- Build 14 - 20 June 2018
Ahoy Captains! Here's the new update at long last! First of all apologies for the delay, a number of issues in my personal life prevented me from putting the time in that was required. That said, this build mostly addresses gameplay issues, adds new content and introduces important performance optimizations (frame rate should now be more stable and consistent). And the sea monster finally made it in!!! =D Here's the what changed and what's new, all bulleted up in a nice list: loads of bug fixes! you can now always dock with capital cities, in order to make peace capital cities are now marked by stars fleets now slowly repair while inside a city harbor rewards now differ depending on the mission type added outlines to mission and location icons rumours are now more interesting and informative on ship capture the player can now find maps, skilled people or crew now displays fleet type on…
- Build 13 - 2 November 2017
Ahoy Captains! This one is a small update that fixes a bunch of issues players found and introduces a number of gameplay balance tweaks. Also it adds outlines to text in a number of places to improve readability, specially on the map overview (it's been annoying me for some time and I finally dedicated some time to it!). So here's a list of the main fixes - city and ship names start with upper case characters again - can now buy ships from docks when in a lifeboat - if your fleet is composed of only one ship you can still sell it (it will force your crew into a lifeboat) - mission targets will no longer get sunk arbitrarily causing you to fail your missions - can now ask at any tavern the location of a ship (as long as it's a mission target) - a number of tweaks were added to make it easier to track ships down - lowered xp requirements to increase crew rank - several fixes to ship behav…
- Build 13 - 2 November 2017
Ahoy Captains! This one is a small update that fixes a bunch of issues players found and introduces a number of gameplay balance tweaks. Also it adds outlines to text in a number of places to improve readability, specially on the map overview (it's been annoying me for some time and I finally dedicated some time to it!). So here's a list of the main fixes - city and ship names start with upper case characters again - can now buy ships from docks when in a lifeboat - if your fleet is composed of only one ship you can still sell it (it will force your crew into a lifeboat) - mission targets will no longer get sunk arbitrarily causing you to fail your missions - can now ask at any tavern the location of a ship (as long as it's a mission target) - a number of tweaks were added to make it easier to track ships down - lowered xp requirements to increase crew rank - several fixes to ship behav…
- Build 12 - 24 October 2017
Ahoy there Captains! It's been a long time coming but here we are finally!! In this update the player can now create his own faction and his own settlements. Settlements are significant because they provide the player with a way to exploit the resources present on the island, better prices when trading and a sleugh of other bonuses. Another big change is that ships are now classified with ranks, first rank ships having in general significantly better attributes than third rank ones. That and ships are unique, attributes wise, you can always find that slightly better carrack now! There's been loads more tweaks, from world generation, to collision, to platform specific code, so the game should be more stable overall. So without further ado here's a relatively complete change list: All Platforms - added ship rank system, ships are now categorized in three ranks - player can now create his…
- Build 12 - 24 October 2017
Ahoy there Captains! It's been a long time coming but here we are finally!! In this update the player can now create his own faction and his own settlements. Settlements are significant because they provide the player with a way to exploit the resources present on the island, better prices when trading and a sleugh of other bonuses. Another big change is that ships are now classified with ranks, first rank ships having in general significantly better attributes than third rank ones. That and ships are unique, attributes wise, you can always find that slightly better carrack now! There's been loads more tweaks, from world generation, to collision, to platform specific code, so the game should be more stable overall. So without further ado here's a relatively complete change list: All Platforms - added ship rank system, ships are now categorized in three ranks - player can now create his…
- Quick Note - 5 October 2017
Ahoy everyone! It is not often I am writing here, I am the Artist behind The Inner Sea and I wanted to let you know that Spiky, the amazing musician who made the music you can hear in the game, has released his new album Okopova, feel free to have a quick look https://youtu.be/2RntzqCDx9Q I go back to my pencils now, stay alert, a new game update is coming soon ! :) Yours sincerely, Antoine
- Quick Note - 5 October 2017
Ahoy everyone! It is not often I am writing here, I am the Artist behind The Inner Sea and I wanted to let you know that Spiky, the amazing musician who made the music you can hear in the game, has released his new album Okopova, feel free to have a quick look https://youtu.be/2RntzqCDx9Q I go back to my pencils now, stay alert, a new game update is coming soon ! :) Yours sincerely, Antoine
- The Inner Sea Times (vol 5) - 18 August 2017
Ahoy there Captains, It's been a while since the last announcement and we've been cranking on the next update. On the content side we're almost finished, the new features are generally speaking working and a lot of fixes, ui revamps and other touches here and there have been made. What remains to be done for this update is a lot of balancing, both on the ship stats and the city building mechanics (things like resources required, days it takes to build and bonuses that apply and so on) and some bug fixing. After we're happy with this, a period of intense play testing will follow, although the game has been getting progressively more stable with each new update, we still find the ocasional crash now and then, we really want to minimize them as much as possible so everyone can have a good experience. We'll leave you with a few screens, it's taking a bit we know but we're almost there! Your…
- The Inner Sea Times (vol 5) - 18 August 2017
Ahoy there Captains, It's been a while since the last announcement and we've been cranking on the next update. On the content side we're almost finished, the new features are generally speaking working and a lot of fixes, ui revamps and other touches here and there have been made. What remains to be done for this update is a lot of balancing, both on the ship stats and the city building mechanics (things like resources required, days it takes to build and bonuses that apply and so on) and some bug fixing. After we're happy with this, a period of intense play testing will follow, although the game has been getting progressively more stable with each new update, we still find the ocasional crash now and then, we really want to minimize them as much as possible so everyone can have a good experience. We'll leave you with a few screens, it's taking a bit we know but we're almost there! Your…
- The Inner Sea Times (vol 4) - 27 April 2017
Ahoy Captains!! We're finally at a stable state where we can focus on adding more content, so that's exactly what we're announcing today. Ship Ranks Next update will see the ship rank system come into place, most ships will have three ranks (first being the best, third the crappiest), you'll be able to identify them visually, third rank ships will look a bit worse for wear while first rankers will look glorious =) Also ship stats will be randomized (based on the ship template), so finding two identical ships should not be common. Settlements The other big feature we're working on at the moment is settlements, so on the next update you'll be able to create your own settlements and consequentially your own faction!!! This is a huge addition, we're currently revamping the whole city system and there's loads of stuff to consider ui wise, so we're not entirely sure exactly how it will all lo…
- The Inner Sea Times (vol 4) - 27 April 2017
Ahoy Captains!! We're finally at a stable state where we can focus on adding more content, so that's exactly what we're announcing today. Ship Ranks Next update will see the ship rank system come into place, most ships will have three ranks (first being the best, third the crappiest), you'll be able to identify them visually, third rank ships will look a bit worse for wear while first rankers will look glorious =) Also ship stats will be randomized (based on the ship template), so finding two identical ships should not be common. Settlements The other big feature we're working on at the moment is settlements, so on the next update you'll be able to create your own settlements and consequentially your own faction!!! This is a huge addition, we're currently revamping the whole city system and there's loads of stuff to consider ui wise, so we're not entirely sure exactly how it will all lo…
- Build 11 - 27 March 2017
Ahoy there Captains! For this update I've mainly focused on polishing, performance and bug fixes and adding a couple of features I had previously announced before but they hadn't made it in yet. So there won't be loads of new stuff, but everything will be a bit nicer and more consistent. Also as I mentioned in the previous post, I fixed a rather daft issue I had in the rendering pipeline, so most people can expect significant performance improvements! =) So without further ado here's the more or less complete change list: - added brawl skill - added more information to the top bar - added docks to the cities (buy & sell ships) - revamped shipwright menu - removed gun and ship upgrades (improvements come exclusively from blueprints now) - now while in combat if you hover over a ship it will show its cannons range - locations no longer spawn on map creation, they need to be revealed by fi…
- Build 11 - 27 March 2017
Ahoy there Captains! For this update I've mainly focused on polishing, performance and bug fixes and adding a couple of features I had previously announced before but they hadn't made it in yet. So there won't be loads of new stuff, but everything will be a bit nicer and more consistent. Also as I mentioned in the previous post, I fixed a rather daft issue I had in the rendering pipeline, so most people can expect significant performance improvements! =) So without further ado here's the more or less complete change list: - added brawl skill - added more information to the top bar - added docks to the cities (buy & sell ships) - revamped shipwright menu - removed gun and ship upgrades (improvements come exclusively from blueprints now) - now while in combat if you hover over a ship it will show its cannons range - locations no longer spawn on map creation, they need to be revealed by fi…
- The Inner Sea Times (vol 3) - 17 February 2017
Ahoy Captains! So I've been working on the new update, well since I've released the last one =) There'll be a number of areas addressed as usual, namely the way locations/resources work (things like fish, walruses and forts), they will no longer be spawned initially when the map gets generated and you'll have to find "treasure maps" that expose these locations, this is mainly to address the issue that the game was getting too grindy and to encourage exploration. There'll be loads of ui tweaks and you'll now be able to buy ships at the cities, also the issue with certain ships not spawning (pirates and galleons) will be adressed (thanks for letting me know in the forums =). I also want to rebalance all ships stats to be more coherent, although I'm planning a fairly big overhaul so it might not come all at once and instead be split across a couple of updates. Finally and for some awesome…
- The Inner Sea Times (vol 3) - 17 February 2017
Ahoy Captains! So I've been working on the new update, well since I've released the last one =) There'll be a number of areas addressed as usual, namely the way locations/resources work (things like fish, walruses and forts), they will no longer be spawned initially when the map gets generated and you'll have to find "treasure maps" that expose these locations, this is mainly to address the issue that the game was getting too grindy and to encourage exploration. There'll be loads of ui tweaks and you'll now be able to buy ships at the cities, also the issue with certain ships not spawning (pirates and galleons) will be adressed (thanks for letting me know in the forums =). I also want to rebalance all ships stats to be more coherent, although I'm planning a fairly big overhaul so it might not come all at once and instead be split across a couple of updates. Finally and for some awesome…
- Build 10 - 27 December 2016
Ahoy there Captains! It's time for another update! As I had mentioned in the previous post, one of the main features of this update was boarding (crew against crew battles), which was a bit more complicated to add than I had initially thought. One of the areas that saw a lot of work was controls, I went to a couple of showcase events and had the opportunity of seeing first hand people playing the game and some stuff that I though was easy to grasp turns out wasn't that obvious or at least user friendly. So camera mouse controls were redone, they're way better now and more coherent (at least I really hope so), and the fleet itself is also easier and less frustrating to control! I wanted to add another skill "brawl" but it required loads more of playtesting and tweaking and I wanted you guys to have this update before xmas (which I ended up missing by a couple of days), so that got postpo…
- Build 10 - 27 December 2016
Ahoy there Captains! It's time for another update! As I had mentioned in the previous post, one of the main features of this update was boarding (crew against crew battles), which was a bit more complicated to add than I had initially thought. One of the areas that saw a lot of work was controls, I went to a couple of showcase events and had the opportunity of seeing first hand people playing the game and some stuff that I though was easy to grasp turns out wasn't that obvious or at least user friendly. So camera mouse controls were redone, they're way better now and more coherent (at least I really hope so), and the fleet itself is also easier and less frustrating to control! I wanted to add another skill "brawl" but it required loads more of playtesting and tweaking and I wanted you guys to have this update before xmas (which I ended up missing by a couple of days), so that got postpo…
- The Inner Sea Times (vol 2) - 8 October 2016
Ahoy Captains, I've been working on the next update and wanted to tell you that the next feature to come to The Inner Sea will be boarding. Here is how it will work, when you disable a ship, instead of immediately capturing it, you will initiate boarding. This is where your crew comes into place. There are two ways of winning the battle either by winning the morale contest or by disabling the entirety of the adversary crew (no man left standing). Morale influences a number of variables in the battle and it will slowly chip away as the battle progresses and fellow crew members fall, so it will be important to come into battle with a high morale. With this new mechanic we'll introduce a new skill as well, "brawl", each rank will give benefits that will help you while boarding, eventually allowing a smaller crew to take on a bigger one. You'll also be able to retreat from boarding if it do…
- The Inner Sea Times (vol 2) - 8 October 2016
Ahoy Captains, I've been working on the next update and wanted to tell you that the next feature to come to The Inner Sea will be boarding. Here is how it will work, when you disable a ship, instead of immediately capturing it, you will initiate boarding. This is where your crew comes into place. There are two ways of winning the battle either by winning the morale contest or by disabling the entirety of the adversary crew (no man left standing). Morale influences a number of variables in the battle and it will slowly chip away as the battle progresses and fellow crew members fall, so it will be important to come into battle with a high morale. With this new mechanic we'll introduce a new skill as well, "brawl", each rank will give benefits that will help you while boarding, eventually allowing a smaller crew to take on a bigger one. You'll also be able to retreat from boarding if it do…
- Build 9 - 13 September 2016
Hey there bucaneers! This evening (at least in this part of the world) we're pleased to bring you a new update (finally I know..) This one is more focused on gameplay and a bit of new content as well, as will be the future ones. I already have a pretty good idea on what I'll be focusing next, so expect some news when I have something to show! Here's a list of the more relevant changes: - added three new characters - added two new skills, diplomacy and trade - revamped faction menu (it's more helpful now) - slightly revamped skill menu - new drift loot system (spawns loot for your ship to pick up) - added rafts with castaways - added a new kind of reward, skill unlocks - added additional governor options (unlockable throught diplomacy skills) - you now need to make first contact with a faction in order to get their info on the factions menu - you now need to dock at cities in order to di…