





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Get ready for an exciting new update in Victory At Sea Atlantic, out now in Early Access - historical scenarios! Dive into real-time strategy with these new challenges and experiences. This is another mode requested by players since we launched! As always we welcome your feedback and look forward to making this even better! https://store.steampowered.com/app/1674830/Victory_at_Sea_Atlantic__World_War_II_Naval_Warfare/ [previewyoutube=SPoDFrDfIE4;full][/previewyoutube] Gameplay:
We are excited to announce a major update for Victory At Sea Atlantic, introducing something that has been mentioned by players since we launched into Early Access, a Single Fleet campaign! Now you can play the game the way you want! Don't want to take charge of the whole Atlantic Theatre? Then command a Single Fleet. With the single fleet campaign we wanted to make something that honoured the original Victory At Sea game. We hope you like it! Plus we have now translated the game so you can now play in German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese. As this is our first round of translations, please let us know if we have done anything wrong, with so much to translate, we may have mistranslated a line or skipped something accidentally. Gameplay:
Commanders, get ready! We're thrilled to announce that Victory At Sea Atlantic will officially launch today at 5pm BST/ 9am PDT! Prepare to embark on an epic naval odyssey through the tumultuous waters of World War II's Atlantic theatre.
[previewyoutube=RJ3gZcuQSpw;full][/previewyoutube]
Key Features:
Immerse yourself in historically accurate naval battles.
Strategize and command your fleet to victory.
Experience the nostalgia of classic war films with our Black and White Mode.
Engage with the community on Discord and shape the future of the game.
Set sail and secure your place in history as Victory At Sea Atlantic arrives on April 5th, 2024!
Commanders, mark your calendars! We're thrilled to announce that Victory At Sea Atlantic will officially launch on April 5th, 2024, on Steam! Prepare to embark on an epic naval odyssey through the tumultuous waters of World War II's Atlantic theatre.
[previewyoutube=RJ3gZcuQSpw;full][/previewyoutube]
Key Features:
Immerse yourself in historically accurate naval battles.
Strategise and command your fleet to victory.
Experience the nostalgia of classic war films with our Black and White Mode.
Engage with the community on Discord and shape the future of the game.
Set sail and secure your place in history as Victory At Sea Atlantic arrives on April 5th, 2024!
Set sail for a new realm of strategy and intrigue as we delve into a pivotal aspect of our upcoming game Victory At Sea Atlantic Intel. As you navigate the tumultuous waters of the Atlantic during World War II, the power of espionage and intelligence gathering can turn the tide of battle in your favour.
Ahoy, Captains! We're thrilled to announce that the Victory At Sea Atlantic Steam Store page is now open, and you can now Wishlist our game! From the creators of Victory At Sea Pacific embark on a thrilling new naval warfare experience that will take you to the tumultuous waters of the Atlantic during World War II. [previewyoutube=Dd7Nj--x7NU;full][/previewyoutube] Conquer the vast ocean as commander of your own fleets, engaging in epic sea battles that span from the frozen Arctic to the U-boat infested waters carrying vital supplies from North America to Great Britain. With a vast array of ships, planes, and submarines at your command, each with unique strengths and weaknesses, strategise and deploy your vessels to outmanoeuvre and outgun your adversaries. The immersive campaign in Victory At Sea Atlantic goes beyond firepower; you'll need to carefully manage your resources, build and upgrade territories, and engage in espionage against enemy nations. Each decision will impact your journey, and striking a balance between short-term gains and long-term objectives will be critical to your success. Featuring overhauled graphics, realistic physics, and historically accurate ships, Victory At Sea Atlantic brings the World War II naval battlegrounds to life. Will you have what it takes to lead your fleet to victory and secure your place in history? Prepare to weather the dangers of storms with an epic new weather system that influences visibility and combat tactics. Watch the environment come alive with enormous waves, ships splashing through water, submarines surfacing dramatically, and night battles where vessels are set ablaze with palpable heat! Our team has overhauled combat mechanics to intensify battles, demanding strategic thinking at every turn. Manage your energy, food, and population effectively, while employing espionage and sabotage to gain the upper hand against your foes. But that's not all! Throughout Early Access, we'll be adding new features with your help, including improved aircraft bombing raids, more detailed Amphibious Assaults, and an expanded fleet of vehicles! Evil Twin Artworks invites you to join the ultimate naval warfare adventure in Victory At Sea Atlantic! Set sail, chart your course, and let the battle for the Atlantic begin! Head over to the Steam store page now and add Victory At Sea Atlantic to your Wishlist: Victory At Sea Atlantic Steam Store Page Fair winds and following seas, Captains! Follow us for more updates: https://www.instagram.com/victoryatseagame/ https://twitter.com/VAS_naval_war https://www.facebook.com/victoryatseagame/ https://www.youtube.com/channel/UCcNxXXno50EHYbxfuoa5sBQ #VictoryAtSeaAtlantic #NavalWarfare #SteamStore #IndieGame
Our next game - Victory At Sea Ironclad - has been announced today, and you can check it out here.
Thanks so much for the support so far everyone. It's been a long time since the original, but we have been listening and we won't stop listening.
Since releasing Victory At Sea Pacific we have been constantly asked whether there
would be a follow up. Different eras and age of sail come up a lot as a request.
Set during the American Civil War, Victory At Sea Ironclad gives the player opportunities to not only sail but take control of huge paddle steamers, you can even build and command the fearsome Ironclads of the title. The American Civil War was a time of great military innovation, from experimental tactics to technology. It was a new kind of warfare and was an exciting era to try next. It
seemed fitting considering it spanned sailing ships and lots of weird and wonderful vessels!
If you want to know more we will be showing the game off with the creators of the original Tabletop franchise today at 5:00 PM GMT and 9:00 AM PDT Joint the stream at the link below https://store.steampowered.com/newshub/group/38511516/view/2930113815186420321
Victory At Sea Ironclad is a huge Open World RTS where you play out the entire Civil War, making history with every decision made.
Victory At Sea Ironclad will launch on Steam in Early Access in the New Year.
You can check out the new Steam page for Victory At Sea Ironclad here
https://store.steampowered.com/app/1299330/Victory_At_Sea_Ironclad/
We plan to start streaming live gameplay sessions and we will announce when on the forums.
[url=https://store.steampowered.com/app/806950/Victory_At_Sea_Pacific]
We just wanted to let you know that our next game - Victory At Sea Pacific - has been announced today, and you can check it out here.
Thanks so much for the support so far everyone. It's been a long time since the original, but we have been listening and we won't stop listening.
Since releasing Victory At Sea in 2014 we have been constantly asked whether there would be a follow up. Our growing community has been incredibly supportive and given us great feedback on the original. We’re big believers in the power of fan feedback and collaboration and we’ve listened very intently. Because of this, Victory At Sea Pacific is going to be a big one! A huge Open World RTS. We can’t wait to get the game into your hands.
We plan to start streaming live gameplay sessions on Twitch and we will announce when on the forums. Tune in to the official stream here
We just wanted to let you know that Man O' War: Corsair launches today on Steam Early Access. The game will go live at 8am PDT and will be $29.99 with a 10% launch discount. Thanks so much for the support so far everyone. Just to let you know we haven't abandoned Victory At Sea and hope to announce our future plans with VAS in the near future :) About Man O’ War: Corsair: Man O’ War: Corsair is a video game of high adventure, naval combat and exploration based on the Games Workshop classic Man O’ War table top game. Play as a rogue Captain of the Empire or Champion of Chaos, personally navigating your vessel in third person across the Great Western Ocean while plundering enemy ships, visiting ports, trading and making legends of your deeds across the land and sea! Engage in boarding actions, with direct control over your Captain and take the fight to the enemy. In Man O’ War: Corsair, players will explore a vast continent featuring over 50 unique ports. Featuring customisable characters, fleets of sailing vessels, cannons, spells and mystical creatures all clashing on an epic scale, but beware the very waters beneath your bows… Here there be monsters! Man O’ War: Corsair features: • Sea based warfare – engage in thrilling broadside battles and take command of your captain as you board enemy ships from an on deck perspective! • Huge game world to explore with over 50 ports • A huge variety of customisable vessel types and characters • Trade and fight with other Captains, vessels and ports • Hire wizards and other magical beasts to do your bidding • Command allies from different races and fight deadly enemies including - Orcs, High Elves, Dwarfs, Dark Elves, Skaven, Pirates, Chaos, Sea Monsters and more! • Travel the huge environment day and night, and in all weathers.
We just wanted to let you know that Man O' War: Corsair launches today on Steam Early Access. The game will go live at 8am PDT and will be $29.99 with a 10% launch discount. Thanks so much for the support so far everyone. Just to let you know we haven't abandoned Victory At Sea and hope to announce our future plans with VAS in the near future :) About Man O War: Corsair: Man O War: Corsair is a video game of high adventure, naval combat and exploration based on the Games Workshop classic Man O War table top game. Play as a rogue Captain of the Empire or Champion of Chaos, personally navigating your vessel in third person across the Great Western Ocean while plundering enemy ships, visiting ports, trading and making legends of your deeds across the land and sea! Engage in boarding actions, with direct control over your Captain and take the fight to the enemy. In Man O War: Corsair, players will explore a vast continent featuring over 50 unique ports. Featuring customisable characters, fleets of sailing vessels, cannons, spells and mystical creatures all clashing on an epic scale, but beware the very waters beneath your bows Here there be monsters! Man O War: Corsair features: Sea based warfare engage in thrilling broadside battles and take command of your captain as you board enemy ships from an on deck perspective! Huge game world to explore with over 50 ports A huge variety of customisable vessel types and characters Trade and fight with other Captains, vessels and ports Hire wizards and other magical beasts to do your bidding Command allies from different races and fight deadly enemies including - Orcs, High Elves, Dwarfs, Dark Elves, Skaven, Pirates, Chaos, Sea Monsters and more! Travel the huge environment day and night, and in all weathers.
Major features - Port battles have been updated with additional land-based defences to pose a greater challenge to invading forces. These include bunkers armed against approaching boats and aircraft, batteries of shore artillery that can deal damage to your fleet at range, and land-based aircraft. Other changes - Custom port battles will also have these defences, with the port strength selectable in the fleet options. - Fleet deployment positions in the campaign will be remembered between battles, to help save time repositioning your ships. - You may be assigned a new mission to aid a low supply port, and given cargo ships for your fleet. These will be present in every battle until you reach the destination port. - Missions from the Admiralty may now be declined. You will not be court-martialed for this! Additionally, you can cancel a currently active mission via the pause menu in the world screen. - New campaigns in the Atlantic and Mediterranean theatres will have fewer Vichy French ships around, instead replaced with more Kriegsmarine fleets. - An option has been added in the campaign options to start new campaigns at a random friendly port, and assigned to a random destroyer or cruiser. This will automatically skip the tutorial. - Upon purchasing a new ship from the shipyard, you may now give a custom name to the ship and its captain. Also, non-player captains in your fleet now have a random chance of dying or surviving upon losing their ship. - A new interface element has been added (from the iOS port) as an alternative method of turning a ship. Helm control can be toggled by clicking on the center wheel icon. - Ports in the world screen now show the number of ships currently present in their defence fleet, versus the maximum. - The carrier captains’ alert popup has been shrunk down to be less intrusive. - Fixed a bug where ship orders would not work when the camera was zoomed out to the maximum. - Fixed a bug where mission information, etc, was being displayed in English when playing in a different language. - The Admiral Hipper-class cruiser now has its missing weapon information added in. - Added in some missing tooltips on the UI. - New Atlantic campaigns will start with most ports flying the Kriegsmarine flag rather than that of the Vichy French. The Italians will also have a base in Bordeaux. - Torpedo belts no longer offer so much protection against torpedoes. - Fixed a bug that could cause a campaign never to reach the victory condition.
Major features - Port battles have been updated with additional land-based defences to pose a greater challenge to invading forces. These include bunkers armed against approaching boats and aircraft, batteries of shore artillery that can deal damage to your fleet at range, and land-based aircraft. Other changes - Custom port battles will also have these defences, with the port strength selectable in the fleet options. - Fleet deployment positions in the campaign will be remembered between battles, to help save time repositioning your ships. - You may be assigned a new mission to aid a low supply port, and given cargo ships for your fleet. These will be present in every battle until you reach the destination port. - Missions from the Admiralty may now be declined. You will not be court-martialed for this! Additionally, you can cancel a currently active mission via the pause menu in the world screen. - New campaigns in the Atlantic and Mediterranean theatres will have fewer Vichy French ships around, instead replaced with more Kriegsmarine fleets. - An option has been added in the campaign options to start new campaigns at a random friendly port, and assigned to a random destroyer or cruiser. This will automatically skip the tutorial. - Upon purchasing a new ship from the shipyard, you may now give a custom name to the ship and its captain. Also, non-player captains in your fleet now have a random chance of dying or surviving upon losing their ship. - A new interface element has been added (from the iOS port) as an alternative method of turning a ship. Helm control can be toggled by clicking on the center wheel icon. - Ports in the world screen now show the number of ships currently present in their defence fleet, versus the maximum. - The carrier captains alert popup has been shrunk down to be less intrusive. - Fixed a bug where ship orders would not work when the camera was zoomed out to the maximum. - Fixed a bug where mission information, etc, was being displayed in English when playing in a different language. - The Admiral Hipper-class cruiser now has its missing weapon information added in. - Added in some missing tooltips on the UI. - New Atlantic campaigns will start with most ports flying the Kriegsmarine flag rather than that of the Vichy French. The Italians will also have a base in Bordeaux. - Torpedo belts no longer offer so much protection against torpedoes. - Fixed a bug that could cause a campaign never to reach the victory condition.
Some bug fixes and balance tweaks: - Ship-launched Torpedos are now more likely to crit and will deal more damage when they hit - AI Submarines will make use of deep dive when in combat. - Captains who horde more than 200+ billion warbonds will no longer cause a bank crash and end up at -200 billion... (existing saves with negative warbonds should repair on load - get in touch with support if this doesn't happen) - Fixed aircraft carrier weapon hotkey numbers when using 'show individual batteries' gameplay option. - Fixed a bug which could cause friendly cargo escort AI to be unreactive - Fixed a bug which caused cargo defence missions to spawn as standard ocean battles. - Reduced torpedo boat "driven off" timer - HARD and EXPERT enemy captains should have a smoother progression in experience level. - Scaling fleets now take into account your most powerful ship and you'll more often encounter similar classes of enemy ships. - Scaling fleets now only take into account your best 20 ships, rather than all the ships in your navy. - Sea should no longer flicker when on higher graphics modes while aiming weapons - Fixed an issue which could cause some AI fleets to stop when near the player fleet - Fixed bug which rewarded max-level players incorrect bonus warbonds on finishing a battle.
Some bug fixes and balance tweaks: - Ship-launched Torpedos are now more likely to crit and will deal more damage when they hit - AI Submarines will make use of deep dive when in combat. - Captains who horde more than 200+ billion warbonds will no longer cause a bank crash and end up at -200 billion... (existing saves with negative warbonds should repair on load - get in touch with support if this doesn't happen) - Fixed aircraft carrier weapon hotkey numbers when using 'show individual batteries' gameplay option. - Fixed a bug which could cause friendly cargo escort AI to be unreactive - Fixed a bug which caused cargo defence missions to spawn as standard ocean battles. - Reduced torpedo boat "driven off" timer - HARD and EXPERT enemy captains should have a smoother progression in experience level. - Scaling fleets now take into account your most powerful ship and you'll more often encounter similar classes of enemy ships. - Scaling fleets now only take into account your best 20 ships, rather than all the ships in your navy. - Sea should no longer flicker when on higher graphics modes while aiming weapons - Fixed an issue which could cause some AI fleets to stop when near the player fleet - Fixed bug which rewarded max-level players incorrect bonus warbonds on finishing a battle.
Small patch to fix a couple of annoying bugs. - Fixed problems when Sumatra, De Ruyter or Admiral Van Hipper were chosen as flagship in the campaign map. - Fixed an issue with engaging previously destroyed and repaired enemy fleets at night causing an instant "defeat" message to appear. - Changed the shader for lower quality settings to help with performance on older graphics cards.
Small patch to fix a couple of annoying bugs. - Fixed problems when Sumatra, De Ruyter or Admiral Van Hipper were chosen as flagship in the campaign map. - Fixed an issue with engaging previously destroyed and repaired enemy fleets at night causing an instant "defeat" message to appear. - Changed the shader for lower quality settings to help with performance on older graphics cards.
Small patch to fix a couple of issues: - Enemy submarines will position more aggressively - Landed aircraft have the same visibility as their carrier - Destroying enough of the landing craft to prevent the enemy taking the port now results in a successful port defence, even if the player subsequently retreats. - Fixed bug causing player to get stuck in port after a port defence. - Fixed a bug with using the Van Galen as flagship - Fixed a bug causing ships to vanish from shipyard.
Small patch to fix a couple of issues: - Enemy submarines will position more aggressively - Landed aircraft have the same visibility as their carrier - Destroying enough of the landing craft to prevent the enemy taking the port now results in a successful port defence, even if the player subsequently retreats. - Fixed bug causing player to get stuck in port after a port defence. - Fixed a bug with using the Van Galen as flagship - Fixed a bug causing ships to vanish from shipyard.
It's been almost three months since we launched and we've really been amazed with the great response we've had so far to Victory at Sea. I'd like to thank our community who have been immensely helpful with all their feedback. Since launch one the most requested feature has been to play the campaign as the Axis powers. With this update we're starting to deliver on that with the Pacific campaign for the Imperial Japanese Navy. We've added in much requested control over starting positions of your fleet in battles (and a much needed boost to submarines who can be positioned anywhere at the start of the battle). We've also added group orders and squadrons to help you control larger fleets easier. Also in this update is a big change to visibility. With restricted vision range in both the campaign and the battles (particularly at night time) you'll have to be a lot more careful out there. To balance this out we've also added RADAR and spotter planes to help you track down your enemies. This update also includes all the features from our previous balancing/bug fix patches including Smoke screens, hidden submarines and torpedo spreads. Enjoy! New features: - The Imperial Japanese Navy is now playable in the campaign. Can you drive the British and American forces from the Pacific? - Fog of War. Campaign map vision is now restricted based on night/day and whether you have radar or aircraft. Battle map vision is similarly reduced - you’ll have to find the enemy before you can sink them. - Starting positions: Choose where your ships are placed at the start of battle. - Squadrons: Group your units into column and circle formations, order the lead to move the entire squadron. - Reinforcements. Picking a fight in an area crowded with enemy fleets is no longer quite so easy. - Spotter aircraft added to appropriate ships to assist locating the enemy in battles. Spotter aircraft will also increase your fleet’s vision in the campaign map. - The Battle of Cape Matapan and the Battle of the Java Sea are now playable historical battles. - The US Northampton-class heavy cruiser, the Dutch Sumatra- and De Ruyter-class cruisers, and several destroyer classes have been added. Other changes: - Fixed an issue preventing the ending of the campaign. - Fixed a bug causing planes to dogfight endlessly. - Fixed a bug which could cause fleets to spawn inside the terrain. - Planes will now adapt to their home carrier being destroyed. - Bomber accuracy now affected by carrier captain level. - Ships retreating in open ocean battles now have a timer (similar to out of bounds). - The Allies can no longer trigger the end-game mission by taking only Tokyo. - AI fleets should behave more orderly around ports. - A few ships should have slightly more sensible prices. - The effectiveness of torpedo belts has been increased for lighter armoured ships. - AI will attempt to move more evasively when closing distance. - Some Japanese aircraft will attempt a kamikaze attack if they have no other options. - All carrier launched planes can now be recalled, not just fighters. - Carrier launched planes can now be ordered to fly to a specific place by right clicking in the sea - after reaching their destination they'll revert to their standard behaviour for their class. - Reduced fore/aft submarine fire arcs - Previously (when combined with the torpedo spread) submarines were able to fire nearly sideways. - Submarine secondary guns now have a firing sound.
Victory At Sea has been shortlisted for TIGA Game of the Year and to get to the Awards show we need votes! If you want to support us please follow the link, tick Evil Twin Artworks - Victory at Sea and then click the “vote for game of the year” button at the bottom of the screen, that's it, it only takes about 5 seconds. Any help is really appreciated! http://awards.tiga.org/awards_vote.php
Thanks to everyone for their feedback so far, here's another raft of bug fixes and features including smoke screens! Full list of changes: - Smoke screens added: ships may burn oil to create a trailing smokescreen. Lying between two ships, this will obstruct visibility, resulting in highly inaccurate attacks to the other side of the smokescreen - however, a ship possessing radar is unaffected and may fire as normal. An otherwise-obscured ship that is visible to radar will be indicated with an icon. - Bomber behaviour and accuracy should now be unaffected by framerate. - Fixed a bug where aircraft would get in an endless stalemate when trying to get into a dogfight. - Fixed a bug where planes would dump their payload in the sea after a dogfight. - Fixed a bug where planes would not circle correctly when defending their own home aircraft carrier. - Fixed a bug that resulted in the player captain being killed, and NPC captains getting a bunch of clones. The player captain should also not be automatically reassigned to new ships. - Stopped the retreat indicator from showing after a ship's retreat order is cancelled. - Ships can now retreat in custom convoy/blockade scenarios. - Fixed a bug where torpedo bombs do damage while still arming. - AI on ships with defend orders now target enemy ships more sensibly. - Custom key bindings are now saved between game sessions. - Subs now surface and submerge at a slower rate, and now have a cooldown on surfacing/submerging. Submarine AI doesn't forget how to turn when it is firing in range. - Mini-maps now have borders. -Custom battle fleet selection no longer always clears itself when changing fleet settings/country. Now it will only clear the selected ships if the country filter is changed to be enabled. - Gun reloading sound only plays when currently focused ship is under manual control. - The Yamato-class model has been fixed to look more accurate. - The Independence-class model no longer sails around backwards. - War bond reward for taking a port is now proportional to the port's defence level. - Torpedoes now take longer to reload. - End game landing mission defence fleets no longer replenish their ships if the player fails to capture the port. - Missions where you must search for a lost ship no longer have ships so lost they are in the middle of dry land. Lost allied ship missions now have a pulsing UI representing the wide search area, and son't tell you to search for the wrong ship - Fixed a case where custom battles could start up half way between tactical mode and follow ship mode. - All achievements should now be both working and possible to get. - Ships should now unlock slower in the campaigns. - Aircraft no longer respawn until you enter a friendly port to repair and resupply. - Option added to restrict purchasable ships only to those originating from the player's navy. - Shipyard can now be filtered by ship type. - Game no longer gets you to defend an enemy port from an allied attack fleet! - Fixed warbonds not being awarded at HQ if you saved in port then reloaded before getting the reward. - Littorio-class battleship now has a torpedo belt. - Increased warbonds earned for sinking enemies. - Ship stat UIs now show whether ships have armoured decks, radar, and torpedo belts. System status icons now show the integrity of these systems. - Uranium escort ship no longer spawns far ahead of the player's fleet in combat to get itself blown to bits. - Player ships should only retreat if they are explicitly told to do so or if they are both under manual control and the ship is the currently focused on ship. - Ships should now stay in the arena in the relevant scenarios. - Ships now follow player's commands properly when in a blockade mission. - Subs now explode like other ships when killed on the surface. - Removed the less than entirely useful Chitose Mk I ships from the campaign. - Convoy duty battles should no longer display "Victory" or "Defeat" incorrectly. - AI is a lot more cautious about firing torpedoes, should prevent most friendly fire. - Smoke and fire should not vanish so abruptly after being submerged. Smoke particles updated. - Deployable fleet limit in both campaign and custom battles increased to 20. - Optimisations on ships, planes, physics, and particles. - Custom battles sort enemies by point value by default now (same as the player list) - Fixed a bug where a sound could occasionally play much louder than intended. - Submarine engine noises stop whilst submerged.
Patch 1.0.2 Thanks again to everyone who’s taken the time to report bugs and provide their feedback on the forums - incoming air drop of bug fixes, gameplay tweaks and AI improvements. Special thanks to everyone who has been testing on the beta branch and providing feedack. How the AI deals with submarines has been overhauled in this patch: Subs are now considered “undetected” if submerged at distance from the enemy. AI captains won’t attempt to attack undetected submarines, however if they were targetting a previously detected sub they will sail towards its last known coordinates. Submarines become detected if they fire their weapons, surface or get too close to enemy shipping. Destroyers can detect submarines from a greater distance than any other class of ship. Undetected friendly submarines have their UI faded out. Undetected enemy submarines show no UI (however the shadow of the submerged submarine is still visible). Submarines will now submerge if approached by enemy aircraft as well as enemy surface vessels. Changelog:
Quick hotfix to douse some burning issues. We're rushing this one out quickly to get the save game changes to you. This update should reduce problems with saving and prevent all your save files being wiped (technically, hidden) if the save meta file gets corrupted. We've also managed to sneak in a couple of balance changes around torpedos and torpedo boats that a lot of people have been crying out for. Bug fixes:
I just wanted to say thanks for the support and all the positive feedback. Especially thanks for all the constructive comments about the game. We see this as a community game and while we don't have a huge team with deep pockets we are certainly dedicated to making it as close to a game you want to play as possible. I know it's not for everyone and I hope that you check the "Lets Play" videos before purchasing to see if it't the sort of game that you would like. With regards bugs, I wish all games could come out bug free, but please bear with us as we work into them, we are on it now and will be updating as soon as we can. We had 20 QA testers playing through the game over the past few months, but it's amazing how some bugs show up when you essentially have thousands of players on it! Just know we are listening and are addressing the issues! Thanks James
I'm going to be away from tomorrow to begin the trek to Gamescom Cologne next week. While there I will be promoting Victory At Sea. This does mean that I may not be as quick at responding and I may "go dark" over the next few days. This does not mean I have gone into hiding! James_N7 will be helping me field questions in the meantime, but please bear with us! James
Due to the varied and interesting conversations we have been having we have added some sub categories to the forums. It should hopefully allow everyone to say and do what they want to with a little less fuss by the time that the game releases.
In conjunction with wargamer.com we are running a competition. Your chance to get your face as one of the characters in Victory at Sea! Check out the competition here! http://wargamer.com/article/3642/contest-your-face-in-victory-at-sea
We thought it would be good to show you the current list of ships in Victory At Sea and also show the the ship types we would like to add (These come under the section "Ships we are looking at adding". These will be added if we have time!).
[ 6084 ]
[ 1345 ]
[ 4067 ]