The loudest complaint from the multiplayer playtest — that the sea was silent —
is answered; an enemy squadron now fights you as a squadron instead of filing
along behind its flagship; and the whole world got its paintings.
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The sea has a voice
Under way you now hear it. Four wave beds mixed by what the sky is doing (a
fair-weather wash, the working sea, a gale crash), plus surf that only swells
when there is actual land nearby — a ring of water probes reads the displayed
coastline, so shore wash never fires over open ocean. Gull colonies by day on
the same gate; birds sit out a gale. Two wind beds handing over as it freshens,
an eerie night layer that comes in only after dusk and only once the wind is
worth hearing, rain riding the existing rain amount, and a hard duck to the
deep when the camera goes under the surface.
Thunder came with it. The takes are dry — no rain baked into them — so they
layer cleanly over our own rain and wind. A strike is either the near crack or
one of the far rolling rumbles, with the report delayed off the flash by
distance, and the whole draw is seeded so two captains in company hear the same
storm. At full gale that's a flash roughly every 22 real seconds.
Working the gear is audible too: sails let fall and sails filling draw from
banks of takes rather than one clip replayed six times up a mast. There's
hysteresis on the drawing factor so a ship worked along the edge of the no-go
cone doesn't rattle the same clip off on every degree of wander.
Ambient sound: ~70% complete. The beds are in and on their own
bus with a slider. What's left is a real mix pass by ear — the levels are first
guesses and nothing has been balanced against the music — plus creaking timber
and port murmur behind the paintings.
The squadron goes to quarters
A hostile voyage's followers used to keep their passage station right through
an action, filing down the inside of their flagship's wake with their guns
masked. Now the moment the flag settles onto her broadside ring, the squadron
breaks up: each follower works a fighting ring of her own around you, the same
way round as the flag, each berth staggered further out so no two hulls foul
the same water. While they're merely closing, the cruising wedge still stands —
they bear down in formation and open out as the guns come to bear.
Beat one of them badly enough on her own account and she falls out of the line
and runs downwind with the fight still going. Focused fire on one ship visibly
pays now. Fixed in passing: a follower promoted to flagship after her leader
sank never inherited the leader's right to pick her own tacks.
Guns that kick, canvas that cracks
- Per-gun recoil. Each discharge rocks the firing hull a fraction of a degree about her roll axis, away from the muzzle and signed by bearing — a bow chaser barely twitches her, a full broadside rolls the deck. Staggered down the ripple, so a battery firing in sequence rocks her gun by gun. Ballistics already flatten hull tilt out of every launch, so the kick can never bend a shot. Same constants drive player and NPC decks.
- Chain shot whips the rig. A chain ball going home kicks a violent decaying thrash into the struck ship's canvas — the crack is sharp and the settle takes about a second and a half — scaled by how much canvas is actually set. Full strength through the rigging, half for a pair that found timbers instead. It fires on every machine that can see her, so a friend's broadside whips the same rig you're watching.
Sea combat Milestone 1: ~85% complete. Boarding by force is
live end to end (grapples, the party pulled off your own books so your guns
slow, a tug-of-war with casualties both ways, and every ending). Per-gun
accuracy cones and the infamy charge for firing first landed earlier in the
week. What's left: pricing the endings — boarding, plundering, sparing and
sinking still cost you nothing beyond the one diplomacy charge for opening
fire — plus gouged strakes as a distinct low-hull read and more spectacle in
the sinking itself. The battle skill tree is deliberately unwritten until
combat feel settles.
The boats are working
Four passes turned the ship-to-ship transfer panel into real fleet logistics:
- Hands row between decks. Hired hands move between the flagship and any ship alongside, counted in berths rather than tons — this is how a prize finally gets manned and a stripped hull gets her people back. No manning floor is enforced on purpose; undermanning is already a penalty the game speaks, and a hard stop would forbid the honest cases. The panel warns instead. Mates never ride the boats — a mate is posted to a command. And the books stay honest: the wage bill counts hands berthed out in the fleet, so rowing men across before payday buys you nothing.
- A rail to heave things over. Jettison, per hold, straight into the sea without ferrying anything across first. Typed amounts go at once; emptying a holding asks first, because the sea gives nothing back. A lone flagship gets the rail too. Lighten ship, or put contraband where no searcher will find it.
- The whole squadron loads the prize. Plundering no longer bottlenecks on the flagship's hold. A "Load into" picker points the boats at any of your ships in reach — escorts in company, and any hull lying to near the prize. That last case is deliberate: the prize you took ten minutes ago and ordered to stay is exactly the empty hold you want the next one's pepper in. Gold and willing hands still go to the flag.
- Fresh purchases can be manned. The hands row was clamping on raw crew capacity, which read zero on any hull never given an outfit split — so the boats would move supplies to a newly bought ship but refuse to crew her.
Fleet & logistics: ~80% complete. Missing: a reason to
keep several holds beyond convenience, and the balance pass that makes prize
crews cost something real.
The ship builder
Standing section. The builder is the shipyard itself — your own ship afloat in
the basin, in three dimensions, with her working parts labelled: click her
stem, masts, guns or hull and the matching bench opens on that part.
Where Tier 1 stands: essentially finished, and it is a real purchase, not a
preview. Burthen is genuinely spent — every placed fitting's weight plus crew
berths counts against the hull's tonnage, and whatever's left becomes her
actual cargo capacity. The buy writes a full ship definition: speed, turn and
upwind efficiency derived from the rig you actually stepped, guns set from the
guns you actually placed, the whole thing baked into one scene so she looks
built, saved out so she survives a reload, and carrying her own recipe so
"refit her myself" puts her back on the bench as movable parts. A refit charges
only the increase over what she was already worth.
It barely moved this week — one fix to how the bench recognises a wheel already
fitted. The yard around it grew a proper sell-her-on flow: the full reckoning
read back — price, what comes off her, who walks off her deck — before you
sign, the books closed while she still exists to close them over, then she's
struck from the fleet and your own ship goes back on the blocks.
In flight, not reachable yet: the hull-shaping half. A working lofting engine
now draws a hull from three curves — half-breadth from above, the sweep of the
deck line, and the bottom's depth through forefoot, hold and deadwood — plus a
bow rake, with the player owning every control point. Mirror mode is true by
construction; no asymmetric hull can even be expressed. Every new keel starts
from the same blunt blank, so a bow exists because you pulled one out of it. It
is not wired into the yard, so no captain can open it yet.
Ship builder: ~55% complete. Tier 1 kit-bash ~90% — what's
short there is a balance pass, since the fitting weights, prices and the rig
performance table are all placeholders. Tier 2 hull shaping has an engine and
no door. Tier 3 is not planned.
Sea, sky and shore
- Foam dies young. The wake trail's clock came down from sixteen effective seconds to two — a ship's length of white at full sail, half that at cruise — and what's left is cut into flakes rather than washed on. The acceleration flicker is dead twice over: the per-hull speed read is low-passed at source, and the grain is frozen at each hull's rated speed now.
- Gales come in three weights, rolled per shift like the sky: a mild blow, the regular gale, and a severe one that swells the sea and alone opens the rogue-wave gate. Rogues ride in on their own denser field, so a monster looms in out of the fog line instead of popping up beside you — and the damage code reads the very same crest. Storm murk crushes sight to a couple hundred metres, lightning tears it open for a beat, and a spray sheet hangs the near water.
- The shore calms the sea. Chop and swell both shoal away over the last stretch to any coast, mirrored bit-for-bit between the shader and the buoyancy read so hull and eye agree. Running aground now bills the hull: impact energy off the way the ground took, capped by the way she carried in, plus a grind while she's pinned.
- The day is ten times longer — a 30-minute day, up from three minutes.
Ocean & weather: ~85% complete. The remaining share is the
wake against its new target (broad, bright and torn, still plainly there three
ship lengths astern) and a mix pass on heavy weather.
Sails: ~75% — belly depth and leech bow are within a couple of
percent, but triangular sails still carry a luffing crease at full draw.
Land: ~70% — crowns picked up lobed shading and a storm bend
this week, but the dominant-peak silhouette, discrete offshore islands and the
foliage pass are all still open.
Ashore
Every harbour in the world is painted — all 104 of them. That was the largest
single content grind on the board and it is done. The inn folded into the
taproom's one painting, every town opened a shipyard, and captains can talk
across the card table.
Ports ashore: ~80% complete. What's left is menu
streamlining — testers found some screens confusing, and the answer starts
with asking them which ones, not guessing.
Next up
Pricing the endings so a boarding costs something. The balance audit, still
untouched: distance pays nothing, starting gold dwarfs the early game, expenses
run under 1% of income, and every captain but the owner starved on ordinary
voyages in the playtest. The sailing HUD that would let you see that happening.
A mix pass on the new audio. And the fleet we don't have — three hulls is the
ceiling on all of it, which is exactly what the lofting work is aimed at.
Project Seaborne · Devlog · 25 August – 1 September 2026