Ahoy Captains,
First of all, we would like to thank our community for your patience, feedback, and continued support throughout the development of Ships At Sea. Your input during the Public Test has played a key role in shaping this release.
Today, we are excited to bring [b]Major Update v0.8.6[/b] live to all players.
This update marks one of the biggest technical milestones for Ships At Sea to date. Dedicated server support is now fully available, allowing players to host or rent servers and build their own maritime communities.
With v0.8.6, we’ve introduced significant improvements across the entire game, including graphical upgrades, performance optimizations, gameplay refinements, and system reworks.
The game now runs on [b]Unreal Engine 5.7.3[/b], providing a stronger foundation for better performance, visual quality, and future scalability.
Core systems have also been expanded, including a [b]redesigned fish ecosystem, improved weather systems, a new fuel consumption model, multi-engine throttle control[/b]s, and [b]refined buoyancy and ship handling[/b]. The [b]first iteration of the fuel station system[/b] is now in place.
You will also notice the first steps of our new character system, with [b]updated character models[/b], [b]improved movement[/b], and a [b]reworked animation foundation for future features.[/b]
Finally, we’ve [b]redesigned parts of the UI[/b], [b]including the Logbook[/b], to improve clarity and usability.
This update is a major step forward for Ships At Sea, and we look forward to continuing development together with you.
Dedicated Server Support
With [b]Major Update v0.8.6[/b], Ships At Sea now officially supports [b]Dedicated Servers[/b], significantly expanding multiplayer possibilities for the community.
Friends List and Peer-to-Peer (P2P) multiplayer remain fully supported with up to 4 players, so you can continue enjoying the game with your friends exactly as before. Nothing changes for players who prefer quick sessions with their usual crew.
In addition, Dedicated Servers allow players to connect beyond their friends list. You can now 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 around the world.
Whether you're organizing fishing operations, managing a service fleet, or creating a long-term simulation environment, dedicated servers provide greater flexibility and control over your experience.
Please note that password protection and additional server management features are planned for upcoming updates.
By default, a dedicated server starts with standard settings (such as a default server name and level), which can be customized by the host. One of the most common adjustments will be setting a unique server name to make it stand out in the multiplayer server list.
[img src="https://clan.akamai.steamstatic.com/images/44144563/04aa54dd446bc96ca7b9b316e205b3d99e50cbb7.jpg"][/img]
To support this feature, we have created a dedicated [b]Discord support channel[/b], where our team is available to assist anyone who needs help setting up their server. Everyone is welcome to join and reach out: [url="https://discordapp.com/channels/887802577863975002/1481006285569659011"]Support-Server[/url]
[img src="https://clan.akamai.steamstatic.com/images/44144563/9ef94f4105b83326162911bfc87b4f43bd666b26.png"][/img]
[b]How to start[/b]
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!
[b]How to Set a Custom Server Name[/b]
[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 Ships At Sea has been significantly expanded and is now approaching full implementation, bringing major improvements to realism, immersion, and visual effects.
Wave behavior has been completely reworked. In open waters, you will experience stronger, wind-driven seas with more pronounced swell. As you move closer to coastlines, ports, islands, and fish farms, wave intensity gradually decreases, creating calmer and more controlled operational areas.
Wave direction now dynamically responds to wind, and transitions between weather states are much smoother. This results in more natural sea movement and a more believable maritime environment.
Weather-related visual effects have also been improved, enhancing elements such as rain, atmosphere, and overall environmental feedback during changing conditions.
The system supports both [b]dynamic[/b] and [b]manual weather control[/b].
Dynamic weather evolves naturally over time, influenced by environmental conditions such as time of day and seasonal changes.
Manual weather has been significantly improved. Instead of instant changes, weather conditions now transition gradually, allowing you to observe the full development of the atmosphere — from shifting light and building clouds to increasing wind and forming rain.
You can also save specific weather states and reuse them whenever needed, making it easier to recreate preferred conditions.
Storm behaviour has been refined as well. Storms can now be triggered or cancelled at any time and integrate seamlessly into the overall weather system while maintaining their intensity and impact.
[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 introduced atmospheric phenomena such as the [b]Aurora Borealis[/b], visible during clear nights, and [b]rainbows[/b], which appear under specific lighting and weather conditions. These natural events enhance immersion and add greater visual depth to the maritime environment.
In an upcoming update, we plan to expand this system further by giving players more control over these phenomena, including the ability to adjust and experience the Northern Lights and rainbows more dynamically.
For full details on wind, swell, wave behaviour, manual controls, atmospheric effects, and advanced weather settings, please refer to the newly redesigned and updated Help page.
[b]Important Note[/b]
Adjusting weather settings does not only affect current conditions — it recalculates and regenerates the entire weather forecast from that point forward. This means that previously forecasted weather, including calm periods or incoming storms, may change significantly based on the new configuration.
[img src="https://clan.akamai.steamstatic.com/images/44144563/b73692e767c699745a9db23476491d4e8b06645a.jpg"][/img]
The snow environment has been further enhanced to improve overall immersion. Snow now reacts more dynamically to player movement, including the addition of footstep effects.
As you move through snowy areas, your character will leave visible footprints that follow your path across the terrain. Whether walking or running, these tracks persist and respond naturally to the environment, adding a new layer of realism to on-foot exploration in Ships At Sea.
These features are currently available on [b]Ultra quality settings[/b], where the environment supports advanced landscape weather effects. This includes 3D snow accumulation, dynamic puddles, footprints and trails in the snow, as well as enhanced audio such as footsteps in snow and splashing through wet surfaces.
Snow accumulation has also been extended to objects in the world, meaning you will now see snow building up on cargo and your vessel, further reinforcing the sense of a living, reactive environment.
[previewyoutube="d38vJ9-3iKk;full"][/previewyoutube][img src="https://clan.akamai.steamstatic.com/images/44144563/8b9558f71d856d7493e209eafef71680f72e6fb9.png"][/img]
Rain and Window Effects Improvements
Rain behaviour inside vessels has been partially improved. While the issue of rain appearing inside cabins has been reduced, it may still occur in some cases. A full solution is currently in development and requires further testing across all boats and ships. Additional improvements will follow in the upcoming [b]v0.8.7 update[/b].
Window rain effects have been improved, providing more realistic water accumulation and better visibility during rainfall. Further visual improvements to these effects are already in progress and will also be included in [b]v0.8.7[/b].
An issue where rain was not visible when using Ultra or Low graphics presets has also been resolved, ensuring more 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 introducing a new fuel consumption system based on actual engine load. Fuel usage is no longer determined solely by RPM, but by how much work the engine is actively performing.
This means actions such as heavy acceleration, towing, or operating under strong resistance will significantly increase fuel consumption. In contrast, maintaining a steady cruising speed or running under lower load will result in more efficient fuel usage.
As a result, vessel handling now plays a much greater role. Efficient cruising, proper throttle control, and thoughtful boat setup directly influence fuel efficiency, adding a new layer of 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 enables:
Differential thrust for precise manoeuvring
Greater control at low speeds
Improved docking performance
More realistic multi-engine vessel handling
Multi-engine throttle control functions as the vessel’s primary propulsion system and operates independently from bow thrusters.
Twin-Engine Throttle Control
The Class 3 Service Ship is equipped with a dual-engine control unit, reflecting its twin-propeller setup.
Each throttle lever controls an individual engine, including:
Forward / Neutral / Reverse gear selection
Throttle input (engine RPM)
When set to Neutral (N):
The engine remains running
No thrust is applied
The vessel moves naturally based on inertia, wind, and current
This system enables smoother transitions between forward and reverse, while providing precise control during low-speed manoeuvres, such as docking.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0f1b7242f53a6edbb80ae9b00ce5d4cb92d15ab6.jpg"][/img]
Triple-Engine Throttle Control
The Class 3 Cargo Ship features a triple-engine control system, reflecting its three-propeller setup.
[b]Throttle Layout[/b]
Port Lever (Left) – Port engine
Center Lever (Middle) – Center engine
Starboard Lever (Right) – Starboard engine
Each lever is fully interactable and provides:
Forward / Neutral / Reverse gear selection
Throttle control (engine RPM)
This setup allows for precise manoeuvring and realistic handling of larger vessels.
[b]Control Panel Functions[/b]
Red – Throttle Override
Enables full manual control by disabling automated gear behaviour
Orange – Engine Synchronizer
Synchronizes RPM across all engines based on the last adjusted lever Ideal for stable cruising and improved fuel efficiency
Green – Start All Engines
Starts all inboard engines simultaneously (manual start remains available)
White – Emergency Stop
Immediately shuts down all engines as a full emergency measure
[img src="https://clan.akamai.steamstatic.com/images/44144563/8646ef3ec24f20959b25588502311adf46edbf11.jpg"][/img]
We know many of you have been looking forward to this — we have [b]officially started working on a new generation of engine sounds and overall audio improvements for the entire game[/b], which will begin rolling out with [b]v0.8.7[/b].
Our goal is to deliver a more realistic and immersive audio experience by building engine sounds from multiple layered elements rather than relying on single loops. These layers include mechanical details such as gear clunking, neutral states, engine load variations, and smooth throttle transitions.
This approach allows the sound to respond dynamically to how the vessel is being operated, making each engine feel more alive and giving a stronger connection between player input and vessel behaviour.
Joystick Steering
Class 3 Cargo and Service vessels have been upgraded with a joystick-based steering system, better reflecting their real-world bridge configurations. The joystick functions similarly to a traditional steering wheel. Moving it to port or starboard directly adjusts the rudder angle, translating player input into smooth and responsive steering.
Alongside this, we have officially started working on new character animations. This includes improvements such as more natural sitting animations while operating the vessel, with plans to further enhance immersion by allowing characters to interact more directly with controls — for example, holding the steering wheel.
These updates are part of our ongoing effort to make vessel control feel more physical, immersive, and connected to player actions.
[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 vessel handling across all classes.
Forward and reverse thrust behaviour has been rebalanced to improve responsiveness during momentum changes. Transitions between directions now feel more natural and controlled, while still preserving realistic vessel weight and inertia.
Steering and manoeuvrability have also been further tuned across Class 1 to Class 3 ships, resulting in more distinct and authentic handling characteristics that vary by vessel size and type. Rudder behaviour has been improved, including smoother return-to-centre alignment, resulting in more precise course corrections and docking.
We are also introducing a new [b]Adaptive Steering[/b] option — a highly requested feature designed to improve handling across different speeds. When enabled, rudder input dynamically scales with vessel speed, reducing overly aggressive steering at higher speeds while maintaining full control during low-speed manoeuvres.
This system can be customized through adjustable sliders, allowing players to define their own speed thresholds and tailor the behaviour to their preference.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0fd2ae1c6ed7c9458f2e89ac320e4b7e6352f5a1.png"][/img]
Buoyancy calculations have been further improved, enhancing how vessels respond to rising and falling wave conditions. Boats now better account for vertical wave motion, allowing hulls to react more naturally in rough seas and high waves. This results in more believable movement and improved stability in dynamic weather conditions.
In addition, engine and propeller parameters have been rebalanced to provide more accurate thrust behaviour and clearer propulsion feedback — another step toward a more authentic ship simulation experience.
The Class 2 Service Ship is now equipped with stern-mounted waterjet engines, improving manoeuvrability and responsiveness during service operations. Further refinements to waterjet propulsion will be completed in an upcoming update.
[previewyoutube="fNvYNfNghQI;full"][/previewyoutube]Bow Thrusters
Bow thrusters have also been rebalanced to provide more precise control during low-speed manoeuvres. Their response is now more consistent and predictable, making docking and close-quarters handling smoother and easier to manage across different vessel types.
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.
????Fish Ecosystem Rework
With v0.8.6, Ships At Sea introduces a completely redesigned fish ecosystem — inspired by mechanics from our previous titles, but rebuilt and expanded to fully support a dynamic multiplayer environment.
Fishing is now more alive, reactive, and immersive than ever before.
Fish are no longer tied to static locations. Instead, species inhabit specific ocean layers and move freely across the entire map, creating a living ecosystem that evolves over time and responds to player activity.
At the same time, we began creating new animations to further enhance the fishing experience in upcoming updates.
Ocean Layers & Species
Fish are now distributed throughout the water column based on natural behaviour:
Pelagic (mid-water): Mackerel, Salmon, Herring
From coastal waters to deep sea and seabed: Cod, Haddock, Halibut, Pollock, Redfish, Spotted Catfish
Seabed species [i](coming with Class 4 Fishing Ships)[/i]: Snow Crab, Brown Crab, King Crab, Lobster
As development continues toward Version 1.0, more species will be added and ecosystem behaviour further refined.
Gear Soak Time
Fishing gear now operates with realistic soak times, and bait behaviour has been significantly improved.
Bait actively attracts species depending on the depth and ocean layer where gear is deployed. Fish respond naturally based on feeding behaviour, making timing and placement more important than ever.
Catch builds up gradually over time as fish enter nets or attach to hooks. While early retrieval is possible, optimal results are typically achieved around [b]17 in-game hours[/b]. After this point, catch efficiency begins to decline.
Ecosystem Recovery
Fishing activity now directly impacts local fish populations.
Overfishing reduces availability in the area, encouraging more strategic and sustainable harvesting. Over time, and under the right conditions, fish populations will naturally recover.
Seasonal Fishing
Fish now follow seasonal patterns, reaching peak size and availability during specific times of the year.
During peak seasons, species are more abundant and valuable. As the season progresses, populations decrease and fish begin to shift locations.
This system makes timing your fishing operations more important, rewarding players who adapt to seasonal changes.
Locating Fish
Fish shoals are displayed on the map within a soft radius, indicating their approximate size. Each shoal includes an icon showing the dominant species.
Shoals move dynamically, and their positions update over time as fish migrate. Icons also rotate to indicate movement direction, helping players anticipate where fish are heading.
During certain periods, shoals may merge into larger concentrations. When zooming in, these areas become more visible and can contain mixed-species populations with higher density.
Shoal Information
Hovering over a shoal reveals detailed information about the fish population within that area, including which species are present and which one is currently dominant. Dominance is influenced by factors such as seasonality and migration patterns.
Additional information includes:
Dominant species
Population level (displayed as a percentage)
For a more immersive experience, players can disable the fish shoal map filter and rely entirely on sonar systems to locate fish in 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 market?
Ships At Sea features a dynamic fish market where prices fluctuate across ports. Currently, pricing is influenced by seasonality, meaning certain species become more valuable during peak months, while others decrease in demand outside their season.
This system adds an extra layer of strategy, encouraging players to plan their fishing operations around both location and timing.
Looking ahead, the market will continue to evolve with more advanced economic mechanics and greater player control over how catches are sold. The dynamic system itself will also be expanded to other gameplay systems, further increasing depth and interconnectivity.
One of the planned improvements includes the ability to selectively unload specific fish boxes at different ports, allowing you to take advantage of regional price differences. At the moment, all fish boxes are automatically unloaded under the hatch, but this will gradually shift toward a more strategic and management-driven system.
[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, the deployed gear is exposed to environmental conditions. Over time, it may drift, deteriorate, or experience wear due to prolonged exposure at sea. 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. Once reintroduced, upgrading to PingMe will remove the risk of gear loss, providing a more reliable way to manage long deployments.
⛽ Reworked Fuel Stations
Fuel management is a core part of any serious ship simulation, and with this update, we’re taking another step toward greater authenticity.
Both small and main fuel stations have been redesigned with new models, improving visual quality and overall immersion. The updated stations better reflect real-world maritime infrastructure, enhancing the operational feel when refuelling your vessel.
As with other core systems in Ships At Sea, the fuel station system is built modularly. This allows for future expansion, enabling more advanced refuelling mechanics and deeper logistical gameplay over time.
Further improvements and expanded functionality for fuel stations are already planned for the upcoming update v0.8.7.
[img src="https://clan.akamai.steamstatic.com/images/44144563/410c0f2ec798a9405c19135e5bbeff8d05d39105.jpg"][/img]
[img src="https://clan.akamai.steamstatic.com/images/44144563/e09f8cd209b328f24386c3e9c5078aaf76623ad1.jpg"][/img]
????️ Port Crane Upgrade – Lorentzen Hydraulikk
The port crane in Ships At Sea has been upgraded with a brand-new licensed model from our partner [b]Lorentzen Hydraulikk[/b].
[img src="https://clan.akamai.steamstatic.com/images/44144563/7ffd5b13023e2f615460f3f854050fef9e80a551.png"][/img]
The new crane features increased height and extended reach, enabling more efficient, realistic loading and unloading operations at the docks. Its improved range provides better accessibility for Class 2 vessels and various cargo configurations, enhancing both functionality and immersion during port operations.
This upgrade marks another step toward greater authenticity in cargo handling and maritime logistics within Ships At Sea.
[b]Looking ahead[/b]
Crane physics and animations are planned for further improvements in an upcoming update. Our goal is to deliver smoother, more precise handling and better synchronization in multiplayer environments, ensuring a more reliable and enjoyable experience when operating heavy equipment together with other players.
[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 Seamarker Repair Mission has been reworked and is now fully enabled.
Players can find active seamarker repair contracts at the Office. Once accepted, you’ll navigate to the damaged seamarker and carry out repairs to restore its functionality.
The seamarker itself has also been completely redesigned. It now features an improved structure and a dedicated docking area, making it easier and safer for smaller vessels to approach and perform maintenance operations.
This rework enhances both mission clarity and overall immersion during offshore operations.
[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.
[img src="https://clan.akamai.steamstatic.com/images/44144563/402b42e1162e8a010c740e87b4b0a959dd94c65e.png"][/img]
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]
Locking Specific Weather Settings
You can now lock specific weather parameters individually. Simply [b]tick the checkbox[/b] next to a setting to lock it.
When a setting is locked:
The [b]slider colour changes[/b], clearly indicating that this value is locked
A [b]lock icon[/b] appears next to the setting
Locked 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 Improvements
The Office UI has been refreshed with a new look, alongside 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.
The Session XP Summary has also been improved, offering a cleaner and more transparent breakdown of earned experience. In co-op, the summary now includes a detailed view of how much XP each crew member receives.
To enhance moment-to-moment feedback, a new XP pop-up notification has been introduced. Whenever you gain experience, a subtle on-screen notification with a smooth fade animation displays the earned XP, making progression more visible and rewarding during gameplay.
Contracts have also been improved for better readability and accessibility. Each contract now clearly displays compatible ship classes, helping players quickly understand which vessels are suitable. In addition, contracts now include visible requirements and required items. Hovering over these items provides additional details, helping you prepare more effectively before starting a mission.
As always, the UI is not final. As Ships At Sea continues to evolve, we will keep refining the interface 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 evolve across the world of Ships At Sea. The Dry Dock area is steadily taking shape and is beginning to feel like a fully functional maritime facility, adding both atmosphere and operational depth to port areas.
[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 expanding 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 in the upcoming updates.
[img src="https://clan.akamai.steamstatic.com/images/44144563/de6ff97fa31feaff29d45182aa026b2a7d3f1a69.jpg"][/img]
New Character System & Animation Foundation
With this update, we are introducing the first iteration of completely new main character models for both male and female players, significantly improving overall visual quality and authenticity.
These improvements go beyond appearance. Character stabilisation, camera behaviour, and movement handling have been enhanced, resulting in smoother transitions and a more natural on-foot experience throughout the world of Ships At Sea.
At the same time, the core animation system has been reworked into a new scalable framework. It is designed to perform reliably in a multiplayer environment while giving us the flexibility to expand and refine character interactions moving forward.
On-foot mechanics such as walking, rotating, strafing, and running can already be experienced in this update, offering an early look at the foundation of the new system.
Looking ahead to [b]v0.8.7[/b], we have started development on character customization and new clothing systems. Players will be able to personalize their appearance with options such as hairstyles, facial hair, and adjustable skin tones.
A variety of outfits will also be introduced, reflecting different roles and career paths such as fisherman, service crew, and offshore worker styles, alongside more casual leisure clothing options. Additional accessories — including hats, helmets, shoes, gloves, and hoodies — will allow players to further define their look.
Alongside this, further animation improvements are in development, including more advanced interaction animations and expanded character behaviours, which will continue to roll out in upcoming updates.
[previewyoutube="Y_SzfiVxEG0;full"][/previewyoutube]Beginner Tutorial Added
A new Beginner Tutorial has been introduced to help new players get started in Ships At Sea.
The tutorial can be enabled through the Settings Menu before starting a new game. Once activated, it guides you through key port locations and core systems, including the Sea Taxi, Warehouse, Dry Dock, Office, and other essential operational areas.
In addition, all UI windows now include an “i” (information) icon in the top corner. Clicking this icon allows you to reopen the explanation for that specific window at any time, making it easy to refresh your understanding whenever needed.
This marks the first step in expanding our onboarding experience. More tutorial features and advanced guidance systems are planned for future updates, supporting both new captains and returning players as the game continues to evolve.
[img src="https://clan.akamai.steamstatic.com/images/44144563/0488c9da22eeea3e96700a699c8baf5acb51a946.png"][/img]
A Long-Awaited Feature: Sitting & Ship Interaction
With this update, we are introducing the first iteration of sitting interactions, bringing players closer to the world of Ships At Sea.
You can now sit on benches around the ports or relax on the sofa in the Office — a small but important step toward creating a more immersive and personal experience.
This feature will continue to expand in the upcoming updates. Planned additions include seating on vessels such as co-pilot chairs, bridge workstations, and additional areas throughout your ship. As part of this, new and improved sitting animations are currently in development and will be introduced in [b]v0.8.7[/b].
Our goal is to deepen interaction with your vessel and surroundings, strengthening the sense of presence and connection — both to your ship and to your crew. We know many of you have been looking forward to this, and this is just the beginning.
Interaction Highlight Improvements
The interaction highlighting system has been updated with a new outline-based approach.
Instead of fully highlighting objects, interactable elements are now outlined with a subtle visual border. This improves clarity while preserving the object’s original appearance, resulting in a more natural and less intrusive look.
Players can still adjust the highlight intensity in the settings menu, allowing the visibility to be tailored to individual preference.
[img src="https://clan.akamai.steamstatic.com/images/44144563/ad8e81e63052ecd2f1ae81e885f5bba9b730aa61.png"][/img]
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 correctly translated internally, the UI previously displayed incorrect key labels, causing confusion for players using non-QWERTY layouts. Keybinding labels now properly reflect the [b]local keyboard layout[/b], ensuring the displayed keys match the physical keys on AZERTY and other international keyboard layouts.
⚠️ Skill Points Displaying Negative Values
Some players may notice their skill points appear as negative values after updating the game.
This is not a bug. A previous issue caused incorrect skill point calculations, allowing some players to unlock more skills than intended. This has now been corrected, and the system is properly recalculating progression.
As a result, some players may temporarily see a skill point deficit. This simply reflects that more points were spent than should have been available under the corrected system.
As you continue to level up and earn new skill points, the deficit will naturally resolve over time.
No progress has been lost, and no action is required. This primarily affects older player profiles.
???? Looking Ahead
Below is a brief early glimpse of one of the upcoming [b]Class 4 wind turbine vessels[/b] currently in development. We plan to introduce all planned Class 4 ships gradually, starting with [b]v0.8.7[/b], ensuring to deliver the highest possible quality across all areas.
This update marks an important step forward for Ships At Sea. Many of the systems we introduced strengthen the game's core foundation. At the same time, we will continue refining and improving systems as development progresses.
Our goal is to build a robust and scalable foundation capable of supporting a wide range of vessel types, engaging gameplay systems in ports or on board a ship, for single- and co-op players, and for diverse maritime operations — both in upcoming updates and beyond full release.
Development continues in parallel across multiple areas, including new gameplay systems, expanded level design, improved animations, and enhanced audio — all working together to deepen and evolve the Ships At Sea experience. Alongside this, the newly redesigned [b]Dry Dock UI[/b] and remaining UI elements will be introduced in [b]v0.8.7[/b]. The [b]Shipyard[/b] will also be reintroduced for smaller vessels, while the Dry Dock will serve vessels from Class 4 and above, further strengthening the progression and structure of vessel management.
There are many exciting things ahead. Thank you for your patience, and we look forward to continuing this journey together with our community.
[img src="https://clan.akamai.steamstatic.com/images/44144563/c7beaab9c60bdf5a36e843a341c9942413b3beea.jpg"][/img]
Time to set sail - Team Misc Games
Changelog
[b]Version 0.8.6.42178[/b]
Added missing license progression to the player profile
Fixed a crash related to save games created while playing as a client
Fixed alignment issues with interaction prompts when multiple interactions are available
Fixed an issue where selling large quantities of fish could leave 1–2 fish remaining
Fixed multiple key bindings not displaying correctly in tooltip windows
Improved fish hook hit detection to make hooking fish more reliable with T3, T4, and T5 hooks
Updated localization across the game
[b]Version 0.8.6.42071[/b]
[b]Stability & Crash Fixes[/b]
Fixed crash with settings menu
Fixed crash in HUD
Fixed crash related to stack size logic
Fixed issue where it was impossible to call server RPCs (sonar/radar network channel)
Fixed the issue preventing client interaction with autopilot on dedicated servers
[b]Graphics & Rendering[/b]
Fixed [b]FSR unavailability[/b] in the game
Fixed [b]DLSS and Frame Generation issues[/b]
Fixed missing exhaust effects
Fixed rain appearing inside DrPhil
Improved interior lighting in DrPhil (no shadow artefacts on instruments)
[b]UI & UX Improvements[/b]
Adjusted compass UI
Adjusted zoom levels for map markers
Improved minimap
Improved delete profile warning message
Display unreachable sea taxi locations with tooltip and distinct icon
Fixed overlapping UI elements (inventory, weight section, binoculars/music player)
Fixed shop UI not updating after selling/deleting items
Fixed Weather Forecast UI showing incorrect storm date
Reveal UI correctly when entering main menu
Removed “N” from map input
Removed unnecessary characters from the container tooltip
[b]Gameplay & Systems Fixes[/b]
Fixed an issue where savegames on dedicated servers were missing date information, causing outdated savegames to be loaded
Fixed the thruster malfunction
Fixed RPM on twin and triple engines
Fixed refuel slider capped at 10,000L
Fixed fish farm feeder losing health without use
Fixed gutted fish losing weight
Fixed missing buoy return action
Fixed benches not functioning properly
Fixed character appearance not updating via locker
Fixed character slowing near interactables
Fixed character positioning issues after joining the server
[b]Fishing & Fish System Improvements[/b]
Improved catch rate for longlines
Improved fish habitat (increased halibut presence)
Extended compatibility for halibut species
Improved fish hook hit points (T1 & T2 hooks)
Improved fish school data display (percentage vs total population)
Improved fish school map edge behaviour
[b]Map, Navigation & Sea Taxi[/b]
Improved teleporting with Sea Taxi
Fixed markers not deleting after using Sea Taxi
Improved interaction outlines on fuel stations
Fixed incorrect destination/hover text
Fixed map interaction inconsistencies
[b]Animation & Interaction[/b]
Improved pick-up and put-down animations
[b]Balancing Ships[/b]
Rebalanced engines on Nordland (fuel consumption)
Improved thruster power for Skomcat
[b]Various Fixes[/b]
Added the missing company name to the boat marker
Changed trash delivery destination icon
Fixed inventory resizing after submenu interaction
[b]Version 0.8.6.41710[/b]
[b]New Features & Additions[/b]
Added buoyancy to sea markers
Added feedback when viewing smolt tanks in the Fishery
Added a new destination icon for contracts and passengers
Added a new hatch control panel on Turbo
Added additional depth markers around Røst
Added more lights in Vedøya
Added soak time to the buoy map marker
Added snow materials to cargo props
Added XS contracts for the rowboat in Røst
[b]Adjustments & Changes[/b]
Adjusted engine upgrades on Nordland, which should now reach 15 knots at top speed
Adjusted throttle and steering wheel sensitivity
Changed the cargo transfer warehouse key from X to Q to prevent cargo placement overlap
Clarified requirement details for specific events and missions
Improved contract time formatting to display Days, Hours, and Minutes
[b]Corrections[/b]
Corrected the internal fuel tank upgrade text for Turbo
Corrected light text in the light control panel
Corrected the open door angle in the small office
[b]Gameplay Changes[/b]
Disabled the ability to push Warehouse and Sea Taxi NPCs
Hide the cargo marker once cargo is loaded onto the boat
[b]Crash Fixes[/b]
Fixed a crash occurring during propulsion group ticking
Fixed a crash related to teleporting
Fixed a crash related to the logbook and contracts
[b]Bug Fixes[/b]
Fixed baited buoys vanishing upon pickup
Fixed character seating position on Skarven
Fixed the character’s incorrect pose when using the water cannon
Fixed engine start behaviour on Nordland
Fixed internal fuel tank upgrades on Class 3 ships
Fixed an issue where the controller could not be used to exit
Fixed an issue preventing the collection of empty fish nets
Fixed an issue where the character could get stuck on the roof in Conquest after loading a save
Fixed an issue where clients did not respawn on the boat after rejoining the session
Fixed an issue preventing the mission completion window from displaying
Fixed an issue where using the handheld radio teleported a non-driving player to a port without their boat
Fixed floating pier issues in Helligvær and floating lights in Røst Glea
Fixed an issue with negative skill points
Fixed lighthouse events not triggering
Fixed the minimap not hiding in dry dock
Fixed overlapping engine text
Fixed the power state display in the HUD
Fixed the sea marker mission save issue
Fixed the Sea Taxi displaying incorrect parts of Værøy and Bodø when used
Fixed the client character being invisible on the server when joining the game on the rowboat
Fixed the tutorial not resuming after saving and loading a game
Fixed the thruster arrow display issue
Fixed the water cannon key bindings display issue
Fixed weather effects on certain vessels
Fixed the weather forecast widget displaying to all users
[b]Improvements[/b]
Improved cargo destination icons
Improved contract refresh behaviour in the UI
Improved collision detection and positioning for large cargo items
Improved fish weight calculation in the UI
Improved highlight effects for electrical elements and sea markers
Improved ladders in the port at Moskenes
Improved license partner logos on compatible boats in the contracts tab of the office
Improved lights around Røst Glea
Improved lights in Conquest
Improved driver seating positions in some boats
Improved sitting animations
Improved thruster behaviour so it now depends on vessel mass
Improved weather settings
[b]World & Environment[/b]
Added more level design elements around the map
[b]Balance Changes[/b]
Rebalanced rewards and XP for all contracts and events
Rebalanced thrusters for Class 3 ships
[b]Renamed[/b]
Removed Class 4 ships from contracts
Removed the rowboat as a compatible option for Small Contracts
[b]UI Fixes[/b]
Resolved the stuck distress alert on the map UI
[b]Version 0.8.6.41190[/b]
[b]New Features[/b]
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), and 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
[b]World & Map[/b]
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 the Bodø office, enabling services and crew management
Added new decals for cargo areas
[b]UI & Interface[/b]
Added a new mission completion window
Added new icons for items and boats
Added new map icons
Added mission requirements displayed in the office UI
[b]Adjustments[/b]
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
[b]Improvements[/b]
Improved buoyancy and ship physics systems
Improved boat movement systems
Improved boat reversing behaviour
Improved rudder control for easier centring
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)
[b]Gameplay Changes[/b]
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
[b]Reworks[/b]
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
[b]Fixes[/b]
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
[b]Technical[/b]
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)
