- New "Ranged Combat & Stink Worms" update on the public test. - 17 September 2026
Ranged Combat & Stink Worms - We're gonna a need a bigger bath!The new Range Combat & Stink Worms update, complete with new tech and feature updates, is now on the public test branch for you to try right now. It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.As with any new version, we always recommend making a new save of your currently colony.How play this update on the public test branch right now:Developer Note:There's a bunch of fun things in this update, let's dive right in!The big ticket item is a combat overhaul, now supporting ranged and unarmed combat... we've also implemented combat automation settings, so you have a lot of control over what your colonists do when you aren't manually controlling them.Unfortunately, Marcus was exploring a bunker and inadvertently released some Stink Worms into the wild! Jokes aside…
- Oceaneers Early Access Roadmap Update - 31 August 2026
Park your raft and sit back, we've got some roadmap details for you!We're just over four months since early access release. In that time we've been consistently putting out updates for the game, with new features, content and improvements. After keeping a close eye on feedback, we've revisited the roadmap and expanded it with some extra features we think you will all enjoy.State of the GameThere's already heaps to do in Oceaneers. The current game mode is the story-mode, allowing you to play the complete story from start to finish with a wide range of tech to research and build. Players have been getting 50+ hours just from this mode (many players surpassing 100, even 150 hours).It's exciting that players are enjoying the game and getting so much out of it as there is still lots more planned!Having said that... Even though players are getting plenty of playtime out of the game, one aspe…
- "Modules, Building Grid & CUBERT" update out now! - 13 August 2026
Modules, Building Grid & CUBERT - Things Are Getting Weird!It's patch time! (Full patch notes below).As with every new patch, we highly recommend doing a "save as" to create a new save file.The new update is now live! Complete with new tech, overhauled building system, movable buildings, upgradable modules and more! Developer Message:This update improves the building system with a building grid, and makes building placement much clearer. We've also added the ability to move buildings, allowing you to swap to new islands much easier. Currently moving a building is instant, in the future there may be a "re-construction" time component added, but we'll see how it feels first.This update also extends tech, allows you to upgrade bunker modules, craft bunker modules, adds new loot, and enables the CUBERT device in your bunker.Modules:Bunkers can now be upgraded to have up to 4 module slots, a…
- New "Modules, Building & CUBERT" update on the public test. - 4 August 2026
Modules, Building & CUBERT - Things Are Getting Weird!The new Modules & Building update, complete with new tech and feature updates, is now on the public test branch for you to try right now. It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.As with any new version, we always recommend making a new save of your currently colony.How play this update on the public test branch right now:Developer Note:We're excited to bring new content, improvements based on feedback and a new building grid system that takes the guesswork out of building placement.This update also addresses some issues that players were running into when research progression got ahead of the story progression. An additional warning is now shown with the buildings that require higher tier resource (e.g. hardwood/strongwood) that should hopefully clear that up. W…
- "Face Slapping" hotfix! - 13 July 2026
We discovered this bug thanks to Hirnsturz during German coverage on Twitch and YouTube (very entertaining, be sure to watch and follow on YouTube here )If your save game from the previous patch had characters in the middle of sleeping, in the new patch those characters would retain the old sleeping condition and as such would keep their sleeping face throughout the day! This is now fixed :)Patch Notes (0.1.3N)Fixed issue where characters had a sleeping face, if you loaded a game from old version where those characters were in the middle of sleeping. This was due to new conditions for sleeping with the new lighting system.German Translations & Other TranslationsRemember, you can check the official Workshop (https://steamcommunity.com/app/3052510/workshop/) for community made translations. There you will find:German (by Bobby) Spanish (by canelOnes) Simplified Chinese (by law) Russian (b…
- "Lights & Clothing" update out now! - 9 July 2026
Lights & Clothing - Warm, Cold? Why not both!It's patch time! (Full patch notes below).As with every new patch, we highly recommend doing a "save as" to create a new save file.The new Lights & Clothing update is now live! Complete with new tech and lighting features! Developer Message:The update improves the lighting system, and makes it a defined mechanic that affects things like work speed. In addition to new lights, we've added an accessibility setting to control how dark nights are.This update also extends tech and adds new clothing features with new outfits and two new slots on your character sheet for new clothes "lining" items.Clothes Linings:We've been thinking a lot about what we want the clothing system to do, and been cautious about just adding stats to them. We don't want you to be forced to wear specific "best in slot" clothing, especially where temperature is concerned - i…
- New "Lights & Clothing" update on the public test. - 29 June 2026
Lights & Clothing - Survive in Style!The new Lights & Clothing update, complete with new tech and feature updates, is now on the public test branch for you to try right now. It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.As with any new version, we always recommend making a new save of your currently colony.We will post the full patch notes and details when this is pushed to the live release, here's a summary:Fahrenheit: You asked. We delivered.Lighting Update: Overhaul of the lighting mechanic, plus a new type of light (that doesn't need fuel), a new \ Float-Tech blueprint, and accessibility setting for darkness.Backpacks: Backpacks are now available. 7 backpacks can be crafted at the Tailor Station.Clothing: 8 new clothing uniforms can now be found, search those lockers inside bunkers or find your friendly clothing trad…
- Upcoming Changes: Clothing, Backpacks, Lighting & More - 18 June 2026
Park your raft and feed the gulls, we've got new stuff on the way!We're hard at work on the next patch, and we wanted to share some details!Yes, Fahrenheit is coming 🌡️Two of the focuses of this update are Lighting 💡 and Clothing 👕. Below details are subject to change as we test them internally, and based on feedback.LightingDue to limited lighting buildings, we previously didn't include a "light" stat for colonists. As part of this update, lighting is now a system that effects work speed and sleeping. Objects that offer light will show a new light range circle, and the actual light they provide is brighter and more obvious.We are keeping the fuel based torches (which provide light and heat), but we're adding a new type of glow lamp for light only, that doesn't require fuel and turns on automatically when it's dark. They have a decent upfront cost since they provide "free" light once…
- "Drinks & Beverages" update out now! - 8 June 2026
Drinks & Beverages - Time To Get Fizzy!It's patch time! (Full patch notes below).As with every new patch, we highly recommend doing a "save as" to create a new save file.The new Drinks & Beverages update is now live! Complete with new tech and automation features! Developer Message:One of the changes with this update involves restricting some buildings that you could previously build on the raft. This will be a little jarring at first for players that are used to the current system, but overall I think you'll find it is beneficial. You can now take drinks that don't spoil on expeditions (consumable directly from food crates) without taking up that valuable raft space. We aren't ruling out further changes, for example we may add a new mid-game raft specific building for the raft that can produce some water.The Change: Solar Stills/Rain Collectors can no longer be built on rafts. This won…
- New "Drinks & Beverages" update on the public test. - 1 June 2026
Drinks & Beverages - Time To Get Fizzy!We're putting the final touches on the new Drinks & Beverages update, complete with new tech and automation features! This is currently on the public test branch for you to try right now. It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.As with any new version, we always recommend making a new save of your currently colony.We will put the full patch notes and details when this is pushed to the live release, here is a summary:New Consumables: 8 new drink consumables, water, juice, and fizzies! There's also a handful of new food consumables.Mollusks: The new mollusk resource has been introduced, including shells as a valuable source of calcium, used in new recipes (further recipes are also planned).New Tech: 4 new tech buildings are now available, for crafting drinks and farming mollusks…
- Oceaneers Early Access Roadmap - 18 May 2026
Park your raft and sit back, we've got some roadmap details for you!We're one month out from release and are ready to share part of the roadmap for the road to 1.0 release. Many players have already been putting 50-100 hours into the game with the current content, but we have much more planned!As we noted early on, Oceaneers already has a full story, plenty of content and a good level of polish. We've released a few patches to improve systems and QoL, which will continue, but more of our focus will shift towards content updates.The roadmap is subject to changes, we're not afraid to scrap features that just aren't working, and try weird things on our path to finding what is the most fun for gameplay. A large part of this is based on your feedback which has been amazing so far, so please keep it coming! That said, we do have a pretty clear path forward with what we want the game to be.The…
- More Automation & Steam Workshop for Translation Mods - 9 May 2026
Hello fellow Oceaneers!It's patch time! (Full patch notes below).As with every new patch, if you've been using only one save file, we highly recommend doing a "save as" to create a new save file.Developer Message:This patch has 3 core focuses. More automation, Steam Workshop for translation mods, and a performance fix for the Torrid and Arctic regions.AutomationEvery update has moved towards more automation and improvements to existing automation. This update irons out a few issues with colonist behavior, and adds a new "Always" mode to crafting automation. There's a whole lot you can automate now, but we also have more planned: Fully automating building repairs (currently you have to mark buildings you want repaired)Automation options for combat.Automated ice usageMore food restriction automation.The aim is to be able to fully automate your colony, leaving any micro-management stuff to…
- New Automation & Smoother Story Progression - 23 April 2026
Hello fellow Oceaneers!It's patch time! (Full patch notes below).We were finalizing some automation changes for the next automation pass and had to put up a critical fix for save files. So we decided to include the other improvements we have been working on to let you start playing around with them.HUGE thanks again to Skay24 on the forums for making us aware of the save file issue!Important: For existing characters, you will need to check their automation settings. New characters will start with no food restrictions, and will have the new "work anywhere" mode enabled.Developer Message:As mentioned in our previous update news, one of our big focuses is improving automation to reduce micromanagement, and smooth various aspects of the story. Once we finalize the new automation features we will go through and update all of the in-game tutorials.This patch has the next iteration of the auto…
- New Update Critical Fixes, Make Sure You Update! - 23 April 2026
Hey folks! We unfortunately had to put a critical fix up today due to an issue that could delete save files when you deleted autosaves. Please make sure you are updated, it should be version 0.1.0U or later in your title screen.If it doesn't update immediately you may need to re-launch Steam.HUGE thanks to Skay24 on the forums for the help with this, absolute champion. Even though we are in early access we hate to see this sort of bug and are disappointed that it somehow went under the radar, so our deepest apologies.Please make sure you get this patch. It also has a bunch of other improvements we were working on. If you run into any other issues please let us know. We will be putting out a second patch and full patch notes for this when we do that, but here's a very short overview:Critical save delete issue fixedNew automation system "work anywhere"New food automation optionsStory step…
- Upcoming Plans & State of the Game - 20 April 2026
Hello survivors!It's been roughly one week since our release and we've had a really positive response to the game which has been amazing. We've also had a bunch of feedback, and identified the key areas that we want to improve first.Lots of players have been really getting into the story which we are super happy about. Progressing some parts of the story is more cumbersome than we'd like (this is addressed below), so a huge thanks to all of the players giving us feedback on that.Throughout development we'll share more plans on the content and features that are coming. For now, these are our immediate tasks for the coming week or so:Getting Steam Workshop up for translationsReducing annoying friction in the story progress and doing a better job of providing the guidance that higher tier resources come as you progress the story and new areas open up.The next wave of improvements to automa…
- Automation, Improvements & Translation Mods Patch! - 17 April 2026
Hello fellow Oceaneers!We're approaching 4 days since release and have the first patch ready to go! Patch notes are at the bottom if you just want those.Important: For existing characters and workposts, you will need to change the settings to enable the two new automation types.Developer Message:Things are going well, but we wanted to smooth the start for new players with some minor changes to the story steps, and some automation improvements. There's quite a bit of automation in the game, but some of it isn't enabled by default which is causing a little too much friction for new players.You can fully automate most things, including production, but we've still got improvements to make in both guides and automation features.In addition to that, this patch introduces the first part of translation mod support, this is experimental and roughly 90% of game text is linked up (we're hoping to…
- Oceaneers is out NOW in Early Access! - 13 April 2026
The ocean awaits.Oceaneers, your survival crafting adventure, is available now on Steam Early Access!After years of development, we're excited for you to be able to jump in and play our new survival crafting adventure. If you enjoy survival-crafting games, colony-sims, or base builders, then this is the game for you. We hope you enjoy it, and look forward to your feedback.About OceaneersOceaneers blends survival-crafting with colony-sim gameplay, giving you both direct control of your colonists and automation features.You'll start with a small group and a tiny island, then recruit more survivors, haul islands home and create a large colony connected by bridges.We enter Early Access with a huge amount of content already in the game, and you can experience the full story from day one,Player feedback has been a big part of getting the game to this level of polish, and we're looking forward…
- It's Almost Launch Time: Get ready to start your adventure! - 12 April 2026
Oceaneers releases tomorrow on 13 April 2026!Ready for the waves? Fear not, getting started in Oceaneers is easy!Here are the approximate release times in a few time zones for 13 April 2026.Los Angeles: 3:00 am PDTNew York: 6:00 am EDTLondon : 11:00 am BSTParis : 12:00 pm CESTJapan: 7:00pm JSTAustralia: 8pm AEST (Melbourne/Sydney)10:00am UTCWishlist and Follow the game and you should get a notification from Steam! We'll do another post at launch so if you follow the game that should show up for you as well.Starting a new gameInstall the game on Steam, load it up, and press New Game from the main menu!Choose your starting "story"The starting story determines how many characters you start with, what resources you start with and the condition of your characters. This makes the early part of the game easier or more difficult."Fresh Start" is a good option for the default difficulty."Smooth…
- 3 Days Until Release! Here are the release times. - 10 April 2026
It's almost time to get soggy! 3 days to go!Here are the approximate release times in a few time zones for 13 April 2026.Los Angeles: 3:00 am PDTNew York: 6:00 am EDTLondon : 11:00 am BSTParis : 12:00 pm CESTJapan: 7:00pm JSTAustralia: 8pm AEST (Melbourne/Sydney)Delays?We don't anticipate any delays. Some things aren't within our direct control on Steam so if any delays occur we will let you know.How to get notified?Wishlist and Follow the game and you should get a notification from Steam! We'll do another post at launch so if you follow the game that should show up for you as well.
- Dev Diary #16 - What to Expect from Early Access - 8 April 2026
Only 5 days until Oceaneers releases! Not long now folks. Early Access means different things to different people, and every game handles it uniquely. With that in mind, we wanted to cover what Early Access means for Oceaneers.Let's take a deeper look!Just a quick reminder, the best way you can currently support the game is:Wishlist it, in preparation for release on 13th April 2026Let your favorite YouTuber/Streamer know about the game.Early AccessAs a gamer, I've played a lot of early access games. Personally, I love survival crafting games, and it's incredibly common for games in this genre to use Early Access.Early Access is a great system for getting players involved in the development and help shape the direction of features. For us, that's one of the biggest benefits.It's for this reason that we've entered early access:Highly polished, and including a range of QoL features.With a…