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Public Test v0.8.7 Now Live - The Largest Update Yet

Ships At Sea · Community Announcements · June 19, 2026

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Class 4 Service Operation Ship & Deployable Daughter Crafts, Dynamic Positioning, New Mission & Gameplay Improvements

Ahoy Captains,

Finally, it's here! For the past few months, we have been working hard on one of the most ambitious updates we have ever created for Ships At Sea.

At the heart of this Public Test is our operational offshore vessel, the Class 4 mini SOV (IMT 9604). For the first time, players can deploy and recover support craft using fully animated davit systems, operate a Dynamic Positioning (DP2) system, and transfer crew using the Z-Bridge Bring-to-Work system. Combined with advanced propulsion systems such as azimuth thrusters, this vessel represents a major step forward for Ships At Sea.

Beyond the Class 4 SOV, this Public Test introduces dedicated servers supporting up to 16 players, towing wind farm components, expanded character customization, reworked skill tree, redesigned shipyard and dry dock user interface, and a collection of new vessel systems and instruments.

We have also continued investing heavily in the foundations of Ships At Sea. This update brings improvements to buoyancy, vessel physics, water simulation, wave foam, lighting, weather effects, multiplayer replication, performance, and overall world immersion.

In addition, we have begun expanding our audio and animation systems to include new vessel engine sounds, ocean ambience, walking sounds, crane audio, NPC animations, and various interaction improvements. These are all part of our ongoing effort to make the world feel more alive, immersive, and believable.

Finally, we are proud to welcome Longitude Engineering, Z-Bridge, and Steerprop as new partners to Ships At Sea. Together, they bring authentic offshore vessel design, state-of-the-art crew transfer technology, and advanced propulsion systems. These new additions represent another step toward our goal of delivering the most immersive maritime ship simulation experience possible, and we can't wait for you to try them out during the Public Test.

Back up your Save File

As usual, to avoid any potential issues, we strongly recommend backing up your save files before joining to the Public Test version v0.8.7

To find your Steam for Ships At Sea saves:

To try the PUBLIC TEST, please follow these steps:

Note: Also, remember to verify the integrity of game files via Steam to avoid issues.

Class 4 mini SOV Vessel Has Arrived

The new Class 4 Wind Farm Operation Vessel, IMT 9604, represents one of the most ambitious vessels we have ever developed.


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Designed around offshore wind farm operations and cooperative gameplay, this vessel introduces a completely new level of interaction between vessels, onboard systems, and up to 10 players simultaneously. The Class 4 Wind Farm Supply Ship is built to serve as a floating offshore operations platform.

Its support craft are physically integrated into the vessel and operated through fully animated davit systems. Players can deploy, operate, and recover the craft as part of normal vessel operations, creating a more hands-on and immersive offshore experience. When combined with the Dynamic Positioning (DP) system and the Z-Bridge crew transfer system, crews can carry out realistic offshore operations that require planning, coordination, and teamwork.

Players can:

Both davits are fully animated and operational, allowing players to physically launch and recover craft during offshore activities.

The vessel currently supports:

In multiplayer, one crew can remain aboard the mother vessel while another team operates a support craft independently, allowing multiple operations to take place simultaneously. These systems have also been designed with single-player captains in mind. Features such as Dynamic Positioning allow players to secure their vessel in position before deploying support craft.

The vessel is already operational and ready for testing during the Public Test phase, while development continues on additional interiors, such as crew areas, and on completing the bridge systems, machinery and engine room, animations, and gameplay features.

Welcome Longitude Engineering, Z-Bridge & Steerprop

Today, we are proud to welcome three new maritime industry partners to Ships At Sea, and all three are represented aboard our new Class 4 mini SOV (IMT 9604).

Longitude Engineering

Longitude Engineering joins Ships At Sea as the licensing partner behind our new Class 4 Service Operation Vessel. Their IMT 9604 design represents a modern offshore service vessel which can run on methanol and marine diesel fuel, built for demanding offshore operations, particularly within the offshore wind industry. The vessel serves as the foundation for many of the new gameplay systems we want to introduce in the upcoming updates.

Z-Bridge

We are also excited to welcome Z-Bridge to Ships At Sea.

The IMT 9604 is equipped with the innovative Z-Bridge Bring-to-Work system, a motion-compensated offshore access solution designed to safely transfer crew or small cargo between vessels and offshore structures. You can already test and operate the Z-Bridge during the Public Test.

While it works similarly to a crane, it offers additional functionality, allowing operators to tilt the arm and move the gondola up and down while transporting crew members from the control cabin. The gondola can also be operated through the control panel located on the gondola.


▶ Watch on YouTube

Steerprop

We are proud to welcome Steerprop, a manufacturer of advanced marine propulsion and vessel control systems.

The Class 4 Mini SOV is equipped with twin Steerprop azimuth thruster located at the stern, providing excellent manoeuvrability and precise vessel control during offshore operations. These stern azimuth thrusters, presented in the image below, are fully implemented and can already be tested during the Public Test.

The vessel's bow tunnel thruster and retractable azimuth thruster have also been modelled as part of the propulsion system. However, their full functionality, along with dedicated propulsion control panels based on Steerprop technology, will be introduced later.

Once completed, these systems will further enhance vessel handling and provide players with an even deeper offshore vessel operating experience.

Thruster Systems

Unlike conventional vessels that rely on rudders for steering, azimuth thrusters can rotate 360 degrees, combining propulsion and steering into a single system. This provides exceptional manoeuvrability during harbour operations, offshore work, and docking.

One characteristic of azimuth thrusters is that they operate differently from conventional rudder-controlled vessels. Rather than controlling a rudder, operators control the direction of thrust itself, which can initially feel unfamiliar to players accustomed to traditional ship handling.

To accommodate different player preferences, we have added an Invert Azimuth Thruster Rotation option in the game settings. By default, this option is enabled to provide a control scheme that may feel more familiar to players transitioning from conventional vessels. Players who wish to experience azimuth thruster operation more closely to real-world offshore vessels can simply disable this setting. This allows each player to choose the control method they find most comfortable.

Types of Thrusters

Bow Tunnel Thruster – Provides sideways bow movement for docking and harbour manoeuvres.

Azimuth Thrusters – A fully rotating 360° propulsion system used for propulsion, steering, station keeping, and offshore operations.

The Class 4 vessel features a Steerprop propulsion package consisting of twin stern azimuth thrusters, a bow tunnel thruster, and a retractable bow azimuth thruster.

During the Public Test, players will be able to experience the vessel's twin stern azimuth thrusters and bow tunnel thruster, including the unique handling characteristics of azimuth-based propulsion and steering.

The licensed Steerprop propulsion control stations, dedicated thruster displays, independent port and starboard thruster controls, and retractable azimuth thruster functionality are currently under development. While the control panel models have already been completed, their functionality, especially the independent control of each stern azimuth thruster, will be introduced in the upcoming update.

Below, you can get a first look at the upcoming licensed Steerprop main propulsion control panels that will later allow operators to independently control and monitor the vessel's azimuth thrusters.

Dynamic Positioning (DP2) System

The Class 4 SOV introduces one of the most advanced vessel systems ever featured in Ships At Sea: the Dynamic Positioning Class 2 (DP2) system.

Unlike an autopilot, which follows a predefined course, the DP system automatically maintains the vessel's position and heading without the use of anchors. Once activated, the system continuously compensates for wind, waves, currents, and vessel drift by controlling the vessel's thrusters and propulsion systems.

The IMT 9604 is equipped with two licensed NorSap DP operator stations, one on the port side and one on the starboard side, providing the redundancy required for DP2 operations.

When sailing in transit, players can move the vessel to a desired offshore position and enable Fixation on the DP display. Once enabled, the DP system takes over, holding the vessel at that position and heading.

If fine adjustments are needed, the operator can use the joysticks to manually input movement or reposition the vessel. The DP system then calculates the new target position and heading, takes control of the main propulsion and thrusters, and moves the vessel to the updated location before holding station again.

The DP display provides an overview of the vessel’s position, heading, wind conditions, and propulsion information. The vessel silhouette on the display helps players understand the ship's position and how the DP system maintains station at that centre.

Currently, the DP system uses the stern-mounted azimuth thrusters and bow tunnel thruster. In a future update, players will also be able to use the retractable azimuth thruster.

The video below demonstrates how manual position adjustments are performed while Dynamic Positioning is active. The vessel silhouette displayed on the DP screen represents the vessel's current position and heading relative to its target location.

When the operator provides a manual input using the DP joysticks, a new target position is established. The DP system then automatically calculates the required manoeuvre and commands the vessel's propulsion and thruster systems to move the ship to the new location. Once the vessel reaches the updated position, the DP system resumes station-keeping and continues to maintain the selected position and heading.

Detailed information about the Dynamic Positioning (DP) system and its display functions can be found in the in-game Help page.


▶ Watch on YouTube

Deployable Support Craft

The support crafts can be purchased and added to the Class 4 mini SOV vessel through the Dry Dock, where they are physically mounted aboard the ship and become part of your offshore operations setup.

Players can also purchase and operate the support craft independently through the Shipyard.

As part of our ongoing development efforts, additional immersion features are already being prepared. The new engine lever holding animations have been completed and will be introduced in a future update once their implementation and functionality have been finalized.

Waterjet Propulsion Systems

The Support Vessel introduces waterjet propulsion systems.

Unlike conventional propellers, waterjets provide exceptional manoeuvrability, rapid acceleration, and excellent shallow-water performance. To support these advanced propulsion systems, we are introducing an entirely new set of instruments and controls with the Support Vessel 2, giving players greater control over vessel handling than ever before.

Jet Direction Gauges

Jet Direction Gauges display the current steering angle of the waterjet nozzles and indicate the direction of thrust.

Nozzle Trim Control

For the first time, players can actively adjust the trim position of the waterjet nozzles.

The new Nozzle Trim Control allows operators to fine-tune the running attitude of the vessel by changing the direction of the waterjet thrust. Trimming the nozzles downward raises the bow, while trimming upward lowers it.

Setting the correct trim setting can significantly improve:

Different sea conditions and operating speeds may require different trim settings, giving captains another layer of control over how their vessel behaves on the water. The Nozzle Trim Gauges indicate the current trim setting and whether the vessel is operating in a Bow Up or Bow Down attitude.

Since the Class 2 Service Boat is equipped with waterjet propulsion, too, it also features fully functional Nozzle Trim Controls and Nozzle Trim Gauges.


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Propulsion & Craft Status Display

The vessel is also equipped with a dedicated Propulsion & Craft Status Display providing quick access to important vessel information, including:

Together, these new systems deliver a more advanced and authentic vessel-operation experience to Ships At Sea while laying the foundation for future propulsion technologies and vessel systems.

Dedicated Servers Evolve – Up to 16 Players

Dedicated Servers first arrived in Ships At Sea with Update v0.8.6, laying the foundation for larger multiplayer operations and persistent maritime communities in the future.

With Update v0.8.7, we are taking the next step by increasing server capacity from 8 to 16 players, allowing larger companies, more active ports, and bigger maritime operations than ever before. Whether you're running a fishing company, coordinating offshore operations, or simply exploring the world together, dedicated servers now provide even more room for cooperative gameplay.

To support this expansion, we are introducing Linux support for dedicated servers.

For players who prefer renting servers rather than hosting them themselves, we have partnered with several dedicated server providers:

Once Update v0.8.7 is officially released, Ships At Sea will officially be available through these hosting partners.

To access the Public Test Dedicated Server

Use the branch password SaSPublicTest to access and download the Public Test Server version of the dedicated server if you want to check it out for yourself.

Note: Remember to back up your autosaves on the server!

This branch is available for both:

We have also improved the self-hosting experience by including example configuration files in the folder: SAS\\Saved\\Config\\WindowsServer and a setup guide SAS\\Binaries\\Win64\\Readme.txt, making it easier to configure and launch dedicated servers without needing to search through external documentation or our support pages. Server administrators can also add custom server descriptions to better communicate their server's purpose to other players.

This Public Test is especially important as we continue to stress-test larger player counts, improve replication and performance for multiple and larger vessels, refine server stability, and prepare the next generation of multiplayer experiences in Ships At Sea.

Improved Water Simulation, Buoyancy & Vessel Physics

The sea is at the heart of Ships At Sea, which is why we continue investing heavily in our buoyancy system, water simulation, and vessel handling. With this update, we have further improved vessel behaviour through better collision handling, steering improvements, propulsion tuning, and numerous stability fixes across the fleet.

A major part of this work has been our continued development of the water mask system. The new approach significantly improves how vessels interact with the ocean by preventing water from entering lower decks and enclosed areas, while also enhancing visual fidelity and damping effects as vessels ride through waves. The result is a more believable experience both visually and physically.

We have also continued improving multiplayer vessel synchronisation by reducing jitter and movement inconsistencies on dedicated servers, while further refining vessel movement and stability across the game. This provides a smoother and more stable experience for both single-player and multiplayer operations.

The ocean itself has also received additional attention, with improved foam simulation and visuals, as well as performance improvements to parts of the water simulation. Further water shader improvements are already underway as we continue to enhance the visual quality and realism of the ocean.

Combined with improvements to lighting, wind response, environmental effects, and vessel physics, these changes continue to strengthen the foundation of the maritime ship simulation we are building as Ships At Sea continues to grow and evolve.


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Shipyard & Dry Dock Improvements

Based on player feedback, we have reintroduced the Shipyard to Ships At Sea.

Players can once again visit the shipyards across the map to purchase, customize, and manage Class 1 to Class 3 vessels. For larger vessels, including the new Class 4 Offshore Wind Farm Support Vessel and future large ship classes, the Dry Dock remains the primary hub for vessel management and upgrades.

Both the Shipyard and Dry Dock have received visual improvements, updated lighting, and general layout enhancements. The Shipyard has been expanded to better accommodate larger Class 3 vessels, while the Dry Dock now features a new lift, making it much easier to access the facility's lower level.


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New User Interface

In addition, both the Shipyard and Dry Dock have received a completely redesigned User Interface and functionality.


▶ Watch on YouTube

Players can now preview vessels before purchase, inspect them more closely using improved camera controls, customize vessel colours, and get a better overview of available upgrades, licensed ships and equipment.

We have also improved the vessel selling process by providing a more transparent transaction overview, allowing players to clearly see what is included when selling a vessel.

Further improvements are already in development, further camera improvements, improved vessel presentation, more functionality and dedicated preview lighting to better showcase vessels and equipment while browsing and customizing them.

Character Customization Expanded

Character customization continues to evolve in Ships At Sea. While there is always room for improvement, this update introduces expanded character customisation options, allowing players to select different faces, new clothing, adjust eye and hair colours, choose different haircuts, customize clothing colours, and create a more personalised character.

Please note that the current character customization presentation, including the background, is temporary and will continue to be refined in future updates. As development progresses, we will further expand character variety, clothing, animations, and NPC behaviour as we work toward creating a more lifelike, immersive, and believable maritime world.


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After creating and customizing your character, your ship license is automatically updated with your character portrait, making the license feel more personal and uniquely yours.

Alongside the updated license, players can now track a variety of personal statistics through the Logbook, including co-op playtime, completed contracts in both single-player and multiplayer, transferred passengers, distance travelled, and more. Additional statistics and progression tracking features are already in development and will be expanded in future updates.

Expanding Audio & Animation Systems

Not every improvement comes in the form of a new vessel or gameplay feature. With Update v0.8.7, we have also continued investing in the audio and animation systems that help bring the world of Ships At Sea to life.

On the audio side, players will encounter new vessel engine sounds for different operating stages, including idle, throttle acceleration and deceleration, engine startup, docking and undocking sounds, button interactions, improved ocean ambience, additional walking sounds across different surfaces, enhanced crane audio, low-fuel alarms, and various sound improvements throughout the game world. Together, these additions help create a richer and more immersive maritime atmosphere.

Animation development has also made significant progress. With this update, the underlying animation framework is now in place, providing a solid foundation for expanding animations across many gameplay systems in the future. A large number of animations planned for various gameplay activities have already been created and are ready to be integrated throughout upcoming updates.

Players can already observe new animations during activities such as longline fishing and replacing flashlight batteries, while sitting animations and NPC behaviours have received further improvements. The new fish-hooking animation during longline hauling is another step toward making fishing operations feel more physical and believable.

Additional animations, sound effects, audio enhancements, and interaction refinements are already in development as we continue to build a more immersive maritime simulation.

Please keep in mind that certain sounds and animations still need additional tweaks and polish as development progresses.

Reworked Skill Tree System

With Update v0.8.7, we have taken the opportunity to rework and clean up the Skill Tree system. Over time, some skills no longer aligned with Ships At Sea's long-term vision, while others had little meaningful impact on gameplay. As part of this update, we have refined the overall structure, removed unused skills, and laid a stronger foundation for future expansion.

The update introduces several new skills, including Driving Eco IV, an increased chance of successfully repairing equipment, improved health restoration when repairing electrical systems, and a new skill that increases the player's carrying capacity, allowing captains to transport more equipment and cargo items before reaching their weight limit.

For this update, our primary focus has been on the underlying systems and functionality. The Skill Tree system has been redesigned behind the scenes to make future expansion significantly easier and more flexible. A new user interface dedicated to the Skill Tree is already planned for a future update and will further improve progression and player experience.

Most importantly, the new foundation allows us to continue introducing additional specializations, progression paths, and gameplay-focused skills as Ships At Sea continues to grow.

First Offshore Wind Farm Operations Arrive

With Update v0.8.7, the first offshore wind farm operations arrive in Ships At Sea, marking the beginning of a completely new industry that will continue to expand in future updates.

Offshore wind turbines are designed to continuously respond to changing weather conditions. Just like in Ships At Sea, the turbines rotate to face the wind and adjust their operation to maximize power generation. However, constant exposure to strong winds, storms, rain, and harsh offshore conditions can eventually lead to wear and damage. One of the most vulnerable components is the turbine blade itself, which can become damaged and require replacement to keep the wind farm operational.

Players can now take on missions involving the transport of replacement wind turbine blades.

To support these new activities, the Class 3 Cargo Ship Nordland can now be equipped with newly designed towing gear through the Shipyard or Dry Dock. Once rigged for towing, captains can transport cargo barges carrying wind farm components to their destination. Just like on a real workboat, players can also push barges if they wish.

We have also completed a range of new towing and rope assets, including towing wires, mooring lines, docking ropes, and longlines. While these assets have already been created, they have not yet replaced the existing ropes and are therefore not part of the Public Test.

The image below provides a first look at the new towing equipment available for the Nordland.

While these first missions focus on logistics and transportation, they represent an important foundation for the larger offshore wind farm gameplay systems currently in development. Future updates will continue expanding offshore operations with new vessel types, maintenance activities, offshore infrastructure, and additional gameplay opportunities within the growing renewable energy sector.

Please note: The mission system itself will continue to evolve, with future updates introducing a more dynamic approach to mission generation and objectives.

Night Navigation Mode

Based on player feedback, we are introducing a dedicated Night Navigation Mode for larger vessels.

Captains can now quickly switch between standard day bridge lighting and red night mode lighting with the press of the bridge light.

Red lighting is commonly used aboard real vessels during nighttime operations, as it helps preserve the crew's night vision while still keeping instruments and controls visible.

Whether navigating through ports, operating offshore, or sailing during long nights at sea, players can now choose the lighting mode that best suits their operation and immersion preferences.

Improvements to Fishing Gameplay

Fishing continues to receive significant attention in Update v0.8.7, with improvements across fish behaviour, fishing gear, catch quality, fish handling, immersion, and multiplayer interactions.

We have refined fish habitats and fish school navigation logic, creating more natural fish movement throughout the world. Sonar functionality has also been improved, with fish markers now prioritizing the most dominant species, helping captains identify fishing opportunities more effectively.

Longline and net fishing have received balancing improvements, including adjustments to catch probability, soaking mechanics, and overall performance. Players will also notice improvements to how fish loss is calculated when gear remains in the water beyond the optimal soaking time.

To further improve immersion, longline hauling now features a fish-hooking animation. This is an important step toward making fishing operations feel more physical, believable, and visually connected to the actions taking place aboard the vessel. The system has also been improved for multiplayer, allowing multiple crew members to participate in the hooking process one after another. Previously, once a player started hauling the longline, only that player could hook all the fish. While the animation system is already in place and functional, additional refinements and polish to the animations themselves are planned as we continue improving the overall fishing experience.

Fish handling has also received further attention. Fish weight displays have been improved, fish physics inside fish boxes have been refined, fish containers in the sorting area now provide a clearer overview of their contents and weights while at sea, and several issues related to fish processing and gutting have been corrected.

Fishing operations have also become more flexible and player-controlled. Previously, opening the unloading hatch automatically moved all fish boxes into the unloading area beneath it. With Update v0.8.7, players can now decide exactly which fish boxes should be prepared for unloading and sale.

After sorting fish in the sorting area, players can interact with individual fish boxes and move only the desired containers to the unloading area aboard the Class 3 Fishing Ship. This makes it possible to prepare catches before arriving at port, separate species for different fisheries, and maintain greater control over onboard fish handling operations.

If players change their minds, fish boxes can simply be moved back to the sorting area and replaced with different catches before unloading.

Multiplayer fishing operations have also become more reliable, with fixes for net soak time synchronization, fish box interactions, and safeguards preventing players from collecting fish from another company's longlines.

In addition, fish species breeding seasons have been updated as we continue refining the simulation and ecosystem systems that drive the fishing industry in Ships At Sea.

World & Level Design Improvements

Development of the world continues to make strong progress as we further expand and refine the environment of Ships At Sea.

A major focus of this update has been improving the overall lighting and atmosphere throughout the world. We have introduced a new city lighting management system that controls streetlights, building lights, and illuminated windows throughout the day and night cycle. The system adds greater variety and realism by allowing buildings and individual windows to illuminate differently, helping towns and ports feel more alive after sunset.

We have also continued improving the overall lighting systems across Ships At Sea. Searchlights have received important fixes and now properly interact with atmospheric effects, including the new volumetric fog. This creates a much more immersive experience during nighttime operations, poor visibility, and challenging weather conditions, allowing powerful beams of light to cut through fog, rain, and darkness in a far more believable way. As demonstrated in the video below, one of the most atmospheric maritime scenes we have achieved so far


▶ Watch on YouTube

Level design work has also continued across the world, with additional environmental details, visual enhancements, and new vegetation added throughout the map. This includes improvements to terrain, foliage, grass, trees, and other world-building elements designed to make the environment feel more alive and immersive. As development continues, players can expect further environmental improvements across the world.

Players may also notice the first completed sailboats appearing around the map. While these vessels currently serve as environmental decoration, they help populate harbours and marinas. These sailboats are also being developed with our future NPC vessel traffic system in mind and represent an early step toward creating a more dynamic maritime world. For now, they remain peacefully moored until they set sail.

Additional Features Currently in Development

While the Public Test introduces the new Class 4 Offshore Wind Farm Support Vessel and one of its core gameplay systems, several features are still being actively developed and are therefore not included in the current test branch.

Additional Bridge Systems

The bridge of the Class 4 Offshore Wind Farm Support Vessel will receive additional functional instruments and systems. The majority of the models have already been completed, however, their functionality and gameplay integration are still in development.

The vessel will also feature dedicated propulsion controls from our license partner, Steerprop, including:

These systems will provide more realistic offshore vessel operations and advanced manoeuvring capabilities.

Crew Areas and Machinery Spaces

Work is ongoing on the vessel's interior spaces, including:

Future gameplay systems are planned for these areas as development continues.

Character Animations

With this update, we were able to complete the foundation and framework required for a large number of new character animations. While most of these animations are not yet included in the current Public Test branch, the underlying systems are now in place, allowing us to integrate additional animations much faster going forward.

Animations that have already been created but are not part of the Public Test branch:

Wind Turbine Interiors

The interiors of the offshore wind turbines are currently under development and will remain inaccessible during the Public Test. Players can, however, access the external wind turbine platforms and fully test Z-Bridge transfer operations with the DP system.

Additional gameplay related to wind turbine operations will be introduced as development progresses.

Aurora and Rainbow Effects

Aurora Borealis and rainbow effects are already available in the game and have received additional visual improvements. However, several planned features related to these effects are not yet included in the current Public Test build, including:

Dry Dock and Shipyard Improvements

Additional improvements are planned for the Dry Dock and Shipyard systems, including:

These improvements aim to provide a clearer and more user-friendly vessel customization experience.

Before diving into the full changelog, we would like to thank everyone participating in the Public Test.

This test is an important milestone for Ships At Sea and allows us to gather valuable feedback on the new vessel systems, offshore operations, multiplayer functionality, and overall gameplay experience. As always, your feedback, bug reports and suggestions help us identify issues and prioritize improvements before the update reaches the live branch.

Please keep in mind that this Public Test build represents work in progress. Some features are still under development, some systems may receive additional balancing and improvements, and certain content is intentionally being held back until it reaches the quality level we expect.

With that said, below you can find the complete changelog for the current Public Test build.

Team Misc Games

Changelog

Class 4 Offshore Wind Farm Support Vessel

Navigation & Vessel Systems

Character & Progression

World & Environment

Dedicated Servers

New Features

Gameplay Improvements

Fishing

Missions

Towing & Rope Systems

Crew & Company Systems

Vessel Improvements

General

Boat-Specific Improvements

Cranes

World & Visual Improvements

Environment

Weather & Atmosphere

User Interface & Quality of Life

Animation Improvements

Performance & Optimization

Bug Fixes

Multiplayer & Networking

Missions & Progression

Physics & Boats

Fishing

World & Environment

UI & General

Plus numerous additional bug fixes and stability improvements.

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