
Road to 1.0
Hi everyone! I am so happy that I can finally start focusing on Seablip's 1.0 release. This might take me some time—it might be sometime in 2027, as I have ambitious plans—but I will also try to keep the scope down. I am, after all, just one developer. My plan is mostly about adding more "juice" to existing systems, adding more quests, and improving what is already there. I want to polish the things that need polish, and continue to patch the game using all the helpful feedback I get from you. I also want to make items and food feel more valuable than they currently are. With the new Captain Update, items are now more useful; something that isn't explicitly stated in-game yet is that your crew will throw items from your inventory to you during duels. I will add a new HUD element for better control over this feature in the future.
There will be lots of new things to explore, and one major thing you can expect is that the world will be regenerated. Old players won't lose their progress, but my goal is to merge all the maps into one huge piece (which you will have to unlock in-game). This will make it a little harder to sail to off-chart territories because it requires more sailing, but it will also give a better feeling of exploration.
Ships that can sometimes hunt you when you are sailing the world map.
A boss battle against the army of the dead, a revenge quest, and more.
Lots of new crewmates to hire (including goblins and fish-crew).
While I step into my "quiet" development bubble (will still be lurking here on the forum checking for feedbackːsteamhappyː), here is a comparison of Seablip and what it looked like many years ago! Back in those days, it even had a different perspective!
Greetings, Jardar
My Old "Office"

"The Old Times"

Seabattle OLD

Seabattle Now
For those who want to read more about how Seablip started: https://www.kickstarter.com/projects/jardar/seablip-a-pirate-adventure