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- Scheduled release
- 18 November 2026
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- Release date
- 18 November 2026
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Friendly captains now have more to offer when you hail them, in both the full game and Mediterranean demo. Ask for an escort. With good standing, an available armed captain can agree to sail in company for part of your voyage. Confirm the arrangement before setting off. Escorts defend you against shared enemy ships and ports; captains with other duties or damaged hulls may refuse. They bid you farewell when their journey is over, or sooner if damage or dwindling provisions force them to seek port. Agreements survive saving and reloading. Barter between ships. Captains can offer cargo-for-cargo exchanges based on what they carry and the market they are sailing toward. Mission cargo is protected. A crewmate with the bargaining skill can improve an offer; changes to the ship’s cargo or destination refresh the terms. Request allied bombardment. If you hold a commission to take a port, eli...
Read full update on Steam ↗This update adds a deliberate captain redraw, direct trading from the Prices table, and clearer combat cues in the full game and Mediterranean demo. One new draw of captains. After your first voyage, Redraw lets you discard both offered captains and draw two from the four remaining cards shown in the opening fanfare. Confirm first: the discarded pair disintegrates and cannot return. You have one redraw; the first-ever voyage still gives you one captain without this extra choice. Each replacement has the home port, ship and traits you saw on their card. Trade directly from Prices. Select a Buy or Sell quote to trade one unit. Available prices look like buttons; unavailable trades explain why. Mouse, touch, keyboard and controller use the same transactions, sounds and flying goods as the ordinary market. Undo and quest-cargo/embargo warnings work here too. Bulk trading remains available...
Read full update on Steam ↗{STEAM_CLAN_IMAGE}/46236105/261981055ad1090372e45b34c6366f7995330fc8.png This update improves shoreline navigation, controller setup and voyage reliability in the full game and demo. Fixed another tight river bend that could block a ship’s turn. Ships can make smaller safe pivots without gaining bounce speed or passing through land. Fixed hull checks missing a solid shoreline pixel inside a ship’s footprint. Affected older placements recover to nearby clear water when loaded. Improved fresh-voyage placement so a new captain starts with the whole hull clear of land rather than retaining the previous captain’s map view. Added access to Steam’s actual controller configurator from Options and distinguished it from the keyboard binding editor. Original Steam Controllers also have a default right-trackpad click binding for changing sails. The sailing tutorial waits for steering input before...
Read full update on Steam ↗This update improves shoreline steering, nearby ship navigation, menu behavior and save reliability in the full game and demo. Fixed another shoreline contact that could prevent a ship from completing a turn. Ships ease clear without gaining bounce speed or passing through land. Improved nearby ships' river exits, steering and handoffs to long-distance travel. Visible ships retain their local movement instead of accepting stale offscreen routes. Corrected steering projections on the sailing map and cached repeated projection calculations. Improved menu and dialogue transitions so paused ships stay paused and input does not carry into a newly opened screen. Made tutorial stick instructions clearer: directional prompts now show the stick moving away from its base, distinguishing a direction from a stick click. Protected ship exchanges and dialogue follow-ups against repeated or cancelle...
Read full update on Steam ↗This update fixes a tight riverbank turn and interrupted music transitions in the full game and demo, plus a Politics issue involving Nagasaki in the full game. Fixed a riverbank contact that could prevent a ship from completing a turn. Turning now uses the river's precise bank direction when easing the hull clear, without adding bounce speed or allowing it through land. Fixed music transitions failing when the scene changed again during a fade. Rapid transitions now retain the fade's volume and can switch tracks safely. Developing Nagasaki no longer replaces its original political identity or removes Shoni's capital from Politics. Existing conquests remain respected. Added regression coverage for colony development and restoration, interrupted music fades, and river turns at different refresh rates.
Read full update on Steam ↗This update improves turning beside riverbanks and shores, preserves more of your Steam settings between launches, and fixes several dialogue and sound issues in the full game and demo. Turning near land When a turn brings the bow, stern or side against a bank, the ship can ease away from the contact before completing the turn, without gaining rebound speed or passing through land. Fixed a tight two-bank contact that could leave the helm stuck. The shared turning response applies to voyages, the sailing tutorial, duels and historical battles. Nearby-water recovery now checks room for the turn you were attempting, not just room for the ship's previous heading. Small positional nudges cannot indefinitely hide a blocked helm from the existing recovery system. {STEAM_CLAN_IMAGE}/46236105/37f74c908589fefa5a51662b320de7a8ce4e9e64.png Settings and dialogue Steam now preserves steering, auto-...
Read full update on Steam ↗This update fixes long quest instructions, a voyage carryover error, and several audio problems in the full game and demo. Quests and voyages Long commission instructions now continue onto another page when needed. Decisions appear after the complete instructions, with readable text at its normal size in every language. Fixed an old captain selection lingering after a voyage, which could prevent carrying an item into the next voyage. Sound and startup Music, ambience and sound effects now share one audio output, reducing the resources used by overlapping sounds. Fixed three sound effects that could fail to play, including card sounds. Unused sound variants load when needed rather than all at startup. Improved Linux startup compatibility under Steam when an X11 display is available, while preserving explicit display-platform choices. Reliability Expanded automated checks to play every...
Read full update on Steam ↗The Prices page now shows both what you pay to buy and what you receive when selling. World-price comparisons use one shared benchmark and include your actual duties and trading privileges, so the two sides can be compared fairly. Trading and privateering Added Buy and Sell columns, each with its own world-price comparison. A dash means the port does not currently offer that good for purchase. Both price columns can be sorted. Narrow windows stack the figures without shrinking the pixel fonts. Fixed small price differences being described as exactly the world price. Bulk trades still reflect changing supply and demand and whole-doubloon rounding; their quoted totals match the transaction. Hailing and attack confirmation now explain when none of your letters of marque covers the target. A letter covers wartime enemies, not every unfriendly nation. A lawful attack no longer becomes pira...
Read full update on Steam ↗Rowing now depends on the ship and the hands available aboard. Larger oared vessels need larger rowing complements, and shorthanded ships show fewer working oars. Crew assigned to the oars cannot also fire weapons from the deck. Sailing and visibility Ships meeting a riverbank retain motion along the bank in the direction the bow is pointing, rather than stopping solely because their old momentum was bankward. Improved clearance around tight riverbank corners while hauling upstream. The wind triangle gradually gains contrast while the bow stays pointed into the wind. Turning clear of the wind restores its normal appearance; reduced-motion preferences are respected. A subtle outline reveals your ship where foreground scenery or another vessel would otherwise hide it. It disappears when the ship is unobscured. Reduced CPU work for weather particles, pixel lines, river geometry and offsc...
Read full update on Steam ↗Ships can now pivot around their hull's contact with a bank when a normal turn would overlap land. This replaces the nearby-position search, checks the hull's path through the turn, and adds no bounce velocity. The same turning resolver serves voyages, the sailing tutorial, duels, and historical battles. Fixed key-assignment feedback for physical key labels, including High legibility text mode. Fixed localized goods quantities in wreckage-recovery messages. Fixed the fleet-breaking notice in historical battles. Kept the tutorial's hauling key visible on very tight screen-edge approaches. Fixed localization of the family-debt victory ending and other campaign epilogues. Improved recovery from sustained blocked steering and added more useful navigation diagnostics. Fixed the tiny mouse pointer on laptop and high-resolution displays. Its artwork uses eight game pixels and the exact same...
Read full update on Steam ↗River mouths are wider and more forgiving to enter, while inland channels keep their existing width. Fixed a riverbank turning lock that could trap the tutorial ship. River turns in normal voyages use the same small, hull-checked clearance allowance. Corrected a heading mismatch at map-cell boundaries that could change a ship's collision outline unexpectedly. Anchor and scavenging controls now make room for their full translated labels and input prompts, including High legibility text. Improved navigation reports and regression tests to help diagnose remaining stuck-route cases. These changes apply to the full game and demo. {STEAM_CLAN_IMAGE}/46236105/0ca7e14a2e94f9e2b78825d3870ff1ad143bae56.png
Read full update on Steam ↗Family debt payments now have a compact balance counter: coins fly from your purse as the debt counts down, with a celebration when it reaches zero. Pirate map fragments and discoveries reported to your patron have matching animated counters. Discovery progress counts toward the full quest total, including wonders you have not found yet. Completing the map or atlas earns a flourish and confetti. Crew hiring buttons show both the hiring fee and monthly salary, with consistent text styling. You can hail other ships from farther away, outside normal cannon range, to inspect piracy and combat-strength warnings sooner. Improved NPC planning around tight banks and the handoff between local and offscreen navigation. Fixed missing translations in casualty reports, ship descriptions, politics headings and historical fleet counters. Crew-dismissal confirmation buttons now wrap long translated l...
Read full update on Steam ↗Fixed ships becoming unable to turn beside the coast in historical battles, including Tenochtitlan. They now use the same small shore-clearance adjustment as the sailing tutorial, while retaining the shared sailing physics. Fixed the sail-control row failing to display in the key-binding menu. The command is translated in every supported language. Localized the harbour master’s replies when a captain arrives drunk, including text that wraps across several lines. Improved bug-report details for battle ships and NPC river navigation. These fixes apply to the full game and demo.
Read full update on Steam ↗{STEAM_CLAN_IMAGE}/46236105/6e5efcf6b78a87249952c6a2da4a0313b08d7b15.png The captain introduction now wipes directly between map locations, keeping both places visible during the transition instead of pausing on a dark screen. The portraits stay sharp above the map. Reduced-motion mode uses a gentle crossfade. Improved NPC route following when a direct path is blocked, and reduced repeated hull-clearance checks during route planning. Fixed a tutorial hauling-button hint that could fail to fit near the right edge of the screen. Corrected German market labels and localized shipyard inspection and payout text. Improved diagnostic reports so recoverable interface errors retain their original context. These changes apply to the full game and demo.
Read full update on Steam ↗This update applies to the full game and the Mediterranean demo. Set your sails Cycle between full, reefed and furled sails to control how much wind power your ship uses. The default keyboard binding is R; controller prompts follow your bindings, and touch players can double-tap their own ship. The control can be rebound, and the current setting can also be changed in Options. Ships show their deployed sail area and play a short sail-handling sound when you change it. Anchoring furls the sails automatically; weighing anchor or leaving port sets full sails again. {STEAM_CLAN_IMAGE}/46236105/dd9b6cd521f00bc55047b8f4a397539f81d338b6.png Smoother sailing Ships lose coasting speed more naturally after their sails are furled, rather than circling indefinitely without thrust. Shore impacts shed more speed, reducing prolonged rebounds while retaining the existing sliding and turn-clearance be...
Read full update on Steam ↗This update applies to the full game and demo. Fixed controller recovery that could discard working Steam Input steering when an unrelated action was unbound. Steering and button recovery now remain independent. Fixed controller selection when an empty gamepad slot appeared before a connected controller. These fixes address reproduced input-recovery defects; they do not change your selected control scheme or saved voyage.
Read full update on Steam ↗Ships now use rounded hull-shaped collision capsules across sailing, NPC navigation and battles. Rivers retain forgiving clearance so existing routes remain passable. Improved NPC heading consistency and river-detour handling. The tutorial now uses the normal market: sell your fish, see real prices and earnings, undo trades, or return to the city. Tutorial trades never affect an existing voyage. Cannon hints follow your input device: current keyboard bindings, matching controller symbols, or tap-to-fire arcs without keyboard labels on touch screens. Improved the hauling hint near screen edges and made disabled market tabs readable. Added timeouts for silent image requests and more precise startup and rendering diagnostics. Saved voyages are preserved. These changes apply to the full game and demo where relevant.{STEAM_CLAN_IMAGE}/46236105/4708fc9cb825b01f82ca391ccccf14d9f2d6650c.png
Read full update on Steam ↗Fixed browser-demo startup on hosts that automatically decompress bitmap-font files. Font integrity checks remain enabled. Reduced unnecessary work when drawing offscreen city shadows and checking water beneath wakes and ship shadows. Road rendering no longer accumulates tiles from earlier parts of a voyage. Ambient sounds can recover from a transient decoder failure instead of staying silent for the rest of the session. Improved placement of the tutorial's hauling key/button hint around HUD panels. These improvements apply to the full game and demo where relevant. Saved voyages are preserved.
Read full update on Steam ↗The main menu no longer waits for the animated loading artwork to initialize. Startup detects Steam or game-data requests that stop responding and offers Retry instead of leaving “Loading…” on screen indefinitely. Timed-out startup work cannot resume later and overwrite the retry screen or a saved profile. Improved startup diagnostics help identify the stage involved if a launch fails. Existing telemetry preferences are respected. Past Voyages correctly translates archived captains and voyage results, with room for longer dates and descriptions on narrow screens. These changes apply to both the full game and demo. Saved voyages are preserved.
Read full update on Steam ↗This update makes starting a voyage clearer, gives ships more staying power, and cuts down on repeated supply warnings. It also brings a new visual cue when your sails are facing into the wind. See where your voyage begins {STEAM_CLAN_IMAGE}/46236105/146033e91a9197a6d68f1e78996645fb7bbeebb1.png Choose a captain card to preview the exact starting port on the sailing map. The chosen card moves aside, the port is highlighted in the remaining space, and you can confirm or go back to compare captains. Your first voyage goes straight to its captain’s preview. You can now skip the opening card tour using its bottom-corner button, keyboard or controller. Skipping reveals the same prepared captain choices. {STEAM_CLAN_IMAGE}/46236105/6ce459b5694ed19c2d6dc858a515aa7310f6d0bf.png Stronger hulls and rested rowers Ship hull strength is increased by 50%, rounded to whole hit points. Damage, mass an...
Read full update on Steam ↗This update improves river-route planning, corrects several translation issues, and removes an unnecessary step before most historical battles. River routes NPC ships can plan a route out through a connected river mouth when their destination lies at sea, rather than needing the destination on the same rail. Corrected river joints that could disconnect after their coordinates snapped to the game grid. Entering another river clears an exhausted rail plan for the same destination. {STEAM_CLAN_IMAGE}/46236105/a9cf82f2903e9f2e9610178431bef1dd4863284e.png River navigation near Nanjing in the full game, outside the demo region. Clearer text Corrected missing translations in diplomatic tribute cargo, passenger and pilgrim captions, and the empty harpoon field. Passenger actions retain natural sentence casing, and Chinese passenger labels refer to the person rather than passenger transport. W...
Read full update on Steam ↗This update fixes several issues found through player diagnostics and strengthens the checks that run before each build. Fixed a patrol handoff error that could disrupt treasure-pirate routes when saving or restoring the world simulation. Fixed a battle timing error where sinking a ship while a background world update was finishing could interrupt combat and subsequent saves. Corrected missing translations in capital commissions, colony supply requests, trade-permit papers and shipyard sale summaries. Shipyard summaries now keep multiword vessel names and quantities intact. Fixed stale menu click targets when a battle changes from its pause menu to its results, and when changing keyboard-binding pages. Added more useful diagnostics for audio decoding failures. The localization build gate now exercises complete generated dialogue across all supported languages, rather than checking ext...
Read full update on Steam ↗This update makes it easier to begin again, find a promising trade, and learn your cannon controls without leaving the voyage. Something to carry forward After a sinking or a successful ending, choose an upgrade item to carry into your next voyage. If several upgrades are eligible, two are drawn at random. Select a card to inspect its powers, then confirm. Returning to the menu does not discard your chosen item. {STEAM_CLAN_IMAGE}/46236105/3d69d3705633e693b675634eb94400b37cb607b3.png The next screen offers a prominent Start a new voyage button and a smaller Return to menu option. Voyages without an eligible upgrade go straight to this choice. {STEAM_CLAN_IMAGE}/46236105/7c7640428682270a7284c8c00dba22035fc17b4d.png Ask the merchant before buying The market now has a ? button beside its trade controls. Ask for a promising first-unit trade: what to buy here, its current price, and what t...
Read full update on Steam ↗This update introduces a captain-card draw across the sailing map, improves ship handling and Tenochtitlan combat, and includes the font, controller and quest fixes made since the previous historical-battles update. Captains from across the world Before a new voyage, the camera visits ports on the actual sailing map along a smooth path. Portrait cards rise from those cities, join the deck, and are shuffled before your captain choices are revealed. The portraits settle into place before each card expands to show the captain's details. Your first voyage still assigns one captain. Later voyages offer two. The demo draws its captains from its existing Mediterranean and Black Sea region; the full game draws from the wider world. {STEAM_CLAN_IMAGE}/46236105/eec3d0263177866a5f9a9ba9a8484d0d8118933a.png Ship handling and Tenochtitlan Hulls resist sideways drift more strongly after turning. Th...
Read full update on Steam ↗This update adds new historical missions, clearer early-voyage guidance, and more reward for surviving a fight. It includes the fixes made since the previous table-titles update. New historical battles Admiral Yi campaign: enter a Korea-only chart and work through his naval battles in order. Victories reveal the next numbered battle, and progress persists between sessions.Battle of Tunmen, 1521: command the Portuguese ships and escape the Ming blockade.Siege of Tenochtitlan, 1521: support two causeway assaults from a brigantine in the western lake sector. Fight canoes, suppress city defenses, and support troops with cannon and deck fire.The battle-selection chart now uses a detailed brown map, with artwork-shaped boat-and-label click targets. Battle records are kept separately per mission. https://clan.fastly.steamstatic.com/images/46236105/7a2e9aa91f061ac935165db93a858703d0a23b3c.png...
Read full update on Steam ↗The name of the game now appears at the top of every inn table. On wider windows it sits beside the controls; on narrower windows it gets a compact row of its own. Names are localized in both pixel and high legibility text modes. {STEAM_CLAN_IMAGE}/46236105/c81a15260c982de022f763b31f48b7436385f3e7.png Table games and text Fixed an error when leaving a table game with the mouse. Leaving and resuming still preserve the voyage and table checkpoint. Fixed table sound effects and deferred high legibility fonts failing to load from embedded game directories. Corrected localization checks for diplomatic country lists, envoy names, compact achievement progress and historical-battle actions. Kept complete downloadable license notices out of the in-game credits scroll, while preserving them in the download. City scenes and navigation Reduced repeated image-pixel reads when preparing city buildi...
Read full update on Steam ↗Games around the world Nine regional card, dice and board games are now part of the voyage. Visit an inn or chief's hut to play its local game for doubloons. Each participating inn has one house game; your host offers a historical invitation before the short rules explanation. You can decline and return later. {STEAM_CLAN_IMAGE}/46236105/7b43e6ec1ae774066bc0084ffa475e118c4ba839.png Primero — Four-card hands, changing cards and wagering. Opponents can fold, call, raise or bluff. {STEAM_CLAN_IMAGE}/46236105/33d08ef850c3aaa2520b6619bc529d81db7472ab.png Triomphe — Partnered trick-taking with a trump suit. {STEAM_CLAN_IMAGE}/46236105/bfacb15767ae9264dd4cdc5476049a29d9f04fa3.png Hazard — A dice contest with a main, a chance and a purse at stake. {STEAM_CLAN_IMAGE}/46236105/c7587fd54b41b0cfebe73566c7365da2b4530006.png Nard — Race your pieces home with the dice. {STEAM_CLAN_IMAGE}/46236105/f3...
Read full update on Steam ↗This update improves tooltips, translated interface text and NPC navigation in the full game and Mediterranean demo. Tooltips The same tooltip no longer appears twice when it is both pinned and hovered. Crew tooltips show useful information that is not already visible on the screen. Translations and layouts Fixed translation gaps in birthdays, food tooltips, fishing notices, market rumors, supply notices and other composed interface text. Religious-passenger participation dialogue is translated in every supported language. Crew casualty reports translate unit roles and give taller text enough room. Politics panels leave a clear gap between relation labels and national flags. Hull and standing displays no longer expose long fractional values. Crew casualty report in Japanese {STEAM_CLAN_IMAGE}/46236105/91a0dc89b59ef2cc9e166dbac453eaea7bd8a77a.png Birthday dialogue with High legibility...
Read full update on Steam ↗This update improves NPC navigation, menu responsiveness, and translated dialogue in the full game and Mediterranean demo. The world-map screenshots below are from the full game. Navigation Improved NPC river-mouth handoffs and coastal departures, including larger hulls. Blocked local routes can replan without teleporting ships. River ends taper to a point without changing navigable water. River navigation near Nanjing: {STEAM_CLAN_IMAGE}/46236105/1369b060c2537cf5b2ed4701acfc0daf5b33ada2.png Menus and dialogue Reduced repeated work when drawing Options and opening market dialogue. Reduced the cost of scheduled politics updates. Long fishing and hail labels have more room, and ship papers use their available space. Inventory summaries and waypoint names wrap in narrow windows instead of cutting off their text. Fixed missing translations in parcel-completion replies, campaign introducti...
Read full update on Steam ↗This patch brings the changes made since the previous October 4 build to the full game and demo, with more tutorial guidance and fixes from playtester reports. Learn the ropes The sailing tutorial explains crew count as part of its HUD walkthrough. Each defeated practice canoe gets its own short tip: ramming with your bow, deck fire from archers, crossbowmen and arquebusiers, then completing the encounter. Deck fire uses the same combat rules as a voyage. Practice keeps your own crew safe, and the canoes sink rather than surrender. Options includes a confirmed reset of onboarding reminders. It leaves your voyage untouched; you can still replay the sailing tutorial whenever you like. {STEAM_CLAN_IMAGE}/46236105/82c0e6ac3e6f63d93954ec775da00bacfeb6fcb9.png {STEAM_CLAN_IMAGE}/46236105/0114a45bad25f8edeafb68dca072082d0ba96405.png {STEAM_CLAN_IMAGE}/46236105/588d635ec853ecc16347cf921501848...
Read full update on Steam ↗This update improves the sailing lesson, menu navigation and several issues reported by playtesters. These changes apply to the full game and the demo. Sailing lesson and controls The tutorial river now follows a chain of hexes with gentle bends, using the same river geometry, water checks and navigation rules as the voyage. River bends give ships more clearance on the inside without widening the outside bank. This correction applies throughout the world. When shore hauling is possible but you are not hauling, the lesson shows a large pulsing reminder using your current controls. Reduced motion disables the pulse. The point-of-sail display uses green for beam reach, red for in irons, and orange or yellow shades for the other courses. The written names remain. Options is available from the tutorial pause menu. Back returns to that menu without restarting the lesson, including when paus...
Read full update on Steam ↗This update rebuilds the optional sailing lesson around the same river and ship systems used in the voyage itself, makes crew and loadout choices easier to understand, and adds a fuller Hajj journey with calendar-bound passages. A sailing lesson that matches the voyage The tutorial river now uses the ordinary world’s river geometry and rendering, so its width and banks teach the same navigation the captain will encounter after departure. Ship handling, shore hauling, the HUD, and menus now share their normal voyage implementations. Hauling can bring a vessel forward or stop it, but can no longer drag the ship backwards. Canoes avoid and collide with one another instead of merging into one sprite, and defeated boats visibly sink rather than disappearing. Crossing the channel’s exit line advances the lesson even when a fast frame carries the ship beyond the exact waypoint. Standard sail...
Read full update on Steam ↗This patch makes sailing and combat more dependable, gives passengers and crewmates clearer agency, and improves the information captains receive while planning a voyage. Companions and passengers Passengers who are declined now wait at the inn for a while, so captains can return after making room aboard. Crewmates, passengers and emissaries now speak up before the captain attacks their country or home port. The captain can reconsider; proceeding causes the objecting character to leave and ends any commission entrusted to them. Characters whose occupied home is being liberated instead urge the captain to take the commission. Every departure receives a clear acknowledgement with the character's portrait, and the same departure and quest-failure rules cover timed events. East Asian pirates now draw from more appropriate regional identities and portraits, including Japanese wokou captain...
Read full update on Steam ↗This update rebuilds the optional sailing lesson around the same handling, controls and feedback used during an ordinary voyage. It also makes early voyages, parcel delivery and market comparisons easier to understand. Sailing lesson and ship handling Reworked the sailing lesson to teach the real wind direction and points of sail, including downwind sailing, beam reaches, close-hauled courses and the no-sail zone. Corrected the tacking lesson. The destination is now genuinely upwind, and the guidance adapts whether the player chooses the northern or southern tack. Replaced the tutorial's heavy galleon with the nimble, cannon-armed Coastal Pinnace so steering and combat are easier to learn. Added a marked route through the hauling channel. The route changes colour when hauling is actually available, and the ordinary stamina display shows its cost. Restored the normal voyage status pane...
Read full update on Steam ↗This second patch today focuses on keeping voyages responsive during fishing, world catch-up and navigation, while adding a little more physical character to shore hauling. Sailing and responsiveness Fixed a freeze reported while passing a tuna school with a full cargo hold. Full-hold fishing targets no longer capture steering or start the fishing prompt, including at high refresh rates. Fixed the Captain Menu becoming impossible to close after that interrupted interaction. Moved browser save serialization off the main thread when workers are available, reducing pauses during larger autosaves. Spread cold coral-mask generation, overdue political simulation and long overland-trade catch-up across frames instead of allowing one frame to absorb all the work. Recovered stale NPC waypoint progress when a local route is replaced, rather than allowing the ship update to stall the voyage. Add...
Read full update on Steam ↗Desktop and text fixes Fixed the small pixel font appearing filled-in or blurry on some Windows systems. Its authored pixels are now rasterized deterministically instead of depending on operating-system font smoothing, including in port scenes and the loading screen. Added a Linux launcher compatible with Ubuntu systems that prevent Electron's usual sandbox startup path. Steam launch arguments continue to be forwarded to the game. Made desktop shutdown cleanup bounded and reliable so a native dependency cannot leave the game running indefinitely after Quit, including under Proton. Voyage and battle feedback A sinking ship still receives its full sinking animation by default, but the new Continue control can advance to the memorial. Escape and controller Back do the same. The memorial now has a clear Return to main menu button. It works with mouse, touch, keyboard and controller, and E...
Read full update on Steam ↗This update adds a guided introduction to sailing, makes market prices easier to compare, and removes several sharp edges from changing ships and continuing a voyage. Learn to sail A new, isolated sailing tutorial teaches steering, sailing downwind and across the wind, tacking upwind, rowing, shore hauling, cannon fire, fishing, river navigation, docking, and selling your catch. New players are offered the tutorial prominently, and it remains available from the main menu whenever you want a refresher. Tutorial prompts follow the active control scheme, the wind, and the player's actual position instead of assuming one route through the lesson. Corrected the tutorial channel, river geography, fishing sequence, guidance arrows, wind display, and several presentation details. Markets and voyages Merchants can now show a complete local price ledger, sortable by good, local buying price, or...
Read full update on Steam ↗This update gives ranged crew a clearer role aboard your ship, makes local production follow harvest seasons, and improves menus in smaller windows. It also fixes sailing controls, text rendering, and language switching. These notes cover changes since the previous Steam and itch update. Crew and combat Deck volleys now reflect your healthy ranged crew: archers and hunters fire bows, crossbowmen fire crossbows, and gunners fire firearms. Three available archers contribute three arrows; buying weapons no longer turns ordinary sailors into extra shooters. Weapon upgrades improve the matching crew's damage both ashore and afloat. Crossbow upgrades now have their own damage bonus rather than improving bows. Hiring and crew-management screens show weapon icons beside crew who can shoot from the deck, with a small explanatory legend. Crew experience still improves ship handling. Updated his...
Read full update on Steam ↗This update adds a clearer combat cue, an optional easier-to-read text mode, and further improvements to menus, onboarding, and error recovery. The red outline around a ship's flag now slowly pulses when that ship is actively fighting you. Other enemy outlines remain steady, and the flag itself stays fully visible. Reduced-motion mode keeps the outline steady. Added High legibility text in Options, using Atkinson Hyperlegible Next and appropriate fonts for every supported language. This mode uses natural casing for ordinary labels and notices. The default pixel-text mode retains its pixel-perfect rendering. Reserved the ornate heading font for decorative branding; functional headings use the more readable interface fonts. Improved menu space usage so short screens show more choices, and fixed the clipped page indicator. Fixed oversized shipyard previews covering price details. Ship pr...
Read full update on Steam ↗Thank you to everyone playing the demo and sending feedback! This update improves repairs, reputation, and the information available to your captain. We also owe you a catch-up changelog: the second section collects highlights from the updates shipped since the September 17 demo launch, not just changes arriving today. In this update Port repairs now take time instead of instantly restoring your hull. A shipwright still repairs your ship underway when conditions permit. Reputation changes can affect related nations through alliances, rivalries, and subject relationships. Port residents can react to naval victories and piracy. Added guidance when an enemy first surrenders, explaining how releasing the ship can improve your standing. Pirate encounters have their own guidance. Added slim hull and rowing-stamina bars to the top HUD, so crowded waters cannot hide them. Hover for details; H...
Read full update on Steam ↗Steam currently lists 18 Nov 2026 as the release date.
Friendly captains now have more to offer when you hail them, in both the full game and Mediterranean demo. Ask for an escort. With good standing, an available armed captain can agree to sail in company for part of you…
This update adds a deliberate captain redraw, direct trading from the Prices table, and clearer combat cues in the full game and Mediterranean demo. One new draw of captains. After your first voyage, Redraw lets you d…
{STEAM_CLAN_IMAGE}/46236105/261981055ad1090372e45b34c6366f7995330fc8.png This update improves shoreline navigation, controller setup and voyage reliability in the full game and demo. Fixed another tight river bend tha…
This update improves shoreline steering, nearby ship navigation, menu behavior and save reliability in the full game and demo. Fixed another shoreline contact that could prevent a ship from completing a turn. Ships ea…
This update fixes a tight riverbank turn and interrupted music transitions in the full game and demo, plus a Politics issue involving Nagasaki in the full game. Fixed a riverbank contact that could prevent a ship from…