SPSTEAMPULSELIVE ANALYTICS
Why Am I Dead At Sea

Why Am I Dead At Sea Steam news

Peltast Software | May 11, 2015 | game

Released

1players observed · 5 October 2026 - 19:50:29 UTC

AdventureIndieRPGMysteryPixel GraphicsSteam Store

  • Latest observed players1 · 5 October 2026 - 19:50:29 UTC
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score95% positive

Why Am I Dead At Sea news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players1 · 5 October 2026 - 19:50:29 UTC
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score95% positive
  • Total reviews426
  • Release dateMay 11, 2015
  • DeveloperPeltast Software
  • PublisherPeltast Software

Genres: Adventure, Indie, RPG

Company pages: Developer: Peltast SoftwarePublisher: Peltast Software

Top Steam chartsTop 100 gamesGame directorySteam Store page

Why Am I Dead At Sea Steam news

Why Am I Dead At Sea news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Version 1.3.1 - 21 May 2018

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F8267393%2Fb78666bfa1f8b453806ae93858c51630ae16404f.png Why Am I Dead At Sea has just been updated with a newer version aiming to solve some of the more prominent issues in the game, and smooth out some of the gameplay with quality of life changes! Full change-log: The game's language can now be changed in-game within the menu - just select English or Russian at any point in the new "Languages" tab! You may have to enter/leave a save file, or at worst restart the game, for these changes to take effect. Collision has been reworked, adding smooth movement when walking into corner tiles. No more getting snagged on one pixel of a wall! With the collision rework, you can now go near Gwen's axe or the pillow in Xu's room without being launched out of the playable area Made collision around some of the stairs more forgiving, so NP…

  • Russian localization - 15 March 2018

    Hi everyone! I'm happy to say that the game now has a Russian version available through Steam for windows. It's been a little while since I've worked with Steamworks and this is my first time adding support for another language, so hopefully it goes smoothly! To access it, you should be able to change the selected language in the "Language" tab within the game properties. Unfortunately, this is exclusive to Windows for the time being. Ideally, in the future it would be possible to change languages in-game, which would also make it easier to bring this version to Mac. I can't take any credit for this update at all as it was entirely fan-created. I'm incredibly grateful to Dicur3x for all of his hard work in translation, as well as the effort of all those who helped him in localizing all of the other text assets in the game. WAIDAS is obviously very dialogue-heavy and was not really built…

  • Russian localization - 15 March 2018

    Hi everyone! I'm happy to say that the game now has a Russian version available through Steam for windows. It's been a little while since I've worked with Steamworks and this is my first time adding support for another language, so hopefully it goes smoothly! To access it, you should be able to change the selected language in the "Language" tab within the game properties. Unfortunately, this is exclusive to Windows for the time being. Ideally, in the future it would be possible to change languages in-game, which would also make it easier to bring this version to Mac. I can't take any credit for this update at all as it was entirely fan-created. I'm incredibly grateful to Dicur3x for all of his hard work in translation, as well as the effort of all those who helped him in localizing all of the other text assets in the game. WAIDAS is obviously very dialogue-heavy and was not really built…

  • Version 1.2 - 18 April 2016

    Why Am I Dead At Sea has just updated with another patch to deal with some smaller issues of the game. Admittedly this isn't a huge update, but I hope for it to be the first of several in the near future. Version 1.2 Changes Collision has been reworked, adding smooth movement when walking into corner tiles. No more getting snagged on one pixel of a wall! With the aforementioned collision rework, the collision bugs introduced in 1.1 are gone. A couple of small visual issues have been fixed - for example, while Xu is following you and cannot be interacted with, a speech bubble does not appear. Some typos have been fixed Thank you everyone for playing!

  • Version 1.2 - 18 April 2016

    Why Am I Dead At Sea has just updated with another patch to deal with some smaller issues of the game. Admittedly this isn't a huge update, but I hope for it to be the first of several in the near future. Version 1.2 Changes Collision has been reworked, adding smooth movement when walking into corner tiles. No more getting snagged on one pixel of a wall! With the aforementioned collision rework, the collision bugs introduced in 1.1 are gone. A couple of small visual issues have been fixed - for example, while Xu is following you and cannot be interacted with, a speech bubble does not appear. Some typos have been fixed Thank you everyone for playing!

  • Halloween Update and Sale! - 31 October 2015

    To celebrate the spooky and somewhat absurd holiday of Halloween, Why Am I Dead At Sea is being given a PC update with some visual features that will help guide you through its spooky and somewhat absurd mystery! The game will now remember which dialogue options you have visited, and will let you know that it has been visited by graying it out. This will update if any new dialogue is unlocked, so if you see an option that was previously gray become white again - it means there's something new! http://i.imgur.com/OsMdHo9.png On top of that, characters that still have dialogue which you haven't seen will be given a little speech bubble above his/her head. This will let you see at a glance who you haven't completely talked to, and will also let you know if any new dialogue has opened up between different characters. http://i.imgur.com/2IVFkKP.png And lastly, what better way to celebrate th…

  • Halloween Update and Sale! - 31 October 2015

    To celebrate the spooky and somewhat absurd holiday of Halloween, Why Am I Dead At Sea is being given a PC update with some visual features that will help guide you through its spooky and somewhat absurd mystery! The game will now remember which dialogue options you have visited, and will let you know that it has been visited by graying it out. This will update if any new dialogue is unlocked, so if you see an option that was previously gray become white again - it means there's something new! http://i.imgur.com/OsMdHo9.png On top of that, characters that still have dialogue which you haven't seen will be given a little speech bubble above his/her head. This will let you see at a glance who you haven't completely talked to, and will also let you know if any new dialogue has opened up between different characters. http://i.imgur.com/2IVFkKP.png And lastly, what better way to celebrate th…

  • Version 1.1 Update - 29 October 2015

    Why Am I Dead At Sea has received a patch adding a couple of small, but hopefully very useful features for the Windows version! Version 1.1 Changes Dialogue options that have already been visited, or that exit a conversation, will appear grey. This will help you keep track of which dialogue options you've already gone through. Characters with dialogue that hasn't been visited will have little speech-bubbles appear above their heads. Again, this will help keep track of who you still have available dialogue options for, and can potentially alert you if new dialogue has been unlocked. Ferdinand's intercom ability is now ordered, not completely random, making it much easier to hear all of his sage wisdom. A couple of visual changes have been made to the ending scenes, including fixing a couple of visual bugs experienced at certain resolutions.

  • Version 1.1 Update - 29 October 2015

    Why Am I Dead At Sea has received a patch adding a couple of small, but hopefully very useful features for the Windows version! Version 1.1 Changes Dialogue options that have already been visited, or that exit a conversation, will appear grey. This will help you keep track of which dialogue options you've already gone through. Characters with dialogue that hasn't been visited will have little speech-bubbles appear above their heads. Again, this will help keep track of who you still have available dialogue options for, and can potentially alert you if new dialogue has been unlocked. Ferdinand's intercom ability is now ordered, not completely random, making it much easier to hear all of his sage wisdom. A couple of visual changes have been made to the ending scenes, including fixing a couple of visual bugs experienced at certain resolutions.

  • Version 1.04 update - 20 May 2015

    Why Am I Dead At Sea has just received a small update to deal with a few bugs and tweak the dialogue slightly. Below are the changes that are active with the newest version: Version 1.04 changes When asking Paulo for advice on what to do, an additional option is available, which gives a much more concrete hint - rather than just the vague objective he previously gave. Several typos have been corrected. A visual bug with centering the text in the dialogue box has been fixed. Several visual bugs that occurred when playing the game in larger resolutions have been fixed: Darryl's ability now fills the entire screen Paulo's "spectral" text is centered Quella's mind-reading is centered Marcurio's mind-reading is centered Donovan's mind-reading is properly masked Thanks for everyone's help and feedback!

  • Version 1.04 update - 20 May 2015

    Why Am I Dead At Sea has just received a small update to deal with a few bugs and tweak the dialogue slightly. Below are the changes that are active with the newest version: Version 1.04 changes When asking Paulo for advice on what to do, an additional option is available, which gives a much more concrete hint - rather than just the vague objective he previously gave. Several typos have been corrected. A visual bug with centering the text in the dialogue box has been fixed. Several visual bugs that occurred when playing the game in larger resolutions have been fixed: Darryl's ability now fills the entire screen Paulo's "spectral" text is centered Quella's mind-reading is centered Marcurio's mind-reading is centered Donovan's mind-reading is properly masked Thanks for everyone's help and feedback!

Patch notes and updates

S.noRelease datePatch nameGID number
118 April 2016Version 1.24249665521682811725
229 October 2015Version 1.1 Update4249665521682811955
320 May 2015Version 1.04 update4249665521682812066

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.