Seaport Tycoon news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID1580430
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperSaintWorks
- PublisherSaintWorks
- Parent gameNot available
Genres: Casual, Indie, Simulation, Strategy
Company pages: Developer: SaintWorksPublisher: SaintWorks
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
Seaport Tycoon Steam news
Seaport Tycoon news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- SeaPort Tycoon #22 Update - More Vehicles More Chaos! - 28 December 2025
Hi everyone,Time is flying, so I wanted to wish you all a Merry Christmas and a Happy New Year 2026 🎄✨Over the past few months, I’ve been busy working on several aspects of the game. I’m happy to say that the overall gameplay experience has improved significantly, especially with the introduction of van carriers. On top of that, new in-game indicators and statistics give players better insight and help them make smarter decisions.Take a look at the latest screenshots and let me know what you think of the progress so far!I’m hoping to share a gameplay video next time — at the moment the game is a bit unstable due to the new vehicles, so bug fixing is currently my top priority 😉.And please don’t forget to like and wishlist the game on Steam — it really helps a lot!Thank you for your support and have a great day!YouTube: SaintWorks https://www.indiedb.com/games/saintworksVan carriers are…
- SeaPort Tycoon #21 Update - More Lanes More Fun! - 18 May 2025
Hi All, It’s time to provide a brief update about the stage of the development of SeaPort Tycoon – and, as usually, with a gameplay video. And today even with a bigger bug in the game… it became a tradition to announce the bugs in the beginning of every video, so I decided to keep it today where the port runs out of electricity… yes, the gamedev faces it every single day that something goes wrong :-D (but I’ve already found the bug, so everything is alright). To briefly highlight what happened since the last update: - Implementation of roads with multilanes in one direction to improve the traffic flow, - Continuing the implementation of tooltips and indicators, - Launch of Port News – a tool that informs and guides the player about what is going on, - Ingame rating of the port should help to “measure” the gamer’s performance. Check out the latest video and the screenshots down below. I…
- SeaPort Tycoon #20 Update - Stack Me If You Want! - 25 January 2025
Hi All, SeaPort Tycoon development is moving on, so I wanted to share with you some few updates about what has happened since the last update. In the past few weeks and months, I spent a lot of time on the usability ... as mentioned many many times 😉. Today I wanted to present everything what happened in a small gameplay video. To briefly summarize: - Rails for cranes will be a part of the game, - Tooltips and indicators should help the player to understand what to do, - Within a tile, just specific construction part can be destroyed, instead of everything on a tile, - The game will be “stackable” – so a 3D-design of the port with multiple levels will be possible, especially when you want to play on smaller maps, Check out the latest video and the screenshots down below. I truly hope you like the latest developments. Please do not forget to like and wishlist the game on Steam!!! Thank…
- SeaPort Tycoon #19 Update - Usability! - 26 December 2024
MERRY CHRISTMAS AND A HAPPY NEW YEAR 2025!!! I hope you can spend a decent time with your family and friends. SeaPort Tycoon development is moving on, so I wanted to share with you some few updates about what has happened since the last update. In the past few weeks, the usability became a more important aspect of the development – this means, play-change-test-repeat 😉. The aim is to achieve a certain level of an intuitive gameplay, by simplifying the construction aspects and adding some few important features into the game. The tricky parts are the road network changes: They do not only trigger a change in the road network itself but also a change in the behaviour of the vehicles; and all of this ideally at 60fps. This is a challenge keeping in mind the amount of traffic that is supposed to hit the port. In addition, I have started to focus on some sort of in-game management systems,…
- SeaPort Tycoon #18 Update - Build & Delete! - 4 October 2024
Hi All, today, let’s check out the most recent developments of the game. In the past few weeks and months, I have been working on optimizing and debugging the game. To detect the problematic areas, I spent also a lot of time playing the game. This helped me also very much to identify and to focus on the more annoying sides of the game in the next steps. One of such problematic areas is the destruction of objects: If I want to remove a road, it is very easy to do so by clearing the whole tile… simple. BUT – if I had multiple roads, pipelines or something else built on the same tile, e.g. crossings or being stacked, I had to delete EVERYTHING even when I just wanted to change just one part. Therefore, I decided to go also for a very specific delete function: Besides the standard clear-the-whole-tile-function, the game will also outline a very specific road, pipeline or conveyor belt that…
- SeaPort Tycoon #17 Update - Too Big To Handle! - 23 August 2024
Hi All, it’s been a while since the last update!!! In the past few months, I’ve been busy with optimizing the game under the hood. The reason for this was that when I started playing it and I got into bigger ports, of course the FPS dropped significantly. This had to be expected, given the overall development is rather an organic evolution than top-down-everything-is-perfectly-planned 😉. It’s a trial and error approach, checking first what makes sense/fun and what does not and scaling up for performance at a later stage. Soooo… in particular one of the main aspects was to optimize the pathfinding algorithms, keeping in mind that a lot of truck-traffic is happening. They needed to be more efficient and fast in order to keep the overall game performing. Today, after A LOT OF TESTING, I got to the point that it seems to work and it is stable… it’s still not perfect, some minor changes and…
- SeaPort Tycoon #16 Update - Optimize-Test-Repeat! - 18 April 2024
Hi All, it’s time to provide another Seaport Tycoon update! Since the last update a lot of work has been done on the code itself – some parts of the code are still prototypes and therefore not very efficient. I moved into full optimization to keep a stable and high framerate. At this occasion, given it is a lot of "optimize-test-repeat", I have the opportunity to play the game and get an idea how to better balance it... Some minor visual updates happened as well: One-way streets implementation started – yeah, traffic jams have driven me crazy and one-ways are a great solution to that, Terraforming is now more intuitive and works better – yippiee! Started to change the visuals of container zones – I’m still not convinced that it looks better! Check out the video… today it is a bit longer… and the screenshots down below. Leave your likes, comments and whatever you wish to share. Please do…
- SeaPort Tycoon #15 Update - Size Matters! - 2 February 2024
All, it’s time to provide another Seaport Tycoon update! Last time the work related to the depths of the seas has been finished – the player will have the opportunity to terraform also the depth of the waters in order to be in the position to better influence the ship-traffic. Today, I wanted to show you also the first aspects related to ship-sizes; in my previous videos most ships have been small as the work has been focused on the land features. Your ports should be also able to handle bigger ships – the bigger the ships are, the more cargo can be shipped and the more impact it will have on your land-infrastructure. To achieve it, different types of docks have been developed to handle different sizes of ships. The bigger the ship will be the more depth of the sea will be needed. It’s work in progress, but I hope you can get an idea of what it is supposed to be when it is finished. Che…
- SeaPort Tycoon #14 Update - Deep Sea! - 21 December 2023
Hi All, I hope you are getting ready for Christmas. Today I just briefly wanted to share with you some screenshots of depth of the sea in SeaPort Tycoon. If you have followed my updates and some of the videos so far, I indicated that ships will have to struggle with their depth… that is, the bigger the ship is the deeper it will have to go into the water and your port needs to be ready to handle such ships as well, otherwise they will be not in the position to reach your docks. To overcome that, you will have to terraform your terrain under the water as well and open the paths for the incoming ships. Check out the screenshots below and let me know your comments. I wish you and your family a Merry Christmas and a Happy New Year!!!! YouTube: SaintWorks https://www.indiedb.com/games/saintworks Conventional map of your port Map with indication of depth at 5 meters - light blue means this is…
- SeaPort Tycoon #13 Update - Port'n'Docks! - 17 November 2023
Hi All, Finally, after spending a lot of time on debugging the game, I can present to you a longer gameplay video building a port right from the scratch. The main challenge is related to balancing of the traffic – using a point-based pathfinding system can lead to plenty of suboptimal behaviour of traffic, especially when the aim is to make the game playable also on older computers. So far it is stable, so I guess it is already a good step forward. On top of that, I made couple of changes in the code, to ensure everything runs smoothly and, finally, last but not least important, graphic charts have been added to the game. Having this, I can move on with the polishing and the playability of the game – it will definitely require a more intuitive gameplay; more tooltips, hints etc. that provide a better guidance. So, check out the latest video and all the screenshots, let me know your comm…
- SeaPort Tycoon #12 Update - Traffic Jams! - 22 September 2023
Hi All, The summer is over and things are getting back on track again!!! Although I did not post anything during summer, this does not mean that the development has been stopped. Over the past few weeks, I’ve been focusing on traffic management, causing beautiful truck queues when waiting for their turn to be loaded or unloaded. In addition, I used the time to implement new ships, new truck trailers for gas, oil, coal and ore. Check out the latest video and the screenshots below. At this stage the game has received the “traffic-jam” functionality; this means that trucks need to queue up in the port and the better the port organization is the less queues can be expected. The player will be required to think about his/her set-up of roads and where to place the cranes and containers yards in order to ensure the most efficient processing of containers. This works for coal, oil and other com…
- DevUpdate 11 - Wires and Coal - 14 July 2023
Hi All, it’s summer-time!!!! Therefore, before diving into the summer, I wanted to share with you the most recent developments that keep me busy: - Powerlines, - Coal port. Check out the screenshots below. The port is run by electricity and for this reason a powerlines network needs to be developed. So far, I have been just using pylons as placeholders. As a next step I started to implement wires that are sufficiently flexible to manage the different distances. Tricky, but manageable. Another big feature of the game are commodities. I’ve already presented the ports for oil and gas in a tentative manner. Now it’s time to present to you the port for commodities like coal and ore. At this stage the visuals are still “super-prototyping”; The challenge is to make it work perfectly in the backyard (code-wise, so to say) and afterwards the work on polishing the visuals will start. The good mes…
- DevUpdate 10 - Seeds for Maps, Trees and Grass - 16 June 2023
Sorry, no video today – I did not have the time to record one. But this time more screenshots. So what happened so far? After having finalized the development of trees and grass, I moved on to implementing seed systems for maps, trees and grass. I guess it looks fine so far… Please drop a comment below what you think about it! Thanks- In case you like SeaPort Tycoon, please follow and please do not forget to wishlist it!
- SeaPort Tycoon Development Updates - 2 June 2023
Hi all, finally, first news on Steam for SeaPort Tycoon!!!! I’m a bit late, I know, but I have a pretty good excuse for that: I announced the game on IndieDB first, long before I was sufficiently convinced to go for Steam. Therefore, most of the updates have been published there… after some time I started to feed my YouTube Channel with content and I think now, it’s the right time to create some noise here as well ːsteamthisː So I hope you like the game idea and follow the development - do not forget to wishlist the game!!! Sooner or later I will need some test-players, so I hope it will be you and it would be great to receive your feedbacks upfront, before a playable version will be published. So what happened so far, a short wrap up: - I started to code the game a long time ago and over the time it grew to what it is today, - Most of the parts of the game are being optimized, - Visual…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 4 October 2024 | SeaPort Tycoon #18 Update - Build & Delete! | 6350729003499118900 |
| 2 | 16 June 2023 | DevUpdate 10 - Seeds for Maps, Trees and Grass | 5896948309844143168 |
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