heavy-vessel handling.[/p][p][/p][p]Triple-Engine Throttle Control Panel Functions[/p][p]Red – Throttle Override[/p]
  • [p]Disables automated gear behaviour and enables full manual control of each throttle lever.[/p][/*]
[p]Orange – Engine Synchronizer[/p]
  • [p]Synchronizes RPM across all engines[/p][/*]
  • [p]All engines match the RPM of the last adjusted lever[/p][/*]
  • [p]Ideal for steady cruising and fuel-efficient operation[/p][/*]
[p]Green – Start All Engines[/p]
  • [p]Starts all inboard engines simultaneously.[/p][/*]
  • [p]Engines can still be started individually via ignition controls.[/p][/*]
[p]White – Emergency Stop[/p]
  • [p]Immediately shuts down all engines.[/p][/*]
  • [p]Functions as a full emergency shutdown.[/p][/*]
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/8646ef3ec24f20959b25588502311adf46edbf11.jpg"][/img][/p]

HUD Engine Display Update

[p]Vessels equipped with multiple engines will now display separate power bars in the HUD — 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.[/p][p]The HUD layout and information structure will continue to be refined in upcoming updates to improve clarity and readability. [/p][p][/p]

Joystick Steering Upgrade

[p]The Class 3 Cargo and Service vessels have been upgraded with a joystick steering system to better reflect their real-world bridge configuration.[/p][p]The joystick functions similarly to a traditional steering wheel. When you move it to port or starboard, 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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/6b808e68ca04972700d554234446b10d5e406627.jpg"][/img][/p]

Buoyancy, Ship Physics & Handling Improvements

[p]With v0.8.6, we’ve continued refining ship physics and overall vessel handling across all classes.[/p][p]Forward and reverse thrust behaviour has been rebalanced to improve momentum transitions. 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.[/p][p]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. 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.[/p][p]We are also introducing a new Adaptive Steering 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.[/p][p]Players can customize this behaviour using adjustable sliders to define minimum and maximum speed thresholds, making the speed-based rudder limitation entirely optional and tailored to individual preference.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/0fd2ae1c6ed7c9458f2e89ac320e4b7e6352f5a1.png"][/img][/p][p]Buoyancy calculations have been further enhanced by improving how vessels react to rising and falling wave levels. 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.[/p][p]In addition, engine and propeller parameters have been rebalanced for more accurate thrust representation and improved propulsion feedback — another step toward delivering a truly authentic ship simulation experience.[/p][p]The Class 2 Service Ship is now equipped with stern-mounted waterjet engines, improving manoeuvrability and responsiveness during service operations. Waterjet-engine propulsion will be completed with the upcoming update. [/p][p][/p][previewyoutube="fNvYNfNghQI;full"][/previewyoutube][p][/p]

New Fish Ecosystem

[p]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.[/p][p]Fishing in Ships At Sea is now more dynamic, immersive, and alive than ever before.[/p][p]Fish are no longer limited to static habitats. Instead, species inhabit specific ocean layers and respond to different fishing techniques accurately. Fish move freely across the entire ocean map, creating a living ecosystem that reacts to player activity.[/p]

Ocean Layers & Species

[p]Species are distributed throughout the water column based on their natural behaviour:[/p][p]Pelagic (mid-water): Mackerel, Salmon, Herring[/p][p]From shallow coastal waters to deep ocean and seabed: Cod, Haddock, Halibut, Pollock, Redfish, Spotted Catfish[/p][p]Seabed species (upcoming species, Class 4 Fishing Ship) Snow Crab, Brown Crab, King Crab, Lobster[/p][p]As development continues toward Version 1.0, additional species will be introduced and ecosystem behaviour further refined.[/p]

Gear Soak Time

[p]Fishing gear now requires realistic soak time, and bait attraction has been significantly improved.[/p][p]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.[/p][p]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.[/p]

Ecosystem Recovery

[p]Every fishing action reduces the local population of that species within the area.[/p][p]Overfishing will temporarily lower availability, encouraging responsible harvesting and strategic diversification. Given time and proper conditions, fish shoals will naturally recover. [/p]

Seasonal Fishing

[p]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.[/p][p]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.[/p][p]Fishing during peak season improves efficiency and profitability, while respecting seasonal cycles reinforces sustainable harvesting and long-term ecosystem balance.[/p]

Locating Fish

[p]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.[/p][p]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.[/p][p]In addition, the fish icons rotate to indicate the direction in which the shoal is heading. This allows you to anticipate movement patterns and position your vessel more strategically when preparing to deploy gear.[/p][p]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.[/p][p]Shoal Information[/p][p]Hovering over a shoal icon reveals additional details:[/p]
  • [p]The dominant species present[/p][/*]
  • [p]A population percentage indicator, displayed as a progress bar, showing the current population level of that species within the shoal[/p][/*]
[p]For players who prefer a more immersive or realistic experience, the Fish School filter can be disabled on the map, allowing you to rely entirely on your sonar system to locate fish in the surrounding waters.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/67cce36d5f346fc92f5dbf8768578fe891f23455.png"][/img][/p]

Dynamic Fish Market

[p]What would commercial fishing be without a functioning fish market?[/p][p]Ships At Sea 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.[/p][p]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.[/p][p]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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/aa332a8be76c10591da245e72da80bf89a4502bc.png"][/img][/p]

Gear Decay & Loss (Upcoming Expansion)

[p]This system will be further expanded in a future update.[/p][p]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.[/p][p]The licensed PingMe 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. [/p][p][/p]

Reworked Fuel Stations

[p]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.[/p][p]Both the small and main fuel stations are being replaced with completely new models to improve visual quality and overall immersion in Ships At Sea. The redesigned stations better reflect realistic maritime infrastructure and strengthen the operational feeling when refuelling your vessel.[/p][p]As with all major systems in Ships At Sea, the fuel station system is built modularly. 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.[/p][p]A further reworked and expanded fuel station system will be introduced in upcoming updates as development continues.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/410c0f2ec798a9405c19135e5bbeff8d05d39105.jpg"][/img][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/e09f8cd209b328f24386c3e9c5078aaf76623ad1.jpg"][/img][/p]

New Port Crane – Lorentzen Hydraulikk

[p]The port crane in Ships At Sea has been upgraded with a brand-new licensed model from our partner Lorentzen Hydraulikk.[/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/d701af5b01c1cf0a08b8f35e21a9a00f97234195.png"][/img][/p][p]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.[/p][p]This upgrade represents another step toward greater authenticity in cargo handling and maritime logistics within the world of Ships At Sea.[/p][p]Looking ahead:[/p][p]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.[/p][p]This upgrade represents another step toward greater authenticity in cargo handling and maritime logistics within the world of Ships At Sea.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/22eba2ac28584312b32026f2a97e81c74a3dca35.jpg"][/img][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/6fd9ee72833da7514eb25bdc55f86894c4012ea8.jpg"][/img][/p]

Seamarker Mission Rework

[p]The Seamarker Repair Mission has been reworked and is now fully enabled.[/p][p]Players can find active seamarker repair contracts available at the Office. Once accepted, you’ll be tasked with navigating to the damaged seamarker and carrying out the necessary repairs to restore its function.[/p][p]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.[/p][p]This rework improves both mission clarity and operational immersion at sea.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/a383336b2d99c40fa58d51e6b94cfead7ff3f538.jpg"][/img][/p]

New Logbook UI & Improved Navigation

[p]The entire Logbook UI has been completely redesigned to improve clarity, usability, and overall navigation. You can access the Logbook as usual by pressing the Tab key or by interacting with the Logbook asset in the wheelhouse.[/p][p]All major sections — including Player, Contracts, Company, Help, and Weather Settings — have been updated with a fresh, cleaner design for better readability and smoother interaction.[/p][p][/p]

Contracts & Global Events

[p]Under the Contracts tab, you can now:[/p]
  • [p]View All Contracts, or[/p][/*]
  • [p]Use the left and right arrows to switch between Company Contracts and Global Events[/p][/*]
[p]Tracking a contract or global event is now much easier. Simply click the mission directly, or use the Track button to activate it.[/p][p][/p][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

[p]The entire Help section has been revised to reflect the latest changes in Ships At Sea. We have also added quick navigation buttons to help you easily move between different help topics and find the information you need more efficiently.[/p][p]As development continues, the Help page will be updated regularly to reflect new systems, features, and improvements introduced to the game.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/186087acdee5d51d068bbd3ad5dc572d18d64a18.png"][/img][/p][p][/p]

Enhanced Weather Settings Interface

[p]The new Weather Settings menu now clearly separates between Current and Custom Weather. [/p][p]This allows you to directly compare live conditions with your custom adjustments before applying changes. The Current Weather tab also includes a detailed overview button, giving you deeper insight into the active weather conditions.[/p][p]When hovering over individual settings, you will see tooltips explaining what each slider controls.[/p][p]When adjusting sliders, weather changes occur in real time:[/p]
  • [p]You will see clouds forming and conditions building up gradually[/p][/*]
  • [p]Sliders transition smoothly toward your desired values[/p][/*]
  • [p]Environmental effects update progressively rather than switching instantly[/p][/*]
[p]This improved transition system makes the weather feel more alive and reactive to your adjustments.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/1c202e137c1c6be983d8683a9dfc8f012b824773.png"][/img][/p]

Logging Specific Weather Settings

[p]You can now log specific weather parameters individually. Simply tick the checkbox next to a setting to log it.[/p][p]When a setting is logged:[/p]
  • [p]The slider colour changes, clearly indicating that this value is locked[/p][/*]
  • [p]A lock icon appears next to the setting[/p][/*]
[p]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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/65aed6d131812353c701de768d022d2399c80c0b.png"][/img][/p]

Lightning Flash Density

[p]A Lightning Flash Density slider has been added. This allows you to control thunderstorm intensity by determining how frequently lightning occurs during storm conditions.[/p][p]Thunderstorms and lightning effects are now fully integrated again. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/b10310a1e911eed515de36e2467e63837468f93e.jpg"][/img][/p][p][/p]

Office UI, Mission Progression & XP Summary Improvements

[p]The Office UI has received a fresh new look, along with a redesigned Mission Progression window for improved clarity and structure. Mission steps are now easier to follow, giving players a clearer overview of objectives and current progress.[/p][p]We have also updated the Session XP Summary UI, providing a cleaner and more transparent breakdown of your earned experience at the end of a session. When completing a contract or event in co-op, the summary now also shows a detailed breakdown of how much XP each crew member has received.[/p][p]In addition, an XP pop-up notification 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.[/p][p]All contracts now clearly display compatible ship classes, making it much easier — especially for beginners — to understand which vessels are suitable for each mission. In addition, contracts now include visible requirements and required items. When hovering over listed items, you will find additional information to help you prepare properly before starting a mission.[/p][p]As always, the UI is not final. As Ships At Sea continues to evolve, we remain committed to further refining the user interface, design and overall user experience in future updates.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/959f660af751db13b3081b7f3f2a9c202797e10d.png"][/img][/p]

Environmental Level Design Progress

[p]Environmental level design continues to make strong progress across the world of Ships At Sea. The Dry Dock area is already taking shape and increasingly resembles a fully functional maritime facility, adding both atmosphere and operational depth to the ports.[/p][p]In addition, a newly redesigned world map is currently being finalized and will be introduced in an upcoming patch in the next few days.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/be6f62af19f7d001879db433b4b7a70990ebda04.jpg"][/img][/p][p]At the same time, vegetation such as trees and bushes across the islands and coastal areas is gradually being expanded to further shape the environment. As development continues, we also plan to introduce more NPC activity, additional NPC vessels, and other world elements to make the environment feel even more alive and immersive.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/e3308a386420f440e1a591ce78536d16139217b7.jpg"][/img][/p][p]Looking ahead, we also plan to expand environmental life and activity, including additional NPC presence, wildlife on land and at sea, and future AI traffic systems, to create a more dynamic, living world around your operations.[/p][p][/p]

New Main Characters & Animation System Foundation

[p]With this update, we are introducing the first iteration of completely new main character models for both male and female players, significantly improving overall authenticity and visual quality.[/p][p]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 Ships At Sea.[/p][p]In addition, we have reworked the core animation system architecture. 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.[/p][p]On-foot mechanics such as walking, rotating, walking sideways, running, and general character movement can already be tested in this update, giving players an early look at the foundation of the improved character and animation system.[/p][p][/p][previewyoutube="Y_SzfiVxEG0;full"][/previewyoutube][p]Please note that the new character models do not yet use the upcoming new clothing system. A full Character Customization System is currently in development and is planned for update v0.8.7.[/p][p]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 Ships At Sea.[/p][p][/p]

Beginner Tutorial Added

[p]A new Beginner Tutorial has been introduced to help new players get started in Ships At Sea.[/p][p]The tutorial can be enabled through the Settings Menu before starting a new game. Once activated, it will guide you around the ports and introduce you to key facilities such as the Sea Taxi, Warehouse, Dry Dock, Office, and other essential operational areas. [/p][p]Additionally, all UI windows include an “i” (information) icon 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.[/p][p]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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/0488c9da22eeea3e96700a699c8baf5acb51a946.png"][/img][/p][p][/p]

A Long-Awaited Feature: Sitting & Ship Interaction

[p]With this update, we’ve started introducing the ability to sit down and become more connected to the world of Ships At Sea.[/p][p]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.[/p][p]In upcoming updates, this feature will be expanded to vessels as well — including co-pilot chairs and other workstations on the bridge, as well as additional seating areas throughout the ship — once our new sitting animations have been further refined.[/p][p]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.[/p][p][/p]

Interaction Highlight Improvements

[p]The previous object highlighter used when interacting with controls in the bridge or objects in the world has been updated to a new outline-based highlighting system. [/p][p]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 adjust the highlight intensity through the settings menu, allowing them to customize the visibility to their preference.[/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/ad8e81e63052ecd2f1ae81e885f5bba9b730aa61.png"][/img][/p]

Improved AZERTY Keyboard Support

[p]We have resolved an issue affecting players using AZERTY keyboards where keybinding labels in the UI displayed normalized QWERTY keys instead of the actual keys pressed. [/p][p]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 local keyboard layout, ensuring that the displayed keys match the physical keys used on AZERTY and other international keyboard configurations.[/p][p][/p]

Help Us Test

[p]As this build is released to the Public Test branch, 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.[/p][p]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.[/p][p]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 core foundation of the game. Our goal is to build systems that can support a wide range of vessel types and maritime activities as the project continues to grow, even beyond the full version. [/p][p]At the same time, development continues in parallel on several upcoming features, including larger vessel classes such as the highly anticipated Class 4 ships. Alongside this, we are working on new gameplay systems, level design, expanded animations, and improved sound effects to further deepen the Ships At Sea experience.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44144563/c7beaab9c60bdf5a36e843a341c9942413b3beea.jpg"][/img][/p][p]A small early glimpse of one of the upcoming Class 4 vessels currently in development.[/p][p][/p][p]There are many exciting things on the horizon, and we look forward to continuing this journey together with our community.[/p][p][/p][p][/p]

Ships At Sea – Public Test v0.8.6 Changelog

New Features

  • [p]Added a new fuel consumption model. Fuel usage now depends on actual engine load[/p][/*]
  • [p]Added a new fish habitat system[/p][/*]
  • [p]Added dedicated server support for up to 8 players[/p][/*]
  • [p]Added dynamic fish prices that fluctuate based on fish type and season[/p][/*]
  • [p]Added weather forecast via VHF radio[/p][/*]
  • [p]Added lightning, thunder, aurora and rainbow weather effects[/p][/*]
  • [p]Added repairable seamarker missions[/p][/*]
  • [p]Added a tutorial when starting a new game[/p][/*]
  • [p]Added sitting feature allowing players to sit on chairs on benches, sofa and onboard ships[/p][/*]
  • [p]Added XP pop-up notification[/p][/*]
  • [p]Added twin and triple engine throttles for Class 3 service and cargo ships[/p][/*]
  • [p]Added F (Forward), N (Neutral), R (Reverse) indicators to all throttle controls[/p][/*]
  • [p]Added health system for inventory items[/p][/*]
  • [p]Added inventory for the rowboat[/p][/*]
  • [p]Added support for azimuth pods[/p][/*]
  • [p]Added the ability to swap items while hauling gear[/p][/*]
  • [p]Added info buttons providing explanations for UI tabs[/p][/*]
  • [p]Added interaction outline for objects[/p][/*]

World & Map

  • [p]Added second fish unloading areas in Værøy and Røst[/p][/*]
  • [p]Added an additional docking area on Vedøya[/p][/*]
  • [p]Added new fuel stations[/p][/*]
  • [p]Added a new Tier 1 crane from Lorentzen Hydraulikk[/p][/*]
  • [p]Added Dry Dock signage[/p][/*]
  • [p]Added the missing Sea Taxi NPC in Teist Hammeren[/p][/*]
  • [p]Added the correct office laptop in Bodø office, enabling services and crew management[/p][/*]
  • [p]Added new decals for cargo areas[/p][/*]

UI & Interface

  • [p]Added new mission completion window[/p][/*]
  • [p]Added new icons for items and boats[/p][/*]
  • [p]Added new map icons[/p][/*]
  • [p]Added mission requirements displayed in the office UI[/p][/*]

Adjustments

  • [p]Adjusted fish prices and seasonal values[/p][/*]
  • [p]Adjusted payload values for all vessels[/p][/*]
  • [p]Adjusted kiosk item prices and earnings[/p][/*]
  • [p]Adjusted timers on some burning houses to stagger their start times[/p][/*]

Improvements

  • [p]Improved buoyancy and ship physics systems[/p][/*]
  • [p]Improved boat movement systems[/p][/*]
  • [p]Improved boat reversing behaviour[/p][/*]
  • [p]Improved rudder control for easier centering[/p][/*]
  • [p]Improved propeller and engine RPM behaviour[/p][/*]
  • [p]Improved searchlight distance and angles[/p][/*]
  • [p]Improved searchlight control panel and added joystick support[/p][/*]
  • [p]Improved calendar functionality for fish habitats[/p][/*]
  • [p]Improved mission manager[/p][/*]
  • [p]Improved mission and contract details with compatible boats, required rigging, items, and skills[/p][/*]
  • [p]Improved wheelhouse instrument layout across multiple boats[/p][/*]
  • [p]Improved character camera and rotation[/p][/*]
  • [p]Implemented first-person stabilization[/p][/*]
  • [p]Improved gamepad navigation for the office and logbook[/p][/*]
  • [p]Improved player tab in logbook[/p][/*]
  • [p]Improved loading screens[/p][/*]
  • [p]Improved game icons[/p][/*]
  • [p]Improved boat world markers[/p][/*]
  • [p]Improved tags displayed over boats and ships[/p][/*]
  • [p]Improved ocean color and water visuals[/p][/*]
  • [p]Improved overall lighting[/p][/*]
  • [p]Improved overall performance[/p][/*]
  • [p]Improved raindrops and wipers on all vessels[/p][/*]
  • [p]Improved seabed depth for smoother wave height transitions[/p][/*]
  • [p]Improved textures on fish farm feeding machines[/p][/*]
  • [p]Improved textures on mooring posts and towing anchors[/p][/*]
  • [p]Improved weather system across quality settings with customizable and lockable options[/p][/*]
  • [p]Improved UI for logbook and office[/p][/*]
  • [p]Improved Dry Dock level design[/p][/*]
  • [p]Improved savegame compatibility messaging[/p][/*]
  • [p]Improved engine behaviour when fuel runs out (hybrid engines keep electric motors running)[/p][/*]

Gameplay Changes

  • [p]Rebalanced boat and ship upgrade costs[/p][/*]
  • [p]Rebalanced contract rewards and XP payouts[/p][/*]
  • [p]Rebalanced catchability for longline and net fishing[/p][/*]
  • [p]Reduced boat jittering[/p][/*]
  • [p]Reintroduced storms triggered via weather settings[/p][/*]
  • [p]Renamed cargo capacity to payload (now includes rigging and smaller items)[/p][/*]
  • [p]Renamed missions to contracts[/p][/*]
  • [p]Removed fish habitat restrictions for longline and net gear[/p][/*]
  • [p]Removed the fuel tank and speedometer HUD from the rowboat[/p][/*]
  • [p]Disabled global event cancellation[/p][/*]
  • [p]Slightly adjusted control sensitivity[/p][/*]
  • [p]Smoothed towing behaviour to prevent sudden jerks[/p][/*]

Reworks

  • [p]Reworked crane operations with unified input settings and new joint control modes[/p][/*]
  • [p]Reworked mission tracking system[/p][/*]
  • [p]Reworked the searchlight control panel and joystick controls[/p][/*]
  • [p]Reworked boat movement systems[/p][/*]

Fixes

  • [p]Fixed autopilot activation via the P key[/p][/*]
  • [p]Fixed autopilot path marker replication for multiplayer[/p][/*]
  • [p]Fixed RPM replication and propellers[/p][/*]
  • [p]Fixed rain dripping inside the wheelhouse on certain ships[/p][/*]
  • [p]Fixed camera controls while dragging boat controls or the joystick[/p][/*]
  • [p]Fixed camera jitter when switching between first- and third-person characters[/p][/*]
  • [p]Fixed client interaction issues with logbook, autopilot, and engines[/p][/*]
  • [p]Fixed client crash when switching companies or exiting the game[/p][/*]
  • [p]Fixed client unboarding when rejoining a hosted session[/p][/*]
  • [p]Fixed player getting stuck under the net table[/p][/*]
  • [p]Fixed large fish getting stuck on the conveyor belt after gutting[/p][/*]
  • [p]Fixed player being unable to unequip gutted fish[/p][/*]
  • [p]Fixed sale issues with large quantities of fish[/p][/*]
  • [p]Fixed the fish hooking issue on Flippy boat[/p][/*]
  • [p]Fixed passenger mission completing before starting[/p][/*]
  • [p]Fixed whale watching mission issue[/p][/*]
  • [p]Fixed cargo spawn issues in Sørvågen[/p][/*]
  • [p]Fixed floating cargo in some port areas[/p][/*]
  • [p]Fixed cargo reach issue in Måstad[/p][/*]
  • [p]Fixed Dry Dock spawn issue for Nordland vessel[/p][/*]
  • [p]Fixed landscape clipping in Dry Dock[/p][/*]
  • [p]Fixed texture stretching near ports[/p][/*]
  • [p]Fixed map typo for Bliksvær[/p][/*]
  • [p]Fixed UV map issues on some windows[/p][/*]
  • [p]Fixed Discord link[/p][/*]
  • [p]Fixed character limit issue on feedback form[/p][/*]
  • [p]Fixed key rebinding issue on AZERTY keyboards[/p][/*]
  • [p]Fixed typos in Russian and Turkish localization[/p][/*]

Technical

  • [p]Implemented automatic loading of the latest savegame on dedicated servers[/p][/*]
  • [p]Updated Unreal Engine from 5.4.4 to 5.7.3, providing significant performance improvements[/p][/*]
  • [p]Updated and improved Help sections[/p][/*]
  • [p]Updated almost all language localizations (Chinese pending)[/p][/*]
  • [p]Updated cargo and map icons[/p][/*]
  • [p]Updated radio station list (removed non-working URLs)[/p][/*]
[p][/p]
Logo for Ships At Sea
Release:23.05.2024 Genre: Simulation Entwickler:keine Infos Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
Einzelspieler Mehrspieler Koop

Aktuelle Steam News
Neue Steam News in der ePrison Datenbank

Public Test v0.8.6.41710 - Incoming Patch!
Ships At Sea
1 Tag 16:55 Community Announcements
Public Test v0.8.6 Is Live! Dedicated Server Support and Major Improvements
Ships At Sea
06.03.26 20:10 Community Announcements
Z-Bridge Joins Ships At Sea as New License Partner
Ships At Sea
15.01.26 16:00 Community Announcements
Hotfix Update v0.8.5.1696
Ships At Sea
24.12.25 16:35 Community Announcements
Hotfix Update v0.8.5.1693
Ships At Sea
23.12.25 19:14 Community Announcements
Hotfix Update v0.8.5.1690
Ships At Sea
22.12.25 14:21 Community Announcements
Update v0.8.5 - Is Now Live!
Ships At Sea
19.12.25 15:33 Community Announcements
Public Test v0.8.5.1678 - Incoming Patch!
Ships At Sea
17.12.25 16:57 Community Announcements
Public Test v0.8.5 Is Live! Major Ship Physics & New Missions
Ships At Sea
12.12.25 20:19 Community Announcements
Working on the New Port Crane – Big Upgrade to the Port Operations!
Ships At Sea
21.11.25 15:51 Community Announcements
Major Update v0.8.4 - Live Now!
Ships At Sea
17.11.25 17:01 Community Announcements
Public Test Update v0.8.4.1625 - New Patch Released!
Ships At Sea
14.11.25 16:06 Community Announcements
Major Update v0.8.4 – Public Test Now Live!
Ships At Sea
07.11.25 17:05 Community Announcements
Step Inside the Toolshop and Explore the New Inventory System
Ships At Sea
10.10.25 15:00 Community Announcements
Hotfix 0.8.3.1559
Ships At Sea
06.10.25 10:31 Community Announcements
Hotfix 0.8.3.1538
Ships At Sea
29.09.25 19:01 Community Announcements
Update 0.8.3.1534
Ships At Sea
28.09.25 16:20 Community Announcements
Bringing Life to the new World
Ships At Sea
26.09.25 16:00 Community Announcements
Update 0.8.3.1527
Ships At Sea
26.09.25 09:39 Community Announcements
Passenger Transport Mission – First Iteration
Ships At Sea
23.09.25 15:00 Community Announcements
Hotfix v0.8.3.1521
Ships At Sea
22.09.25 18:51 Community Announcements
Update v0.8.3 - Live Now!
Ships At Sea
16.09.25 12:39 Community Announcements
Public Test Update v0.8.3.1510 - Incoming Patch!
Ships At Sea
15.09.25 17:01 Community Announcements
Public Test Update v0.8.3.1506
Ships At Sea
12.09.25 12:33 Community Announcements
Public Test Update v0.8.3.1503 - Patch Ahead!
Ships At Sea
11.09.25 14:24 Community Announcements
Public Test Update v0.8.3.xx - Incoming Patch!
Ships At Sea
05.09.25 20:25 Community Announcements
Public Test - Update v0.8.3
Ships At Sea
29.08.25 19:23 Community Announcements
New Mooring System in Update v0.8.3
Ships At Sea
26.08.25 16:00 Community Announcements
Welcoming Torghatten & Multi Maritime Aboard – Ferry Operations Are Coming!
Ships At Sea
20.08.25 15:00 Community Announcements
Redefining Interaction - A New Chapter with Update v0.8.3
Ships At Sea
07.08.25 15:00 Community Announcements
Spotlight on the Lighthouse Gameplay
Ships At Sea
30.07.25 15:42 Community Announcements
Update v0.8.2.1418
Ships At Sea
28.07.25 19:15 Community Announcements
Major Update v0.8.2 - Live Now!
Ships At Sea
04.07.25 15:48 Community Announcements
Public Test Update v0.8.2.1387 - Patch Ahead!
Ships At Sea
02.07.25 17:57 Community Announcements
Public Test Update v0.8.2.1374 - Incoming Patch!
Ships At Sea
25.06.25 15:36 Community Announcements
Public Test - Update v0.8.2
Ships At Sea
20.06.25 16:47 Community Announcements
Master Your Vessel: How Manual Gear Control Works in Ships At Sea
Ships At Sea
13.06.25 15:30 Community Announcements
Cargo Delivery by Rowboat? Yes, Please!
Ships At Sea
11.06.25 17:00 Community Announcements
Master Long-Distance Travel with Autopilot NAV Mode
Ships At Sea
07.06.25 14:00 Community Announcements
Upgradable Hooks are coming to Ships At Sea!
Ships At Sea
05.06.25 15:00 Community Announcements
Upgradable Knives Are Coming to Ships At Sea!
Ships At Sea
28.05.25 15:00 Community Announcements
Towing Rescue Missions Return in Update 0.8.2
Ships At Sea
23.05.25 16:00 Community Announcements
Upgradable Buoys Have Arrived
Ships At Sea
21.05.25 16:00 Community Announcements
Hotfix: 0.8.1.1320
Ships At Sea
15.05.25 10:32 Community Announcements
NPC System and Crew Operations
Ships At Sea
14.05.25 15:35 Community Announcements
Hotfix: v0.8.1.1315
Ships At Sea
14.05.25 11:49 Community Announcements
Update v0.8.1.1311 - Incoming Patch!
Ships At Sea
13.05.25 13:28 Community Announcements
Major Update v0.8.1 - Now Live!
Ships At Sea
09.05.25 16:29 Community Announcements
Boat Cleaning Is Back – Shipyard Services Restored!
Ships At Sea
08.05.25 16:00 Community Announcements
Public Test Branch v0.8.1.1300 - Incoming Patch!
Ships At Sea
07.05.25 18:04 Community Announcements
Voting Time Skip Arrives in v0.8.1
Ships At Sea
07.05.25 15:00 Community Announcements
Public Test Branch v0.8.1.1294 - Incoming Patch!
Ships At Sea
06.05.25 15:57 Community Announcements
Hotfix: v0.8.1.1283
Ships At Sea
02.05.25 17:18 Community Announcements
Public Test - Update v0.8.1
Ships At Sea
02.05.25 15:12 Community Announcements
Small Update v0.8.0.1221
Ships At Sea
21.03.25 16:13 Community Announcements
Small Hotfix v0.8.0.1209
Ships At Sea
14.03.25 18:10 Community Announcements
Small Hotfix v0.8.0.1203
Ships At Sea
13.03.25 21:06 Community Announcements
Update v0.8.0.1200
Ships At Sea
13.03.25 19:30 Community Announcements
Small Hotfix v0.8.0.xx
Ships At Sea
09.03.25 20:11 Community Announcements
Major Update v0.8 - Out Now!
Ships At Sea
07.03.25 16:58 Community Announcements
Public Test Branch - Update v0.8.0.1164
Ships At Sea
04.03.25 19:29 Community Announcements
Update 0.8.0.1157 Public Test Branch
Ships At Sea
28.02.25 19:37 Community Announcements
Update 0.8.0.1154 Public Test Branch
Ships At Sea
27.02.25 15:29 Community Announcements
Public Test Branch v0.8.0.1145 - Incoming Patch!
Ships At Sea
25.02.25 21:40 Community Announcements
Small Hotfix v0.8.0.1137 [Public Test]
Ships At Sea
22.02.25 15:20 Community Announcements
Public Test v0.8 – The Long-Awaited Tier 3 Ships and Major Overhaul!
Ships At Sea
21.02.25 20:17 Community Announcements
Introducing Fish Production Line on Tier 3 Fishing Ship!
Ships At Sea
17.01.25 17:00 Community Announcements
Introducing 360-Degree View for Crane Operations
Ships At Sea
19.12.24 17:00 Community Announcements
Hotfix - Public Update 0.7.5.1026
Ships At Sea
23.11.24 22:59 Community Announcements
Hotfix - Public Test Update 0.7.5.1021
Ships At Sea
21.11.24 14:20 Community Announcements
Update v0.7.5 - Live Now!
Ships At Sea
20.11.24 11:01 Community Announcements
Hotfix - Public Test Update 0.7.5.1014
Ships At Sea
19.11.24 15:48 Community Announcements
Hotfix - Public Test Update v0.7.5.1012
Ships At Sea
18.11.24 17:01 Community Announcements
Hotfix Released - Public Test Update v0.7.5.1009
Ships At Sea
15.11.24 19:09 Community Announcements
Patch - Public Test v0.7.5.1005
Ships At Sea
14.11.24 18:15 Community Announcements
Public Test Open Now - Update v0.7.5
Ships At Sea
08.11.24 16:43 Community Announcements
Reworked Sonar System in Ships At Sea - Brings Enhanced Realism and Precision
Ships At Sea
18.10.24 15:00 Community Announcements
Update v0.8 Sneak Peek and Open Beta Announcement
Ships At Sea
11.10.24 16:00 Community Announcements
Introducing the Tier 2 Crane - Coming in Our First Major Update!
Ships At Sea
13.09.24 16:00 Community Announcements
New License Partner - Introducing the Tier 3 Cargo Ship!
Ships At Sea
30.08.24 14:00 Community Announcements
Unveiling the Big One - Introducing the Tier 3 Fishing Vessel!
Ships At Sea
08.08.24 15:00 Community Announcements
First look at the Tier 3 vessels in the upcoming November 2024 major update!
Ships At Sea
13.07.24 13:00 Community Announcements
Co-Op Company
Ships At Sea
05.07.24 15:37 Community Announcements
Patch - Release Notes Version 7.2.801
Ships At Sea
04.07.24 11:26 Community Announcements
Another small update
Ships At Sea
25.06.24 15:59 Community Announcements
Small update
Ships At Sea
22.06.24 12:52 Community Announcements
Patch - Release Notes Version 0.7.2.782
Ships At Sea
21.06.24 12:34 Community Announcements
Small hotfix
Ships At Sea
18.06.24 15:03 Community Announcements
New patch with numerous improvements
Ships At Sea
16.06.24 18:02 Community Announcements
Net fishing is now available again in this latest small update!
Ships At Sea
12.06.24 16:46 Community Announcements
Another small hotfix is now available
Ships At Sea
08.06.24 15:18 Community Announcements
Small hotfix
Ships At Sea
07.06.24 18:58 Community Announcements
New Update v0.7.2 and Roadmap
Ships At Sea
07.06.24 16:15 Community Announcements
Small hotfix for Tier 2 cargo boat
Ships At Sea
31.05.24 20:06 Community Announcements
New update v0.7.1 with many improvements
Ships At Sea
31.05.24 15:52 Community Announcements
Minor patch
Ships At Sea
27.05.24 19:58 Community Announcements
New update and some information about medium cargo missions
Ships At Sea
27.05.24 13:14 Community Announcements
Minor update
Ships At Sea
26.05.24 08:53 Community Announcements
Small hotfix
Ships At Sea
25.05.24 08:48 Community Announcements
Crashfix
Ships At Sea
25.05.24 01:34 Community Announcements
Small hotfix
Ships At Sea
24.05.24 22:54 Community Announcements
New hotfix released!
Ships At Sea
24.05.24 18:03 Community Announcements
Small hotfix
Ships At Sea
23.05.24 23:22 Community Announcements
Next small hotfix
Ships At Sea
23.05.24 17:45 Community Announcements
Small hotfix for major crashes!
Ships At Sea
23.05.24 13:03 Community Announcements
Ships At Sea
Ships At Sea
23.05.24 10:00 Community Announcements
Camera Zoom
Ships At Sea
15.05.24 15:00 Community Announcements
Update on Our Journey!
Ships At Sea
03.05.24 11:07 Community Announcements
Introducing the Shipyard in - Ships At Sea
Ships At Sea
27.04.24 12:00 Community Announcements
New Cargo Items
Ships At Sea
19.04.24 15:00 Community Announcements
Redfish
Ships At Sea
12.04.24 15:00 Community Announcements
Headgear Collection
Ships At Sea
05.04.24 15:00 Community Announcements
Wheelhouse Instruments
Ships At Sea
28.03.24 17:00 Community Announcements
Ships At Sea - Official Gameplay Trailer
Ships At Sea
19.03.24 15:30 Community Announcements
Ships At Sea - Development News #27
Ships At Sea
08.03.24 16:00 Community Announcements
Ships At Sea - Development News #26
Ships At Sea
29.02.24 16:00 Community Announcements
Ships At Sea - Development News #25
Ships At Sea
22.02.24 12:00 Community Announcements
Ships At Sea - Development News #24
Ships At Sea
14.02.24 09:00 Community Announcements
Ships At Sea - Development News #23
Ships At Sea
08.02.24 15:00 Community Announcements
Ships At Sea - Development News #22
Ships At Sea
02.02.24 16:00 Community Announcements
Ships At Sea - Development News #21
Ships At Sea
26.01.24 15:00 Community Announcements
Ships At Sea - Development News #20
Ships At Sea
20.01.24 11:00 Community Announcements
Ships At Sea - Development News #19
Ships At Sea
17.01.24 15:00 Community Announcements
Ships At Sea - Development News #18
Ships At Sea
12.01.24 14:36 Community Announcements
Ships At Sea - Development News #17
Ships At Sea
29.12.23 17:00 Community Announcements
Ships At Sea - Development News #16
Ships At Sea
22.12.23 16:00 Community Announcements
Ships At Sea - Development News #15
Ships At Sea
15.12.23 16:00 Community Announcements
Ships At Sea - Development News #14
Ships At Sea
08.12.23 16:00 Community Announcements
Ships At Sea - Development News #13
Ships At Sea
01.12.23 16:00 Community Announcements
Ships At Sea - Development News #12
Ships At Sea
25.11.23 15:00 Community Announcements
Ships At Sea - Development News #11
Ships At Sea
17.11.23 17:00 Community Announcements
Ships At Sea - Development News #10
Ships At Sea
11.11.23 15:00 Community Announcements
Ships At Sea - Development News #9
Ships At Sea
03.11.23 15:00 Community Announcements
Ships At Sea - Development News #8
Ships At Sea
28.10.23 13:00 Community Announcements
Ships At Sea - Development News #7
Ships At Sea
20.10.23 13:00 Community Announcements
Ships At Sea - Development News #6
Ships At Sea
14.10.23 11:30 Community Announcements
Ships At Sea - Development News #5
Ships At Sea
06.10.23 13:00 Community Announcements
Ships At Sea - Development News #4
Ships At Sea
28.09.23 13:37 Community Announcements
Ships At Sea - Development News #3
Ships At Sea
22.09.23 10:14 Community Announcements
Ships At Sea - Development News #2
Ships At Sea
09.09.23 13:00 Community Announcements