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Seablip is an ambitious pirate RPG, created by solo developer Jardar.

Seablip features an open world map containing many islands to explore, enemies to fight, and treasures to find. Plunder and sink enemy vessels on your path to become a feared pirate, and discover hidden secrets waiting to be discovered as you sail the sea.

Upgrade Your Ship

  • Increasing the size and quality of your ship is a crucial part of the game, by buying a better one or by upgrading your existing one.
  • There are more than 48 upgrades (cannons and other special upgrades) for your ship.
  • Many of the upgrades offer unique attack/defense specialties: hull breach, fire, poison gas, magic shield, and more.
  • Experiment with combining certain effects such as water and electricity to give you the edge in battle.
  • Discover new combinations to maximize your offensive and defensive options, and help you survive.

Hire Sailors

  • Each sailor in Seablip is unique and there is a limited number, so treat them well!
  • When sailors level up they will earn points to spend on attributes such as Health, Luck, and intelligence.
  • As they progress, sailors can learn two random skills that can be used to aid them in each battle encounter.
  • Different battle bonuses are given depending on the faction the sailor belongs to. Pirates, Redcoats, and Bluecoats are some of the factions you’ll come across throughout the game.

Bounty Hunter

Confront the scourge of the seas as you face off against seven bosses in Seablip (more coming soon), each possessing a unique tactic and ship.
While you are free to roam as you please, defeating all the bosses is the main objective in the current Early Access version.

Minigames

  • Cast your line and reel in your catch in a robust fishing minigame, as you take a break from conquering the sea.
  • Discover hidden secrets and treasure, and generally get up to no good as you use your excellent lockpicking skills to great effect.
  • Other smaller minigames are in development, and will be worked on and improved with the help of the community!
Seablip
Jardar SolliDeveloper
VibedyPublisher
2024-05-17Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (948 reviews)
Public Linux Depots:
  • [0 B]
Roadmap Update!

Ahoy everyone! Thank you so much for all the incredible feedback on the new Castle Update - it makes my job 1000 times easier when you are so good at sharing bugs, explaining what you like and dislike about the game, and discussing what you wish I would add and change. I think it is time for me to make an update on Seablips Roadmap.

Just a quick recap first on Seablips milestones:

  • 17 May 2024 - Seablip released in Early Access

    [/*]
  • October 2024 - Wizard & Flag Update

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/d11f8f01196be9a6054411c985737bb3d10c65a0.png\"][/img]

    [/*]
  • December 2025 - Castle Update

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/3473938f85d5ac621fb8e19cf2b75bc596cd90ec.png\"][/img]

I know some of you didnt like the long wait between the Wizard & Flag to this Update. I understand you! In my defense: I have two kids now. Life has been hectic - luckily, they are a little older now, and I have more time (less sleep) to concentrate on new updates. I am fully dedicated to getting Seablip to 1.0!

I also know some people are asking when gamepad support will become better. Some Steam Deck players are already happy, but I know many dont like it at all as it is now. I am sorry - I just dont have enough arms to work on everything at once. I will continue to improve the gamepad support, but you have to understand that I will prioritize content and bug support and try to sneak in improvements whenever I have that extra energy and time. I don\'t have a team behind me, so I can\'t just delegate this task to anyone else.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/007df8a785a16f8ca9261084958fef83ff3bbf69.png\"][/img]

The path forward

Seablips 1.0 release is not that far away. With the Castle Update now out, I will say the most important game mechanic I wished to develop is finished (I will still improve it).

From the feedback, I understand that many are looking forward to more quests and the story expansion. I know there are many that don\'t like that they miss Grandpa\'s funeral because it can be difficult to find it in time (this will be patched so that player get an option to \"teleport\" to the funeral or choose to skip it themself).

I have made some changes to the earlier Roadmap I posted and merged the last two updates into the 1.0. This helps me concentrate on making Seablip more polished and finishing loose ends.

I plan to focus more on story and quests for the 1.0. I want the story to be connected to the game\'s core mechanics, and since I still have a few plans left, you will need to wait some more for this content.

That means there is only one last Major Update before the 1.0 release! The next Major update includes Captain Battle, more fishing (the missing content for the guy that sells fish equipment), and maybe land battle against pirates. I say maybe, because I really only want to add it if it feels fun, but I don\'t want to get stuck too long testing different systems, as I did with the Castle Update. In the worst-case scenario, I have to focus on this after 1.0 if I see it takes too long to find the right way to do it.

The 1.0 release. This will finish the Main Story (with a boss fight or two) and expand with lots of new quests. This update will probably change the world map significantly (giving both new and experienced players lots of new things to explore), and I will focus on adding more trade routes and life to the world. Redcoats\' main island will be fully open, and many more key islands will be added to the game.

Next Major Updates

Fish & Fight Update

  • Captain Battle (instead of a ship battle, you can sometimes choose to do a \"Captain Battle\". Your crew and enemy crew are gathered around in a \"circle\" to see which captain is the best)

    [/*]
  • Land Fighting (WASD)

    [/*]
  • Fishing

    [/*]

1.0 RELEASE

  • Main Story (This includes at least two boss battles)

    [/*]
  • Side Quests (Like delivery quests, Rescue Mission, and more)

    [/*]
  • Merchant sail routes

    [/*]
  • World Map Update (Expanded map, and more)

    [/*]

[ 2025-12-18 17:37:17 CET ] [Original Post]
HOTFIX Seablip Version 0.8.030

NEW

  • Game Difficulty setting!! (Easy, normal, hard) - This is a work in progress. I might need to adjust a lot! I am trying to balance the normal version most. The Easy and Hard settings have not been tested much. Any feedback on the difficulty settings is very valuable for me, so I started a new Steam Thread for this: Seablip Difficulty Feedback

    [/*]

Changes

  • Repairing a captured ship only costs wood and, in some cases, wood and iron (Meaning it is easier to capture a new ship).

    [/*]
  • Enemy skill point balance change: reduced skill points

    [/*]
  • Enemy Crew Level reduced slightly for ship/castle battle

    [/*]
  • Crew Attack Damage is reduced slightly. Defending crew has +1 attack damage more than the boarding crew (previous +2)

    [/*]
  • Crew attack speed is removed, and is currently equal for everyone

    [/*]
  • Double Barrel Cannon reload speed increased (fixed from version 0.8.025)

    [/*]
  • Potion Lover skill has changed. This skill now revives the crew with half health if the crew dies because of crew damage.

    [/*]
  • Skeletons start with half health on revival

    [/*]
  • Double Barrel Cannon has a longer repair time if broken.

    [/*]

Bug fix

  • Finding a treasure without a crew following you could try to create a crew reaction, leading to a glitch (fixed from version 0.8.025)

    [/*]
  • The player could not level skill points above 10 (forgot to remove the old \"cap\") (fixed from version 0.8.025)

    [/*]
  • Bomber Parrots could drop bombs on destroyed (removed) castle modules.

    [/*]
  • Visual: The spell: Curse Damage showed x2 - changed to +1 (since this spell gives +1 damage)

    [/*]
  • Visual: Obsidian stone had a shiny iron animation.

    [/*]
  • Enemies could have multiple demonic altars for resurrection; this is now limited to 1.

    [/*]
  • Visual: Double Barrel Cannon had a sprite mask issue

    [/*]

Known Issues (some of them)

  • Confusion Cannon and Magnet can sometimes bug the crew

    [/*]
  • Sometimes, when you have destroyed a castle (no more castle parts left), there is no victory option (you have to win by enemy crew damage). Seems to only happen with pirates(?) (Will add a fix soon, trying to find the source)

    [/*]
  • Moving back and forth could potentially lead to a better attack speed for the crew (will add a cooldown).

    [/*]
  • Changing the ship while in the map challenge will not update ship\'s health correctly.

    [/*]
  • Visual: Castle victory menu shows the wrong crew leveled up

    [/*]

[ 2025-12-15 13:22:22 CET ] [Original Post]
Castle Update - Gameplay

[ 2025-12-12 18:38:35 CET ] [Original Post]
Castle Update Out Now!!

Ahoy everyone! At last, the new Castle update is now out! Thank you for all the feedback from the Unstable version. I am excited to hear what you all think. This new update brings along a lot of new content, but also a massive change in balance, hopefully giving a better experience for everyone. I will follow up closely for any feedback on this new update and start working on the next major one. I will also give you an update on the roadmap soon with more info on how we are closing in on the 1.0 release.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/3473938f85d5ac621fb8e19cf2b75bc596cd90ec.png\"][/img]

This new expansion brings more than 139 castle parts, companion crewmates, and reimagined enemy balance to Seablip.

  • Utilize 139 unique castle parts to design and fortify your island, and prepare to defend against enemy sieges

    [/*]
  • Attack 35 massive enemy castles belonging to six factions, each featuring a unique design and challenge (3 legendary!!)

    [/*]
  • Choose one pirate companion who will now follow you on land adventures and assist you on your home island

    [/*]
  • Discover new cannons and equipment for both your ship and castle

    [/*]
  • Jump into a game with new enemy AI, skills, and systems, ensuring a more dynamic and challenging experience

    [/*]
  • Test your mastery with new Steam Achievements

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/ff48f9dc84d6c9faaab5eaa84ea6b4c758afc222.png\"][/img]

New random layout generator for enemies! The enemy is rebalanced and adapts to player progress (both ship and castle). They have more variation in equipment layout, and each faction now has 1 or more unique weapons that only they can use (ofc the player can too) smarter enemies with new AI priority balance changes.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/a1931b086859aee723553369cb5dbcc11a7e4866.png\"][/img]

Turtle Cannon is a new legendary cannon. It is super slow, but it does devastating damage. A weapon commonly used by Goblins. This is one of several new equipment added to the game. Some old equipment also has some changes in behaviour. Healing room now heals a lot more, but has a slower speed.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/c74f51c88e9b839714a4b88e17de06ea5d7e86bf.png\"][/img]

Choose one pirate companion who will follow you on land adventures and assist you on your home island. In the future, the companion will help fight against land enemies!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/a5cc633e37424c8d099ae1e0b89da4c65818aa4b.png\"][/img]

You can now level up every sailor (including the player) to level 20. Crew skills are now learned on levels 5 and 10. Enemies now also utilize skill points much more smartly. Each faction has its own focus on skill points and offers different challenges in battle.

Screenshots

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/b02bba7ef1df24a6f2adb457b9df766eaa0a1c3a.png\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/321dc3b1e0536de1443c2d25f8b8f53e1b2842b8.png\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/901cdddc5706163c5d91cda727a3c2f39c9e6393.png\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/725143f4e96676dfaac81091de9839cc92409762.png\"][/img]

[ 2025-12-12 14:01:30 CET ] [Original Post]
Seablip Castle Update (0.8.014) UNSTABLE

Note: Since the Unstable Castle Update was released, several patches have been shipped, so you might have already tried some of these changes, but here is a small overview.

Language

  • Spanish and Russian versions can be tested (community translated, and still WIP)

    [/*]

\n

New:

  • Castle chest update: Item quick stack both ways (not dragged)

    [/*]
  • Hold shift to send 5 stack

    [/*]
  • Right click to send 1

    [/*]
  • Crew can go to level 20!

    [/*]
  • Crew learn skills on level 4 and level 10 (previous level 2 and 5)

    [/*]
  • Crew experience (XP) is raised per battle, and rebalanced (you can get more experience with higher intelligence)

    [/*]
  • 8 more enemy castles (including some from the Octopus faction)

    [/*]

\n

Changes:

  • Very Hard enemies are slightly stronger if you are also strong

    [/*]
  • Enemy wizards are somewhat slower, and are even slower if they have many wizards

    [/*]
  • Enemy wizards use a new spell layout (less likely to spam the same spell)

    [/*]
  • Enemy steals less gold if they win a siege (it will still hurt)

    [/*]
  • Some spells now have more duration before the effect is removed

    [/*]
  • Crew walk speed is lowered on lowest level

    [/*]
  • Various other crew stats change

    [/*]

\n

Bug Fix:

  • Game crashed if crew reached level 11

    [/*]
  • All castle decor modules are destroyed when the first module is destroyed

    [/*]
  • Crew follow in caves with trapdoors and elevators. The crew that follows you now waits if you fall down a trapdoor, and can follow you in elevators.

    [/*]
  • Safety behaviour (prevent soft lock) for crew follows: if they have no path to rowboat, they will teleport.

    [/*]
  • Death touch spell did not always work on enemies

    [/*]
  • Player could be stuck if holding movement down while exiting rowboat

    [/*]
  • Player sometimes moved wrong direction after a vertical movement

    [/*]
  • Player could walk off the screen when inside

    [/*]
  • Sometimes Castles have 1-2 health when all modules are destroyed

    [/*]
  • Player crew did not deselect enemy castle target if the castle wall is destroyed (removed)

    [/*]
  • Permanently losing equipment if exiting Castle HUD using ESC while holding equipment

    [/*]
  • Redcoat castle without interaction: Mistake in build. It will be a feature castle position.

    [/*]
  • Rare bug when exiting Castle HUD using both buttons and at the same time using ESC

    [/*]
  • Enemy wizard\'s spell Silence did not work against player

    [/*]
  • Castle Bridge could use Decor as horizontal support

    [/*]

[ 2025-12-02 16:40:10 CET ] [Original Post]
Seablip Castle Update (0.8.004) UNSTABLE Released

You can now opt-in to try the Unstable Version of the Seablip Castle Update! New game recommended for optimal experience.

Please remember to back up your save files before playing the Unstable version, as some bugs may appear. If you find any bugs please feel free to report them through Steam.

Seablip Feedback , Seablip Bug Report

How do I subscribe to the Unstable beta branch?

[carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/f72ade9bfe497ebb3409242693a1c50cdc3aec05.gif\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/a11affd77dfcaff5870b346295df2ccc6c5bd295.gif\"][/img][/carousel]

Hello everyone, I am thrilled to give everyone who cant wait a chance to join the unstable Castle Update! The new update brings a whole new type of challenge with the new Castle mode. I am excited to see how it plays for you!

For me, there is still content to be created and bugs to be squashed before it goes stable, but it is also a valuable opportunity to gather feedback on the new balance in the game and to tune up the fun. I have done major updates in how enemies select ship and castle equipment, how enemies use skill points, among other changes. I think it offers more challenges, but also a more stable experience for everyone - with this update, it is now possible for me to start working on a custom difficulty setting that can bring even more challenge to the hard-winded sailors, or a softer experience for those who want to have a more chill experience. I will carefully read your feedback on the new enemy balance and try to work on this feature with that feedback in mind, but first priority is to fine-tune the normal setting.

Patch Note:

  • New Castle battle mode added! - defend your own castle, or attack enemies

    [/*]
  • Castle crafting added! Go to the castle workbench on the home island to build yours

    [/*]
  • Pick a crewmate to follow you on your adventures!

    [/*]
  • Enemy rebalance - New random layout generator! - (ship and castle)

    [/*]
  • Enemies will now lay siege against player\'s castle

    [/*]
  • Attackable enemy castles (currently available: Bluecoat, Redcoat, and Pirates - a total of 14 and 2 (legendary) extremely difficult for the players that want an impossible challenge)

    [/*]
  • New crafting prices for equipment to better reflect their performance

    [/*]
  • Minor price changes on certain items

    [/*]
  • A few new equipment added (mostly for the castle)

    [/*]
  • New inventory UI display now shows player item count when crafting or buying equipment

    [/*]
  • Grandpa story event (intro) is connected to player\'s castle

    [/*]
  • Enemy AI priority balance changes

    [/*]
  • Weekly crew payment is removed

    [/*]
  • Crew morale deterioration is lowered by 1

    [/*]
  • Enemy wizard spell cooldown increased by 5 seconds per spell

    [/*]
  • Melee attack damage increased significantly

    [/*]
  • Boarding crew does less damage than defending crew

    [/*]
  • Healing room buffed significantly (but slower healing speed)

    [/*]
  • New healing equipment available - healing all crew in battle (including boarding crew)

    [/*]
  • Most cannons do slightly more crew damage

    [/*]
  • New Castle Chest that can hold resources needed for castle building

    [/*]
  • New Equipment storage for Castle Equipment

    [/*]
  • New crew management menu to organise the castle guards. (You can revive dead crew from here)

    [/*]
  • Visible difficulty for enemies on the world map

    [/*]

\n

Known issues:

  • Equipment crafting price does not use items from the Castle Chest yet, but the Inventory UI displays both castle chest and player inventory contents

    [/*]
  • Visual: Some frozen explosions and other sprite FX might not disappear when a castle is destroyed

    [/*]
  • Visual: Some missing art sprites on destroyed castle modules

    [/*]
  • Castle victories only give Castle Blueprints as a reward

    [/*]
  • Visual: Castle Equipment layer bug. Crew is behind the equipment when using a ladder or stairs

    [/*]
  • Visual: Castle Module with inside ladder does not mask crew yet

    [/*]
  • Visual: Castle debris is not falling into the water on certain castle islands

    [/*]

Missing Content

  • Castle for: Octopus, Army of Dead and Goblin

    [/*]
  • More castle modules

    [/*]

[ 2025-11-25 12:47:15 CET ] [Original Post]
Seablip "Castle Update" Teaser

Hey everyone! I know youve been waiting a long time! Ive been working hard to make the next update exciting, challenging, and fresh while staying true to core Seablip gameplay. After a lot of trial and error, I finally found the secret sauce and I cant wait for you to try it!

I\'m really excited to share with you a teaser for the \"Castle Update\", which will be the next major update coming for Seablip! I can\'t wait to see what you think! CASTLE BONANZA!! steamhappy

  • Unstable version dropping soon steamthis

    [/*]

Sincerely Capt Jardar

[ 2025-11-11 13:52:10 CET ] [Original Post]
Small Update 0.7.661 - New Autosave Feature

New

Autosave is added each time you enter the world map (sailing). This can be toggled on/off in settings.

  • Note: For old seadogs, the autosave feature is turned off, so you would need to turn it on in settings! For new players, it will start on.

    [/*]
  • I know several people have requested this feature, so I hope this can be of benefit for those who like the game to save more often. Autosave is an option, so for those who like to keep the old save system, just make sure to toggle off autosaves.

    [/*]
  • This should also work when you are doing a world map challenge (it saves after each battle). So those who want an easier playthrough can load if they lose. Or for those who need to stop playing and want to continue the challenge next time they play Seablip.

    [/*]
  • Please let me know if you experience any bugs with this new system. I have done my best to keep it bug-free, and I also added a second backup of your savefile in case something goes wrong. Each save now has two backups: \"savefilename_old\" (previous save) and \"savefilename_backup\" (backup of last \"new day\" savefile)

    [/*]

\n

Minor

  • Last spell book page is saved (when loading game)

    [/*]

Bug fix

  • Controller issue. Using the keyboard for movement while a controller is attached could switch hotbar selection (island gameplay)

    [/*]
  • Wrong button on some key tutorials

    [/*]

Other

  • Addresses the Unity security vulnerability

    [/*]

[ 2025-10-04 08:54:33 CET ] [Original Post]
Seablip Sets Sail for Tokyo Game Show 2025

Hi everyone, I know you are eagerly waiting for new updates!

Due to my family situation and that I am the only developer of Seablip, the journey towards 1.0 release is taking a little longer than anticipated. However, my dedication remains as strong as it was in the beginning. As my children are getting older now, I\'m able to focus more on creative development. I am trying to keep steady progress, without too much stress. This means it takes a little longer between updates, as I want to ensure I am making content with quality and soul. I am sorry to all those who are eagerly waiting for new updates. And your patience is greatly appreciated! I just want to make it clear that I am still fully committed working on Seablip. I have worked a lot on the next update, and will continue to keep a steady course towards Seablips 1.0 release. Looking forward to making it the pixel pirate adventure I dreamed it would be, and worthy of your time.

Japanese Translation

I am very happy to announce that Seablip now has a Japanese translation! I still remember the first game I ever played on my Gameboy Color. Pokmon Blue! It feels like a special privilege and honor, to finally have my own game translated to the origin language of my first gaming experience.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/39189052/0b9b7e8d8e2689f6ef48fdeb3e0f13d01e0617d4.jpg\"][/img]

Tokyo Game Show 2025

If you are in Japan during the Tokyo Game Show, you are welcome to stop by my booth to say hello. I will be there all days - looking forward to stepping out of my development cave to amazing food and talking to lots of people!

Minor Fixes

There is nothing new in terms of content in this update, but it includes a couple of bug fixes and improvements to existing systems. For instance:

  • Crew Menu improved - less clunky, and \"Collapse Buttons\" have a cleaner look.

    [/*]
  • You can send sailors home (when docked at home island)

    [/*]
  • If you are on the world map and docked at your home island, you can access the same crew option as you get when you are moving on the island (revive/send sailor home/send sailors to ship). To add later: Crew Management Button on the Dock Menu

    [/*]
  • Text improvements and other bug fixes

    [/*]

Best regards,

Jardar

[ 2025-09-12 16:58:37 CET ] [Original Post]
Steam Workshop - German & French localization - Bug fix

Hey everyone! Seablip version 0.7.626 is out now, and you can now upload and download mods from Steam Workshop! steamthis

Game Description Image

Steam Workshop Integration

  • You can now upload your mods to Steam Workshop and subscribe to other mods. Use the Mod buttons on the start menu to enable/disable mods.

    [/*]
  • Let me know if you have wishes/feedback to support mods better.

    [/*]

French and German localization

  • Thanks to the help from super dedicated players, Seablip now has almost full German and French translations (some words and stuff might still need updating, so feel free to report any text errors).

    [/*]
  • I have players helping out on other languages too, but Seablip is text-heavy, so it takes time - I will update with new languages when I get it, and if you would like to help out with localization, you can reach me from here: https://seablip.com/contact-1

    [/*]

Modding - Ship Builder

  • You can now capture a modded ship! steamhappy

    [/*]
  • You can now preview the ship you are modding with the ship builder. It only shows the preview if the vessel has a valid layout. This makes it much easier to spot errors and improvements you want to make to the ship.

    [/*]
  • Edge cases for modding: Be aware that if the modded ship layout changes and you have captured this ship on an old mod version, the captured ship will not get the new layout (only the new sprites) - this is to prevent possible game-breaking issues on loading. This should also prevent you from losing equipment if you have captured a ship from a mod, then unsubscribed. If you dismantle the ship and capture a new one, it will have all the updated data. And all enemies will always have the up-to-date mod version.

    [/*]

Modding - Enemy Crew

  • You can add new enemies to one of the existing factions in the game. More updates for this will come later.

    [/*]

QOL

  • 12 inventory slots for ship equipment instead of 3. Upgrade price is much cheaper per new slot unlocked.

    [/*]
  • The magic bottle for sailors no longer breaks on use (but they are much more expensive to buy)

    [/*]
  • Right-click on sailors to place them in a bottle (if a bottle is available)

    [/*]
  • Ship on the world map, sail speed increased slightly

    [/*]

Bug fixes

  • Fixed. Some players experienced that the character movement got stuck in one direction (let me know if this bug still exists)

    [/*]
  • Minor controller update (still long to go)

    [/*]
  • Other minor fixes

    [/*]

[ 2025-06-24 20:55:46 CET ] [Original Post]
Mod Support Update

Hi everyone, as some of you already know, my family recently got a second family member, which is why I don't manage to be as active as I want to on the forum, but today, you finally got a new update:
Game Description Image

Mod Support

Enemy Ship Creator

You can now use an editor tool (found on the Start Menu of the game) to create as many enemy ships as you like. You can create your own art, and set the layout and difficulty + more.
You can enable and disable mods as you like.

Enemy Crew Creator

You can generate your own homemade enemies and set the dedicated faction they belong to. (Use the spritesheet template to draw your own art.)

This is the initial mod support and plans:
  • Steam Workshop integration is next. Then you will be able to upload and download mods.
  • Currently, players will not be able to capture modded ships, but I intend to support this later (but I need to make a safety system to handle missing mods on save/load)
  • There is sparse guidance for the new mod system. I intend to add a better guide for it, + a couple of things to improve the tools. Let me know if you have ideas/wishes.

Fortress & Exploration Status

I am still working on this update, and it is taking me longer than expected, mostly because, as said earlier, my family just got bigger, so I can't work as much as I used to. I know a lot of you are looking forward to this, so I will do all I can to work on it.

Bug Fixes And New Stuff

I squashed some of the most annoying bugs that came along with the last update (the screen bug should have been fixed now, else let me know). I also updated the newspaper text to size the text headers correctly.

There is one bug that is in the current build that I am aware of, and this is a visual glitch that happens on certain sprites (but only for a short time). This is a game engine bug for which I have made a workaround, so it only happens on some rare occasions. Will look more at this later!

I added a couple of other minor things in this update, including a Spell Queue system for wizards. You can now queue up to three spells.

Lots of great wishes from busy dad! :)
Game Description Image

[ 2025-05-29 17:02:25 CET ] [Original Post]
Update 0.7.55 - Localization Support, Bug Fix and some QOL

Hi everyone! Sorry for the wait. I know a lot of you have asked for updates and this time it has taken me some time. My family is about to be +1 in size, and as most of you are aware, I am working on Seablip alone so things take a little longer than expected, but rest assured that I am still working fully committed to Seablip! :)

The next big update will most likely take a little longer than I expected, but the next update is also a major one, so I hope you can keep up with me. On the bright side, I have some plans for a couple of quicker updates in the coming weeks.

The next update I think some of you will appreciate a lot, it will add some light Modding support to create enemy ships. I wanted it to be ready for this update, but I have to postpone it until I get it integrated with Steam Workshop.

I know this update does not cover all the bugs and feedback reported, but I hope it fixes some of it. The main addition in this update is not content-driven, but Seablip now supports Localization! steamhappy I know a lot of you have asked for this. All text is now converted to a google Sheets document so that it can be translated into multiple languages.

  • If someone feels the need to help translate (I got asked that a lot), I am now able to provide a google document with you. Please send an email from Seablip's website: https://seablip.com/contact-1 (Warning: It is text-heavy!)

I don't plan to officially support any other languages before 1.0, but if I see that the translation is looking good enough I add it into the Early Access version anyway. (Not ready yet: but already got some amazing help translating into French and got help fixing the English version too)

Here is today's patch note.

Patch Note:


New:
  • Localization Support!! The game can now be localized to any language. My pixel art font does not support every character and will use a non-pixelated font if the character is missing. I plan to expand this later, but not sure how many characters I will manage to support in the end with the pixel style.
  • Fame Highscore - you now get fame from battle victories. (Plans: High fame can lead to enemy ship hunting you for bounty on the map!)

Changes:
  • Sailors morale point gained by gifts is boosted. Points gained by gift: Best +14(old +7), Good +7(old +3), Normal +3(old +1), Bad -3(old-2), Worst -7(old-5)

Key Binding Update
  • Deselect crew in battle now: Right Click or Ctrl or Equal Num Key as selected crew
  • Switch crew while in battle is now: Num Keys or A (left) D (right) or scroll wheel
  • Menu is now ESC or TAB or I for inventory
  • Rotating puzzle piece is now Right Click
  • Captains Log is now C

QOL
  • Player interaction direction/tools can now be either player look direction or (old) mouse position on the screen. (Giving huge improvements to controller support)
  • Searchbar for Ship Equipment (type the equipment name)
  • Swap the sailor index in the crew menu (if you want a different layout in battle)
  • The scrollbar on Load Game is now working.
  • Sailor's preferred position in battle is now saved per ship and is more consistent even if you lose a sailor and then later revive them. (Preferred position can be set on the ship menu as previously, but is no longer updated to last sailor position on battle end)
  • Trash can in inventory moved to different positions to avoid being confused with fish bait.


Bug fixes:
  • Reward for mediumship is no longer 9000 gold
  • If you got all castaway sailors from rescue missions/the map, you were able to rescue Mutombo multiple times
  • Rare cases where the game stopped working before battle (issue with sailor's preferred position)
  • Some items fall in the water when they should fall on the ground.
  • Other minor bugs

[ 2025-02-16 23:39:22 CET ] [Original Post]
Minor Update 0.7.512

New

  • You can now see skills and stats for crew in Magic Bottles
  • Common Blueprint Challenges can now spawn on the 1 skull challenge event

Changes
  • Water Warning on Ship HUD adjusted to be more correct to how much water is in the ship

Bug Fix
  • Fodder Cannon misses target (should not miss target unless a submarine underwater or target area is gone)
  • The quick button and scroll wheel did not work for crew at index 6 and 7 in battle
  • Walking Speed in battle was not calculated correctly!!
  • Magic Magnet used in the same instant as the enemy ship is sunk could cause a visual glitch with the enemy crew
  • I might or might not have fixed an issue where in certain victories the sail button only offers "Escape" (Let me know if you continue to win the battle, but do not get the option to "Sail")
  • Visual bug. The Kick Crew menu did not work for a 6-size crew.

[ 2024-11-07 14:08:17 CET ] [Original Post]
Minor Update 0.7.510

New

  • Player Max Crew Cap increased +2 (You can now have 6 crew + Captain)
  • You can see crew and enemy stats when hovering over crew while in battle (tactical mode needs to be true)
  • You can see crew stats when hovering over Npc dialog for a crew you can hire + you can see crew stats on Cast Away crew rescued on the map.
  • Forgot to add visible crew stats to crew in Magic Bottle, will update this in next update!!
  • You can see crew likes and dislikes on gifts that are given before. (Retroactive)
  • More cannon fire and impact sounds

Changes
  • Ship Upgrades is renamed to "Equipment", upgrades have never been a good word for it. (Since this affects a lot of text, let me know if you find a text error where it is still called an upgrade)
  • Time steps are doubled, meaning it takes twice as long for time to go to night/new day.
  • In the quest note for the main story you get a warning if the quest has a time-limit (I know that not everyone is finding their way to all the "Granpa events", and will look for alternative ways for the player to get to the right destination.)

Bug Fix
  • Sword in some cases disappears, and you can only see the crew animation (not certain the bug is removed)
  • Items sometimes fall through the ground, when it has ground beneath itself.
  • Wizard mana speed doubled now! (Each skill point gave 2.5% speed, instead of correct: 5% per point)
  • Wizard 2 did not leave Redford Island when hired

[ 2024-11-06 21:19:47 CET ] [Original Post]
Minor Update 0.7.507

New

  • Kicked crew can now return to your island (with their old exp, skills, and skill points!! - This is retroactive for old saves)
  • New NPC can move into the home island and build a tavern (after day 5) to increase how many sailors you attract per day
  • You can reset wizard skill points if you have the skill master
  • New sound effects for minor pick up objects on the world map and when picking up whalestones.

Changes
  • Better odds for Legendary Blueprint Challenges
  • Better odds for the Sword of Whales artifact
  • Fodder Cannon ignores the shield and does not miss on target
  • Fodder Cannon Text Update
  • 2 more player ship got increased crew cap from 3 to 4

Bug Fix
  • Only one flag could spawn on the player ship. (Some ships have multiple flags.)
  • Barrel Head had the wrong Name Text on the Wanted Poster
  • The wheel cannon text bug fixed
  • One Wizard did not have a dialog
  • A minor text error with Whalgrims dialog

[ 2024-11-05 19:19:19 CET ] [Original Post]
Developer Live-Stream: New Wizards & Flags Update

Join me while I (the developer) try the new and adventurous Seablip update Wizards & Flags!

Some of the new things:

  • More enemies
  • New map
  • Wizards and spells
  • More challenges
  • More upgrades (equipment)
  • 3 new bosses

6 Trading Cards is now available for Seablip! steamhappy


To celebrate the new Wizards & Flags Update: Seablip now has 6 Trading Cards and emoticons to unlock!

https://store.steampowered.com/app/1471270

Hoist the sail!

[ 2024-11-02 16:37:06 CET ] [Original Post]
Hotfix 0.7.505

  • Pirate Territory (3 skulls) and Pink Sea (2 skulls) have a much easier challenge to unlock the area.
  • Goblin area is 4 point challenge (previous 6 points)
  • Enemy Wizards decreased mana charge
  • New treasure island in Goblin Area (contains a spell)

[ 2024-11-02 12:35:24 CET ] [Original Post]
Hotfix 0.7.503

Changes

  • You can now buy Weak Magic Shield at Seablip Island (North East of home island)
  • Reduced magic shield health on tier 2 skull enemies
  • Big barrels can now be placed inside the ship (if it has a cannon window)
  • Redcoat enemies with 2 skulls is now easier (was too hard)
  • Ice Explorer ship increased crew size to 3 (previous 2)
  • House Ship crew cap increased to 4 (previous 3)
  • Crocodile Ship crew cap increased to 4 (previous 3)


Bug Fix
  • One specific 4-point path challenge offered too difficult enemies.

[ 2024-11-01 13:51:09 CET ] [Original Post]
Developer Live-Stream: New Wizards & Flags Update

Join me while I (the developer) try the new and adventurous Seablip update Wizards & Flags!

Some of the new things:

  • More enemies
  • New map
  • Wizards and spells
  • More challenges
  • More upgrades
  • 3 new bosses

https://store.steampowered.com/app/1471270

Hoist the sail!

[ 2024-11-01 11:51:29 CET ] [Original Post]
Wizards & Flags Update Out Now!!


Hello everyone!


It's time for Seablip's first major update! Wizards & Flags is out now!

I recommend starting a new game, since the gameplay has been significantly rebalanced. However, old players should still be able to play on their old saves! steamthumbsup

The new update brings a lot of new changes. There are a lot more enemies on the higher tier of difficulty. You'll get a new tactic with the wizard. And the world map has been totally renovated. The new map offers a much easier solution for the expansion of the world (something I intend). While some of you might feel the game still needs to reach closer to 1.0 to be replayable, I hope this new update will give a lot of fun to old sea dogs too! steamhappy

As a single developer who is also a dad, it has been a rollercoaster to get here, but I really hope you like the new update. It brings significant changes, and hopefully a lot more fun! I have a lot of fun working on Seablip, but the most important thing is how you experience it.

Seablip is still not 1.0, and I know the game lacks content and is riddled with bugs. Rest assured that I will continue to work on Seablip until it feels like a worthy 1.0 game and hopefully beyond that too!

I really appreciate all the feedback you give me, and I hope you see that I listen to that feedback.

Here's a look at some of the new things added to the game, while some stay a secret.

Patch notes (does not cover all changes)

New World Map

Game Description Image

New Roguelike Challenges

Game Description Image

Wizards and Spells

Game Description Image

Goblin Enemy Faction

Game Description Image

Battle interface update

Game Description Image
  • New button in battle to lock/unlock aim.
  • Fortune Wheel mini-game to win new upgrades. Get better odds with a Crew Kill Victory or multiple losses of the same upgrade

More enemies, including many more 4-skull (very hard) enemies

Game Description Image
  • 3 new bosses (more to come)
  • More upgrades!
  • Shipbuilder NPC moves to player island (can build boss ships!)
Game Description Image

Customize Flag

Game Description Image

Changes (does not cover all):

  • Gold prices and rewards rebalanced. Expect increased gold usage in the next major update.
  • Magic Shield reworked, more vital to gameplay, and integrated into the HUD.
  • Ship speed and evasion improved and changed. Evasion upgrades are now available.
  • Blueprints can only be learned with a blueprint.
  • Crew health nearly doubled.

Major Bug Fix:

  • Fixed issue where anti-virus software blocking save permissions caused constant freezing. (Please report if this persists.)

[ 2024-10-31 14:47:10 CET ] [Original Post]
Wizards & Flags Update One Knot Away!! - Experimental Branch Out Now

Ahoy, everyone! Seablip's next major update: Wizards & Flags is just around the corner, but I need your help with feedback!

The Wizards & Flags update brings a lot of changes!! A new ship, magic, more enemies, more challenges, and a new faction: Goblins. The World Map has also changed!!

A huge rebalance of gold has also happened. This is by no means ready, but there is a huge rebalance of gold rewards in the game. I'm sure you will get very rich in this version too and at some point won't know what to spend gold on. For that, I want to say that there will be a lot of content to spend that shiny gold on when the next major update is out.

Magical Shield is reworked. And more.

I'm most likely going to release the game sometime next week, but it would be super valuable to get some early feedback from players who want to test the experimental build right now.

Be aware that it is experimental. Not all content is finished yet. Sound is missing, and you should back up your saves before you start.

I encourage you to start a new game when you play the experimental build. Since the game has changed a lot since the last time you played.

  • It would be super valuable to know what it's like to start the game from scratch, but I'm also interested in feedback from players with "old saves" - so do as you like!


To join the branch:
  • Back up save data. Found at C:\Users\USERNAME\AppData\LocalLow\Vibedy\Seablip\SaveData\Saves
  • Copy the SaveFiles folder and put it on the desktop or something.
  • Go back to Steam, right-click on Seablip, and select Properties. Select tab Betas. Type in the code: experimental and hit the button Check Code. Now select the branch from the drop-down list.
  • Enter password: experimentalbeta
  • Restart Steam to trigger Steam client to download the update.

Any feedback from playing on the Experimental branch should be reported on the Steam Forum (mark it as "Experimental Build", or on on Discord marked with the experimental tag, or you could send me an email from here .

Best JardarGame Description Image

[ 2024-10-26 19:52:10 CET ] [Original Post]
Wizard & Flags Status #2

Hi everyone!


I'm thrilled to let you know that I'm making great progress on the next major update, "Wizard & Flags" and I expect it to be ready by late October or early November.

I want to say a huge thank you for all the supportive comments and messagesyour encouragement really means the world to me, and I'm grateful for your trust.

New World Map


This upcoming update brings a significant change that will change the world entirely!! Instead of navigating one big world (when sailing), it's now split into several distinct areas. Each of these areas has specific difficulty levels and themes, helping both new players and veterans to understand the challenge level and seek out adventures at their own pace.
Game Description Image
[i]This is still a bit rough, but here's a sneak peek at what's coming with the new world map:
  • Each new area offers a navigable map similar in style to the old world, but with varying sizessome smaller, some larger.
  • The map will feature random challenges that change daily to keep things exciting.
  • As you unlock new areas, you'll discover even more regions and challenges.
  • You'll be able to fast-travel between any areas you've unlocked.
[/i]

World Area

Game Description Image
The home area will be a more relaxed environment, featuring fewer enemies and an easy difficulty setting. After the fortress update, you might encounter stronger enemies here if youve upgraded to a better island.

Compatibility with Existing Saves

Rest assured, the update will work with your existing save files. While you won't lose any progress, you'll need to rediscover some areas, and a few islands might be locked until you've completed certain challenges. If you've saved your game outside of the home area, you'll respawn just outside your home island to avoid awkward situations like being trapped inside an iceberg.
Game Description Image

I know many of you have asked for a bigger world. Some players want the game to be more difficult, and others want it to be easier. I think this update will make Seablip a little better on all those requests. The game still needs a lot of balancing, but I think this is one step in the right direction.

Thanks once again for your ongoing support and enthusiasm! I'm going back to developing.

Best,
Jardar

[ 2024-09-25 20:20:20 CET ] [Original Post]
Seablip Official Roadmap to 1.0

Ahoy!

As promised, here's the official Roadmap for Seablip's journey to EA. This outlines the key milestones I focus on to bring Seablip to version 1.0. While you won't get every detail, I hope you get a sense of what's to come.

Between major updates, there will be smaller updates. I will also spend a lot of extra time after each major update to focus on bug fixing.
Game Description Image

1. Wizard & Flags (Next Update)

  • Customizable flags
  • Wizards with spells
  • Goblins
Game Description Image
"Slow Spell"
Game Description Image
"Magic Magnet Spell"

2. Fortress & Exploration Update

  • Build and upgrade a fortress on your island to defend against enemy raids.
  • Explore the world with outposts controlled by Redcoats, Bluecoats, and Octopus.
  • Discover more islands and embark on randomized quests like rescue missions, destruction missions, and exploration.
Game Description Image
Redcoat Outpost WIP

3. Fish & Fight Update

  • Fight on islands using WASD movement, primarily against pirate enemies.
  • Captain Battle (instead of a ship battle, you can sometimes choose to do a "Captain Battle". Your crew and enemy crew are gathered around in a "circle" to see which captain is the best)
  • Enjoy a special fishing mini-game on the world map.
  • Experience a revamped fishing and reward system, + fixing Whalgrim's fish quest.

Controler Update

  • This is overdue! I know I promised to make the game better for a controller than it is today. I apologize for the delay in controller support. While it's not currently optimized, I'm committed to making Seablip controller-friendly. Since I lost a lot of development time as explained in the last community post, I had to make hard decisions on my priorities making the Wizard update priority number one. Right now I can't say where on the Roadmap this step is added. I don't want to disappoint you, but rest assured that I won't stop working on Seablip before it offers decent controller support too!

4. Trading & Economy Update

  • Island Economy
  • Trading wares with different islands and bigger cities is an option to earn coins.
  • Merchant sail routes will be more visible. (Giving you the option to do better trade, or dear for some merchant raiding)
  • Farming and food update.

5. Main Story & Localization

  • Finish the main quest this includes some side quests connected to the main quest.
  • This also includes a couple of boss fights.
  • Localization.


- Jardar

[ 2024-09-07 10:37:01 CET ] [Original Post]
Wizard and Flag Status

Hi everyone!

There have been a couple of rough months for me. I am well, but I had to prioritize family for a while and go completely offline. I apologize for my absence from the forum. I know you got a lot of questions and wonderful feedback. I will try my best to catch up in the coming days.

I have to say that it means so much to me that Seablip gets so much love and support on the forum and in my mailbox. It hurts that I haven't been able to answer you all, but know that it motivates me!

Know that I put all my time and effort into Seablip every day, and the only thing that stops me from working is when I have to prioritize family.

The Wizard Update is in progress, but it will sadly be delayed. Please keep in mind that I am the only developer working, but again, rest assured that I won't stop working on Seablip until it is how I envisioned it.

I think I know when the Wizard update will be ready, but I don't want to disappoint you again, so I'm keeping it to myself a little longer to ensure I can meet this deadline.

I'm sure you want to know what's cooking, so I've made a little preview of some of the things I'm working on.

Customize Your Flag

Here's a look at the new customization menu for flags. This flag will be added to each ship you own, and you can even build a flagpole on islands.
Game Description Image

New Spell Book

Heres a new menu for wizards in Seablip. Youll need to unlock new spells, but when you first get your hands on a new spell, it can be used by any wizards you have on your ship.
  • But only a few wizards are available (if you can find them).
Game Description Image

New Faction: Goblins

Goblins are a new faction added to the game. They are small and offer a unique type of ship with a built-in goblin drone system. These ships can have a small variety of drones.
Game Description Image

Steam Community

I need to maximize my time on the development of Seablip, and because of this, its difficult for me as a single developer to also be 100% active with the community. But want to keep in touch with you. To better organize this, I want to dedicate Friday each week to be more active on the forum. Luckily, Ive received a lot of help from players who keep the forum active. - Thank you so much!

And if you encounter a serious bug, I have some dedicated players who are pinging me with your requests. steamthumbsup

Localization

I know many of you want to get Seablip localized! Ive noted all the different languages. Over time, Ive received literally hundreds of requests for different languages, and supportive players who want to help me localize Seablip.

I will add time for localization before 1.0. This will happen during the last phase (see the upcoming roadmap for more info). A few languages will be translated professionally, but it will also be possible to help me localize voluntarily too. If you want to contribute to this, youre more than welcome: Check in when we are closer to 1.0 for an announcment on this.

Roadmap

I know many of you are looking forward to more Seablip content, and its time to give you a roadmap to 1.0. This will be announced next Saturday!

Best,
Jardar

[ 2024-08-30 21:13:19 CET ] [Original Post]
Seablip Summer Sale + New Update!!

Hi everyone!

The Steam Summer Sale has begun!


I've released a new Seablip update featuring a brand-new boss and a few other exciting additions!

New Update 0.7.053


https://store.steampowered.com/news/app/1471270/view/4221643401459556047?l=english

Seablip Demo Live


I'm excited to announce that I've just published a new demo for players who want to try the game before they buy it. Many of you have requested this, so here you go!

https://store.steampowered.com/app/2572070

The next update will be the Wizard and Flag update.

Have a great summer! :)

- Jardar

[ 2024-06-27 17:23:30 CET ] [Original Post]
Small Update - 0.7.053

New:

  • Oil Barrel Upgrade (Rare Blueprint)
  • Thunder Barrel Upgrade (Rare Blueprint)
  • You can now buy oil and thunder barrels from Barrel Island.
  • Eel Charger (Ship Upgrade)
  • 1 New Boss (after you learn Boulder Push)
  • Oil is now a new battle effect (Combine with flames or remove with water).
  • Slime on the ground is now a new battle effect (Slows down sailors' walk speed by 70% or combines with oil to make a short duration of poison gas).
  • Monkey Bomber (Ship Upgrade) (Epic Blueprint)
  • Banana Bomb (Currently used by Monkey Bomber)
  • New Item: "Duck Floaty." You can rescue sailors from the ocean after a battle.
  • You can buy Duck Floatys from Seablip Island.
  • The item trade button now shows the item description.
  • Akasho on Peacehaven now accepts the Love Messenger Quest, and you can learn "Boulder Push" from him.
  • 1 New Achievement

Changes:
  • Magic Shield Update: Dead Shield needs 18 seconds to charge (from 5 seconds before), Gold Shield needs 17 seconds (from 5 seconds), and Small Shield (upgrade) needs 20 seconds (from 18 seconds). Big Shield's durability is now 3 hits (from 6 hits before).
  • Wood Auto Pump is slower. It needs 5.5 seconds to remove 1 water "bar" (old: 3.5 seconds).
  • All Barrels are faster to build.
  • Flame damage on the ship is now 10 seconds slower, but for each flame inside a zone, it's now 1.5 seconds faster.
  • Flame damage on sailors is now 8 (ish) seconds slower, but for each flame, it is 2 seconds faster.
  • Poison Gas and Flame combined have a 50% lower chance of ship damage and do less crew damage (but still powerful!).
  • Blue slime can now freeze sailors (on death).
  • Green slime now spawns slime on the ground.
  • Slime Mortar Update: 65% chance for green slime, else one of the other colors.
  • Fish Mini-Game is temporarily removed, making it much easier to catch a fish (honestly, I'm not super happy with the mini-game as it is).
  • Fish do not respawn before the next day (if caught).
  • Slime Mortar is now craftable (Legendary Blueprint).
  • Ice Mortar projectile count reduced to 4 (from the previous 5).
  • Monkey Mortar increased gold price.
  • Fish torpedo ship damage was reduced to 1-2 (from the previous 3).
  • Artifact Update: Longbeard Vase III can now be found on the ice biome and in caves.

Bug Fix
  • Winning a battle with flames could glitch the game in rare circumstances (fixed).
  • Pocket Crew could spawn on cells that were blocked/not visible (fixed).
  • Hungry Tree could cause some item bugs (fixed).
  • The invisible ladder on Bluecoat Island is now removed (but not for old saves).
  • Item ID is updated (fixes some item glitches).
  • Using a submarine and sinking an enemy ship with "barrel pirate" would glitch the game (fixed).
  • Lightning storm can't find a cell on a submarine and glitch the game (fixed).
  • Unloading sea battle is delayed 1 frame to avoid rare bugs after a battle (fixed).

[ 2024-06-27 15:11:38 CET ] [Original Post]
Hotfix 0.7.020

Bug fix

  • Dropping blueprints as an item in the world could not load and cause new bugs.
  • Night bug. Ship light was not removed cleanly and could cause game-breaking bugs in rare circumstances.
  • NPCs did sometimes spawn in the wrong position on load.
  • If you walk into a scene and trigger a film event, in some rare circumstances the character will get a walk animation glitch.
  • Items delivered to Sir Jasper remove the whole stack instead of 1 artifact.
  • When inside, you can sometimes see Artifact flags on the outside of the border (on the black)
  • One-Time Barrel did not disable player input on use. Could cause game-breaking bugs.
New
  • Bubble Boy quest finished. (More features will be added to Barrel Island later.)
  • Redford now offers 3 cannons (the button did not work on the old version)
  • Redford now offers 3 Redcoat ships (the button did not work on the old version)
  • The "Pufferfish Assassin" upgrade now has a blueprint recipe
  • Crafting Update: Demonic Altar and Teleport now require 1 skeleton head + stones
  • Sir Jasper no longer takes breaks on work days!

Note:
I am working on the unfinished quests in Captain's Log.
- Be aware that the "Love Messenger" quest is not possible to complete yet, but will hopefully come in the next update.

[ 2024-06-05 14:19:08 CET ] [Original Post]
Wizards & Flags Update

Hi everyone!


Thank you so much for a thrilling Early Access launch! I wasn't sure what to expect, but over the past two weeks, I've enjoyed seeing Seablip's Discord server, the forum on Steam and my mailbox booming with feedback and support. Seablip now has over 200 reviews, which is also a milestone to celebrate. That means a lot guys. Thank you so much! I am already thinking a lot about all the content I want to add so I haven't really got the time to celebrate yet. However, I've also received a lot of bug reports and complaints about unfinished quests.

I made many bug updates since release (and will continue to do that), and I am now working on a fix for the unfinished quests: you will see them as part of smaller updates coming in regularly in the next days/weeks. Sorry for the wait: I am doing what I can to update as fast as possible at a healthy speed.

With that, I'm excited to announce the first major update for Seablip:
Game Description Image

Wizards & Flags


This update will spark more magic into the game, including a new type of sailor you can recruit: wizards. Wizards won't offer the usual crew skills but will instead possess one or two magical spells.

Seablip's world is a place with magic, so as part of this update, I'll also be including more magical lore within the game. This aligns with my broader vision of fleshing out the main story.

Another exciting feature of this update will be the option to customize your own flag. Old saves will have this opportunity upon loading the game, while new games will have it as part of the character customization.

Here's a glimpse of other upcoming content goals for this update:
  • New bosses (with a wizard theme)
  • New ships (Redcoats and Bluecoats have their own wizards, so the update should include higher-difficulty warships employing new tactics)
  • More islands (with a magical theme)
  • Some new NPCs available on your main island
  • You can upgrade your house

The release date for this update is July-August, but nothing concrete yet.

While I work on this update I will continue to do minor updates with content and bug fixes + starting a QA for controller support to make it less frustrating than it is now.

Seablip is participating in the Best Indie Games Summer Showcase 2024


Early Access Roadmap


I want to be transparent: the Early Access Roadmap will be announced after the "Wizards & Flags" update. As this is my first game, I'm hesitant to commit to a detailed roadmap before delivering you all a first update. I want to learn from that experience and dedicate enough time to reviewing all your feedback. This will allow me to create plans that align with my vision while incorporating your valuable input. Here are some of the bigger headlines:

Duel: Player vs. Enemy Captain (Mini-game as an alternative to ship fight)
Late Content Update (Bigger ships, more bosses, and late-game content)
Main Story Update
Fishing Update (everything with fishing needs a huge update)
Localization Update
Controller Update

Feel free to ask any questions you have about the upcoming roadmap!
Game Description Image

If you haven't already got your hands on Seablip's Original Soundtrack you can now listen to it on Spotify and consider supporting the brilliant composer Christian Balvig by buying the soundtrack on Steam. Here is a link.
https://store.steampowered.com/app/2829810

[ 2024-06-04 15:37:01 CET ] [Original Post]
Hotfix 0.7.019

Bug fix

  • Item info is not removed when "quick stacking" to a chest.
  • Blocked some paths that could lead to battle soft lock because player crew is stuck on the enemy ship.
  • Holding an item and then continuing on the reward menu after a battle could break the game.
  • Anchor follows you on the world map if you exit island menu (bluecoat island)
  • I have made some updates that might have removed the "Ghost Upgrade" bug (you lose upgrades on your ship and they spawn as "ghost" in the world). Let me know if it still occurs.
  • Daily Crew did not spawn on the first day of a loaded game. This is fixed and Daily Crew is now saved: so if you exit the game and load, it will be the same sailor as the last time you played (until a new day).
  • Rare gamebreaking bug. The save was broken because of a black screen on load. Old saves will work again. Rare bug, but the melter lost the reference to its placement cell.
  • Chest and jars no longer respawn in Nebbler and Skillmaster's house.

[ 2024-05-31 13:04:05 CET ] [Original Post]
Hotfix 0.7.017

Bug fix

  • The crafting price from upgrades not placed on the ship was not returned
  • Sir Jasper's delivery of artifacts bug (losing item) is now fixed
  • Player cannons can fire even if an enemy is destroyed.
  • Crumbly is marked as "Medium" - the correct one is "Very Hard"
  • The dismiss crew text had the wrong alignment.
  • If you have a full inventory and click ESC when holding an item and a chest is open: item is lost.
  • The workbench on the fort side of the player island is now disabled to avoid confusion until it is added to the game.
New
  • You can now add sailors to a bottle when you need to Dismiss sailors (if a magic bottle is available)
  • New menu for Sir Jasper's item quest
  • Weekly pay to crew update, make it less punishing:
    It is instead of instantly set +- on the current moral. So for instance, 0 gold equals -2 points (if the crew is "Euphoric" they will now be "Normal" not on the "Mutiny" level.)

[ 2024-05-28 21:01:29 CET ] [Original Post]
Hotfix 0.7.016

Bug fix

  • Show map while in battle is possible by clicking "M" (This will break the game)
  • Swapping bottle ships can make caves get full light.
  • Show menu and map are now blocked while the player is walking from inside to outside or the opposite to prevent certain bugs.
  • Mateo's locksmith shop was infront of dragged item.
  • Food Ration HUD is removed (will come back if/when it is a in-game function)
  • Loading screen (black fade) no longer pause when open menu
  • Locked player inventory was not grey (visual)
  • Sir Jasper's delivery of artifacts "steals" item but does not complete the request.
New
  • Save and Sleep button on the world map is now always active when sailing.
  • Llama Head droprate increased
  • Rock and iceberg hitbox is slightly decreased on world map (is still not very accurate)
  • Fast Reloader skill updated

[ 2024-05-25 21:09:24 CET ] [Original Post]
HOTfix 0.7.0141

Bug fix

  • The main character is missing clothes in some animations.

[ 2024-05-24 17:29:39 CET ] [Original Post]
Hotfix 0.7.014

Bug fix

  • New rebinding did not work (only default binding) - Know issue: auto swap with duplicate keys do not work, and you can rebind to any keys that are already used!
  • Mo Mo Gatley could sometimes fire after being defeated. (Let me know if it still happens)
  • Sometimes the interact button does not work (talking to NPCs did not work and more bugs) - Known Issue: Sometimes talk bubbles do not show on NPCs even when they have dialog.
  • Fixed a bug when you move a prison with prisoner inside to inventory
New
  • Reload stats is improved
  • You can find a new NPC that can move to your island and re-roll skills and stats for gold.

[ 2024-05-24 15:35:35 CET ] [Original Post]
Hotfix 0.7.012 - Important Update!!

Important update! This should fix a lot of critical bugs. No immunity skills worked. Ice miner skill did not work and more.

Let me know if you experience some of the bugs in the patch notes after the update.

Bug fix

  • Falling items in the world that are removed on load could in rare cases cause the game to glitch.
  • Prison Update to prevent bugs and some quality updates
  • None of the immunity functions worked!! Sorry guys, some skills will be much better with this update.
  • If your Captain got "Happy" skill in an older save - you will get a new skill on next load. (Captain is always happy! )
  • Added some more info on how to complete Magic Ship Bottle Quest (since it is unclear for some players)
  • Fixed an exploit where you can duplicate ship upgrades (could also lead to bugs)
  • Mutombo gives too much text advice.
  • (Visual bug) Missing ladder on prison ship (fixed for new saves)
  • Ship crew counter visual error (max crew is 4 not 5) Bigger ship might come in the future.
  • World Map position (should now update ship position correctly if you "teleport" home)
  • Added an extra step to prevent getting "stuck" when you get a text option from Redcoat ship on world map.
  • Fish with hearts sometimes stop before the hook
  • Ice Miner skill did not work
New
  • More Whalestones added in the world
  • You can now find artifact sites on ice, making it possible to find the Frozen Llama Statue

[ 2024-05-22 08:26:51 CET ] [Original Post]
Hotfix 0.7.008

Bug fix

  • Medium Cargo transform to Small Cargo on load - then you also lose 1 cargo space :/
  • Audio settings did not save correctly
New
  • Delivery upgrades can no longer be destroyed in fight (only a few could before)
  • Undead do not have luck

[ 2024-05-19 14:44:36 CET ] [Original Post]
Hotfix 0.7.007 - Important Update!!

Important update! I am sorry to those who have lost upgrades mysteriously. If this happens on the new update let me know.

Bug fix

  • Upgrades disappearing when having 2 or more bottle ship is fixed
  • The Captain can get the "Happy" skill - this is for crew only
  • Food does not heal
  • Player can take island damage when leaving Bluecoat island
  • Magic Ship Bottle quest was not completed in Captain's Log (Visual bug)
  • Starting a lockpick minigame from inventory and then complete it (with no item selected) could break the game.
  • Holding an item and at the same time press "E" to use an item in inventory breaks the game
New
  • Sound volume in settings is saved

[ 2024-05-19 11:07:33 CET ] [Original Post]
Hotfix 0.7.006

Bug fix

  • Black screen fix: holding one upgrade when scrapping an enemy ship could lead to a black screen if done in a certain order.
  • Delivery upgrades delivery target disappears from the world map on Load or New day
  • Controller update (You now have to turn on Controller in the Start Menu, this step might fix the movement issue some players have experienced)
New
  • Alfred now give you the magic ship bottle (if you haven't picked it up from your mailbox already)

[ 2024-05-18 13:52:42 CET ] [Original Post]
Hotfix Update - 0.7.005

- Fixes another game-breaking bug: sometimes players load on a black screen. This will also rescue "corrupted" saves. Sorry for the inconvenience.

[ 2024-05-17 20:50:01 CET ] [Original Post]
Hotfix - 0.7.004

- Fix Game breaking Bug: Items sometimes do not load correctly if you skip to the next scene very fast.
- The Mouse Cursor will be visible if you use the mouse with a controller connected. (Using a keyboard and mouse is still recommended!)

[ 2024-05-17 20:29:25 CET ] [Original Post]
Small Update - 0.7.003

New:
- You can skip rowboat animation in settings (if you think it is too slow)

[ 2024-05-17 16:07:00 CET ] [Original Post]
Seablip Early Access Out NOW!!

Seablip has now released! Buckle up! Hoist the flag! Seablip is coming your way.

https://store.steampowered.com/bundle/41105

https://store.steampowered.com/app/1471270

Check out Seablip Launch Trailer here:

From the Developer

Ahoy, everyone! I want to thank all the followers who have supported my journey from the start. From the day I didn't know how to code, to this day when I released my first game.

5 years ago I was unhappy with my life, nothing big and dramatic, but there was a tiny voice inside that was displeased. Playing games has always been my joy so I started to learn to code and slowly Seablip became my dream project.

This journey from 5 years ago to this day has been like a rollercoaster, but I got backed up and supported by an incredible group of followers. I could not make it without you!

So a little note about the current version:
The current Seablip version is recommended to be played with a keyboard and mouse.

You can use a controller, but this won't give you the same quality experience since it is still experimental. If you are a player that likes to play with a controller I would love to get feedback on how I can make Seablip's gameplay better with a controller.

Well, I hope you like Seablip! I hope you get inspired by the content, and I hope you want to help build a community that can make Seablip better.

If you get any feedback and suggestions let me know in reviews and comments.

Best,
Jardar

[ 2024-05-17 13:02:53 CET ] [Original Post]
RELASE DATE ANNOUNCEMENT: MAY 17th 2024

Proud and Excited


Seablip is officially releasing on May 17th! As flags are raised for Seablip and Constitution Day, the national day of Norway! Raise your flag: Tell your dog and cat, tell your friends - tell everyone with a pirate hat - help me spread the word.

I have updated the previous teaser trailer: showing some fresh new content.

If you haven't seen it, check it out HERE .

Buy Seablip's Beautiful Soundtrack NOW


Do you want to support the creators? You can now buy Seablip's beautiful original soundtrack: warm up to pirate adventure with 26 tracks of pure joy.

Christian Balvig is the maker of Seablip's music. Mark that name: he is a future star. steamthis

https://store.steampowered.com/app/2829810

A Few Words From the Dev


Hey everyone, I am so proud and excited to be able to release Seablip within weeks.

I think Seablip offers many hours of fun if you crave exploration, adventure, and a pirate challenge: Seablip is a little old school (like me) all hints do not come with flashy UI. There is no time limit in the game, so relax and enjoy, you will need to learn by trial and error.

If Seablip somehow fails to meet your expectations, please let me know - Seablip might not be a game for all, but during the EA period I will strive to make it fun for as many as possible.

The work is not finished, but it will be (extremely) refreshing (and inspirational) to work closer with you - the community.

When I started to work on Seablip, I was green. I had no experience. Well, I had a little art experience, but nothing professional. Over time Seablip has evolved a lot - much thanks to trusty supporters following along for the 5 years that have passed.

I look forward to making that connection stronger!

Q: What is the state of the game?

A: Seablip should run stable and smooth.

Q: How long is Seablip?

A: 15 hours is a good estimate! The estimate is going to be pretty vague. If you are a slow explorer like me, it will probably take longer - if you are a fearsome pirate hunter looking to complete all Bounty Quests as quickly as possible it might be a little shorter.

Q: Can you get achievements?

A: Yes!

Q: Can I make video content/stream the game?

A: Totally. Feel free to use the soundtrack in any video content about the game, as well! I fully support all fan-created Seablip playthroughs. All I ask is that you give proper credit somewhere.


That's all I've got for now! I can't wait to see what you all think of the game!!!

Jardar (Developer and Creator of Seablip)
Game Description Image

[ 2024-05-02 13:34:05 CET ] [Original Post]
Ahoy! Seablip is finally open for Content Creators!!

Seablip is finally open for Content Creators!! steamhappy

I am preparing Seablip for an Early Access release, and I invite Content Creators worldwide to join the journey! I haven't revealed the release date yet, but trust me, it's coming soon! steamthumbsup

If you are a streamer and want to help Seablip reach out to more players - apply here: Content Creator Form Game Description Image

Seablip will be available on Windows, Mac, and Linux.

If you have any questions, feel free to ask me here: Contact
Best, Jardar (Yarrr)

[ 2024-04-29 11:43:36 CET ] [Original Post]
Seablip Original Soundtrack will be available soon

Hi everyone,

The Early Access release of Seablip is getting very close, and we know a fantastic soundtrack is crucial for an immersive experience. I do everything myself on Seablip, well, not the music! Music is a super-challenging skill to master. But this is where Christian Balvig comes into the picture.

He's created a stunning collection of tracks for Seablip, which will also be available on Steam soon!

Check it out here: Seablip Original Soundtrack
This is a great way to support us before launch.

Thanks, and stay tuned for more updates about Seablip's upcoming release.

Best, Jardar

[ 2024-04-08 15:28:22 CET ] [Original Post]
Seablip Coming to Early Access in Q2 2024!!

Ahoy, everyone! I've been continuously working on adding content, so I haven't had the time to fully process it, but Seablips release is imminent!!


If you've been following my journey for a while, you know that my original goal was never to release in Early Access. However, as years of development passed (and deadlines pushed), my humble debut project has grown into a vast world. My savings used as capital to work full-time, now lie at the bottom of the sea.

This forced me to reconsider my release plans - and here I am.
Game Description Image

Now, you might wonder, what is the state of Seablip?

  • I believe the game already offers a ton of fun and many details. However, since the game world is extensive, there are still areas where I want to add more details and gameplay options
  • Some story elements have been delayed to be able to focus more on gameplay replayability
  • The game isn't entirely bug-free, but I have worked diligently with a wonderful team of volunteers to eliminate the most harmful bugs - Closed Beta is next
  • Some areas need more polishing that will benefit from player feedback

The main reason I don't want to call this a full release is that I still have many content goals I haven't had enough time to implement. I'll elaborate more on that in a future roadmap (or feel free to ask).

Listening to your feedback is one of the things that motivates me the most. It's one of the reasons I've managed to survive the long development time. As many of you know, after Seablip participated in Steam Next Fest, I removed the old "static" world map and replaced it with a map where you can sail freely. This, among other changes, was a significant core update. I don't expect changes on the same scale in Early Access, but what I'm trying to convey is that I believe Seablip benefits immensely from your feedback.
Game Description Image

I want to emphasize that my decision to release in Early Access has been carefully considered. There are numerous pros and cons, but ultimately, it will be a relief to get Seablip out in the open. Hopefully, you'll find lots of enjoyment in playing it, while I can continue to develop more content over time.

Now, I hope you're as thrilled as I am that Seablip's launch is just around the corner. I have spent 5 years (more than 10,000 hours) until today - rest assured that I will dedicate all my remaining days, hours, and seconds to ensure the gaming experience is worth its price on release day.

I hope you understand and look forward to Seablip's release.

If you have any questions, let me know.

Best, Captain Jardar

[ 2024-02-20 14:36:09 CET ] [Original Post]
Small Update - 0.6.98

New Demo Update! Old saves won't work (sorry for the inconvenience!). New saves after release will be fully backward compatible.

Much of the new content is out of the Demo's reach, but this is some within reach:

  • Seablip's Most Wanted: Track bosses in the achievement menu (2 available in demo, more coming!)
  • Crafting Recipes is visible under the achievement menu
  • Light update: Sunrise and sundown are visual in the light to easier understand when you go from day to night time.
  • Item Sell Prices: You can now see item value when hovering over an item. (still a few good ways to sell items - but this will come soon)
  • Some visual updates
  • Many bug fixes and improvements

Enjoy!

[ 2024-02-20 13:35:14 CET ] [Original Post]
New Demo - Major Update

Hello, everyone! Seablip is now part of Steam's Pirates vs. Ninjas Fest, and to celebrate, a new demo of Seablip is now live!


Please note that this new version destroys older saves. I apologize for any inconvenience, but the new demo includes significant changes.

Not all the features mentioned below are available in the demo, but I hope you enjoy the updates!

Bug Reporting and Feedback:

Since Seablip is still under development, I would love to hear if you encounter any bugs while playing, or if you have other comments about the update or anything else about Seablip. Your feedback would be greatly appreciated.

The New Version

Game Description Image

New World Map

A massive overhaul of the world map; it's no longer "points," but you sail freely with a tiny ship.
  • Floating icebergs or rocks can damage your ship.
  • Wind provides a bonus/penalty to your world map speed.
  • Enemy encounters are now easier to avoid.

Island Movement Update

After receiving feedback from players who disliked the character's movement on the "grid," I made significant changes (which also required updating all interactions). The result is that the player can now take tiny steps horizontally. I hope the new functions feel more fluid and natural. (Some bugs might occur; feel free to report them.)
  • Interaction with objects is also more forgiving of player distance (you don't need to be as close as before).

New Player Island

This change is also based on player feedback. The old intro took too long, causing some players to lose interest before the fun began. Therefore, I created a new starter island - a more gameplay-oriented island where the player's house is now placed next to the pier, allowing for quicker travel on the sea. The new island is split into two parts:
Game Description Image

Economy Part

(Not in Demo)
  • Build and upgrade houses for your crew + more (premade layouts).
  • Upgrade your house.
Game Description Image

Defense Part

(Not in Demo)
  • Delegate crew to guard your island and protect it against raiding enemies.
  • Build defense and weapons.
  • Upgrade the castle layout, acquire more space, and enhance health.
  • Participate in battles or auto-resolve with the guarding crew.
Game Description Image

Crafting

You can now craft every weapon or ship upgrade using resources (not gold), while merchants sell upgrades for gold only.
  • To unlock the upgrades, you must acquire blueprints (common, rare, epic, legendary).
  • You can only craft upgrades at home.
  • For now, the current crafting price for an upgrade is just a test price.

Ship Battle Changes

Lots of small and some big changes.
  • Repair time on all cannons increased.
  • Reload time on all cannons decreased.
  • Destruction of upgrades is health-based (changed from "luck-based").

Other

  • You can name your ship.
  • Some UI design updates.
  • And much more.

[ 2024-01-22 18:25:44 CET ] [Original Post]
Path To Release - Post 2

(Not yet available in Demo)

Movement Update

Hello everyone! This is another update that comes after feedback from Steam Next Fest. Not everyone liked the grid movement, and I couldn't let that continue to be the same. The player movement is now "pixel-based" while walking horizontally on an island.

This might sound like a small update, but I had to fix a lot more to make it work. For instance, all interactions are now updated to fit the new way of walking.
Game Description Image

I guess it's not that easy to spot the difference from the GIF, but the movement in Seablip now feels a lot smoother.
  • Interaction is more "kind," allowing you to interact with objects and people without the same strict distance as before.
  • Using tools and weapons is also smoother as you no longer need to wait for your character to finish walking on the grid.
  • Moving vertically is still "grid-based."

I'm going back to work but will be back with more news soon! Have a wonderful day!
- Jardar

[ 2023-12-10 13:07:43 CET ] [Original Post]
Path To Release - Post 1

(Not yet available in Demo)

The New World Map


Hello everyone, and thank you so much for all the great feedback during (and after) Steam Next Fest. I want to let you know that I have addressed many of the things you provided feedback on, and first up is one major change! :)
Game Description Image

The World Map is no longer "point-based" but a free (bigger) and open map. You can control your ship and must ensure it does not crash into islands, rocks, icebergs, or other dangers. The enemies are visible ships, some of which will hunt you down if you get too close, while others mind their own business until provoked or plundered.

There are still lots of features I want to add to the new World Map, but here is a look at how it is right now:


A list of some functions available on the World Map:
  • Ship speed ranges from 0 to 14 knots (max), with wind providing a bonus or penalty.
  • Ship max speed is based on the ship type.
  • Death or crew loss can occur on the World Map.
  • Encounters with merchants are possible.
  • Loot can be found.
  • Obstacles must be avoided.
  • Crashing into an iceberg can remove it as an obstacle, but it inflicts significant damage unless you have an icebreaker!
  • Enemy ships may pursue you if provoked or for other reasons.

Other functions I am testing, but still not sure will make it to the full version:
  • Using a cannon on the World Map to harm enemies.
Game Description Image

Again, thank you so much for all the feedback! I look forward to continuing working on Seablip! :)

- Jardar

[ 2023-11-24 19:04:57 CET ] [Original Post]
Small Update - 0.6.924

New

  • A new Fishing Minigame replaces the old one. The new fishing minigame is not 100%, I will continue working on both the visual, sound, and content. Let me know what you think! :)
  • A tiny demo surprise, two more days to play.

Bug Fixes:
  • Not able to activate blueprint from action inventory
  • If you reached health point 7 you get 217 health instead of 21 health
  • Using Monkey Mortar on your ship could potentially break the game
  • All blueprints were registered as common (even if you used better-quality blueprints)
  • Fixed some flying swords in sea battle
  • Item pop-up (when items are gained with "magnet"), could in rare cases stay over the player until you exit the scene.

What is next:
  • I will start working on a bigger update, the new player island. This will require some time, but when it is ready it will be partly part of the demo.

Have a wonderful day!
- Jardar

[ 2023-10-19 10:21:32 CET ] [Original Post]
The Path To Seablip's Release

Ahoy everyone, thank you so much for a wonderful Steam Next Fest!

One thing first:

  • Seablip's Demo will stay available on Steam until launch!
    Having the demo available significantly boosts the visibility of Seablip. It's something I cannot afford to lose, and the only reason not to have it up is that it distracts me from my development.
Game Description Image

Steam Next Fest


Throughout the week, Seablip gained a lot of positive and negative attention. I've been trying to watch all the feedback, even though it's not very enjoyable to watch a negative stream.
However, I take it seriously and consider the necessary changes for the game. Overall, it has been a valuable experience.

Seablip may not appeal to everyone, and I realize I need to make some tough decisions, especially concerning the game's intro. Not all players get to experience the sea, which is the core aspect of the game that I've invested the most time in.

With limited development time remaining, I have learned that I must prioritize the core gameplay over the story. I believe this will contribute to making Seablip better.

I dream to continue working on Seablip after its release, but that's a bonus if things go well. The primary goal is to deliver a game at release that feels robust and polished at its core.
Game Description Image

Major Changes from Demo to Seablip's Release


New Player Island
I'd like to revisit an idea I had earlier in Seablip's development, where players start on their own, much smaller island. This island would function as a base, requiring players to construct defenses on the right side to guard against raiding pirates and enemies. It's more gameplay-oriented, building upon existing concepts with some new elements. Here are a few key points:
  • This island will be located close to the one you live on in the demo, ensuring the story still plays a significant role, though slightly more on the side.
  • Crafting mechanics will be adjusted to align with this new base.
  • Crew management will also be linked to the player's new base.
  • While it might be interesting to allow players to capture and build bases on new islands, achieving this before release seems unlikely.

These are some major changes from how the game starts now, and that would require some time, but my goal is still to get within my deadline, and rather prioritize differently what I can and can't make before a release. These changes aim to enhance the gameplay, and that is the most important thing. I think this will make the game better.


I look forward to sharing more details as we approach. The release is on the horizon, and I have to put all my energy into development to get it ready in time.

Again, thank you all for playing the demo and wishlisting Seablip.

- Jardar
Game Description Image

[ 2023-10-17 17:25:46 CET ] [Original Post]
Seablip Demo Stream

Hello sailor!

I'm setting sail once again to take on Pete the Parrot Lord, one of Seablip's most wanted.

Join my last Steam Next Fest stream/chat! :)

- Jardar (solo developer of Seablip)
Game Description Image
Game Description Image

[ 2023-10-15 10:40:47 CET ] [Original Post]
Island Movement Update - 0.6.910

Thank you for your feedback! I have made some improvements to player movement on the island.

New:
You can now hold up/down while walking horizontally, and the character will move up/down if a ladder/stair, etc, is present.

I know more improvements can be made, but at least it's better now.

[ 2023-10-12 20:38:50 CET ] [Original Post]
Hotfix - 0.6.909

Text Animation Speed Update

  • Text animation is slightly faster on normal and faster on fast.
  • The text bubble over a character's head is affected by the speed settings.
  • Text animation speed is saved as startup preferences and not per save.

Bug fixes:
  • The player could not aim while the crew moved inside the cannon room.

Known Issue:
  • Gamepad/controller support is not fully implemented yet (only partly and experimental)
  • If you move with a gamepad and then try to use the keyboard for movement it will be super slow or not working. Disconnecting your gamepad should allow the keyboard to work normally again.

[ 2023-10-12 16:46:49 CET ] [Original Post]
Seablip Demo Stream - Hunt Down the Parrot Lord

Hello sailor!

I'm setting sail to take on Pete the Parrot Lord, one of Seablip's most wanted. He might be a bit too overpowered, so I'm uncertain if I can defeat him. Get ready for a stream focused on Seablip's ship battles.

Join the stream/chat on Wednesday! :)

- Jardar (solo developer of Seablip)
Game Description Image

[ 2023-10-10 19:01:49 CET ] [Original Post]
Important Update! - 0.6.908

Bug Fixes:
[b]

  • Fixed the seed planting bug that glitched the game on load! Apologies to anyone who encountered serious issues. It should be resolved now. Please let me know if any game-breaking problems persist.
[/b]
  • Kira has become more reliable and won't scam you when you pay her to upgrade your pier. She also provides a message confirming the job.
  • Skipping film events previously led to a glitch, but this has been addressed.
New:
  • Enemies with a medium ship now have a reduced chance of invaders and fewer attacking invaders. Additionally, more values are influenced by the Captain's luck skill.

[ 2023-10-06 21:15:01 CET ] [Original Post]
Small Update - 0.6.903

New:

  • The Drake Cannon has been added, a small cannon to fit your starter ship in the beginning.
  • Enemies more often use a small cannon on the easy level, making it easier, and you have space on your small ship if you win the upgrade after a battle.
  • You will now receive a repair message if you repair Alfred's bridge or the player's pier.
  • More likely to encounter icebergs closer to the main island.
  • Shark events are more likely in some places in the demo.
  • Price update: Many of the upgrades cost less.

Bug fixes:
  • A bug caused sea battle events (like sharks, icebergs, etc.) not to spawn!
  • Visual bug: Some enemies could have double swords in battle.
  • Item bug: sometimes not able to pick up items.
  • Skipping some of the film events could lead to the game glitching.

[ 2023-10-05 14:30:53 CET ] [Original Post]
Enemy Difficulty Update - 0.6.90

Hello everyone, after reviewing feedback and video streams from players, I've observed that the enemy in sea battles needs a significant overhaul in balance. The easy enemy is now much easier, allowing for quicker ship upgrades. Battles become more intense when facing a more difficult enemy, as an easy enemy results in a slow battle that I don't want you to be stuck on forever.

Additionally, I've made another significant change that will impact battles greatly. You can now heal your crew and ship without advancing to the next day, accessible on the World Map - Main Island.

New

  • You can now heal your crew and ship without advancing to the next day, accessible on the World Map - Main Island.
  • Enemy difficulty on the easy level has been significantly lowered.
  • Easy enemy ships will no longer attempt to escape.
  • Easy enemy is easier to not miss.

Please share your thoughts on these changes, and let me know if there are still aspects you find lacking or problematic.

[ 2023-10-04 17:54:05 CET ] [Original Post]
Small Update - 0.6.89

New

  • Player Skill Menu added (work in progress) - you can now level up the player the same way as your crew (the player will also have special skills)
  • Crew max health increased (health +1 extra per level).

Visual:
  • The enemy ship in battle is now framed at the same height as the player ship.

[ 2023-10-04 13:22:39 CET ] [Original Post]
Small Update - 0.6.889

Another small update after some feedback from players (thanks for all feedback):

New

  • All gold rewards from a seabattle are increased.
  • The demo lacks high-level enemies to showcase the variety of upgrades/weapons in Seablip. To address this, I've added an extra medium-level octopus enemy and a hard-level pirate on the world map for those seeking a greater challenge than an easy ship.

[ 2023-10-03 20:14:35 CET ] [Original Post]
Hotfix - 0.6.888

Bug Fixes:
Fishing

  • Bluegill did not require bait
  • Fish sometimes do not flip in the correct direction when declining bait.
  • Performed some minor optimization on fishbait behavior

Saving/Loading
  • Fixed an issue for new players concerning how startup preferences are loaded/saved. It likely wasn't causing any harm
  • Fixed another problem that might be linked to an extremely rare bug preventing players from starting a New Game/Load Game

[ 2023-10-03 14:36:28 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 16.04 (64-bit)
  • Processor: 2 GhzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 2 GB Dedicated Memory
  • Storage: 2 GB available spaceAdditional Notes: Seablip is under development and the minimum requirements might change before a full release.
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