This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

January 17, 2013 - Дон Ублюдон

We're working hard on the future alpha tests and decide to show few ships "in work".

Three beautiful steel giants are on the way to salty water! :)

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Heh, mini-quiz - what are them? :)

Every ship is created with love and care. We use the best blueprints that can be found in archives, historical consultants are screaming and trying to escape when see us (they think we drinking their blood, naive guys :) ). If we've found something wrong on model - we immediatly put it back into dev process to fix.


Very soon you'll get an ability to try them in battles.

Also, USSR warship Project 56a is in process again:

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Hope you like it. Stay in touch and we'll show the UI soon ;)

January 7, 2013 - Дон Ублюдон

The crew is a vessel's blood. Without professional sailors any ship is no more than a figure in the "sunk tonnage" list.

Read more about on our forum[]!

December 31, 2012 - Дон Ублюдон

Dear friends!

As the year draws to an end, we’d like to take this chance to wish you all a Happy New Year!!! We promise to deliver more awesomeness and quality into our game in 2013!

We wish you a very happy, healthy and prosperous 2013 for what will be without doubt an amazing year of great new energies! Life comes only one time, so live life to the fullest and enjoy every moment. Happy New Year!

Thanks again for all the amazing support to each of you!

Sincerely Yours,
Hiazma Games Team

December 20, 2012 - Дон Ублюдон

In our debut trailer video you could see that ships have an unnatural behaviour on the waves (they are like a flying bricks). I'm agree, but it doesn't mean them will be like that in game.

I've got an "in development" video from the our SeaCraft's forge, it's still WIP, but you can see the difference:

This question is very important for us, because the ship's behavior plays significant role in battles, especially on stormy weather. SeaCraft is not a strategy with the "God view" camera and not an arcade on small boats (it can be interesting too, but not with weapons of Cold War), so the Ship, the Ocean and their Connection together are the face of our game.

Technically, there are few challenges we have to fight with:
- The smallest boat in SeaCraft is 19 meters length and the largest is about 170 m. Also, some ships are hovercrafts. Their behaviour is very different when we're speaking in terms of game physics world.
- The tossing should work in multiplayer and be synchronized for even 32 players! As you know, in almost games physics works on client side, but in our case we have to apply different approach (so, all physics will be calculated on server side);

However, it's not a problem for us :) I just want to say that we're on the way with it.

December 17, 2012 - Дон Ублюдон

We're doing crowdfunding on IndieGoGo and our own website[].

The great news that project will be released in any case, but its size depends on you! We need your support to make it best - the money raised on our site and on IndieGoGo are combined to determine which of the main stretch goals we’ve met.

We're fans of our action and you can see a twinkle in our eyes when we're speaking about ships and ocean :) But today we're very small team and we need your support to release the project.

People who sponsored SeaCraft we call Founders, as these people stand at the origins of the project. You as the customer get the ultimate vote in whether we make this game. Your dollars are your votes and the better we do the more resources we’ll have to bring you a great game.

Feel free to say what you think about us and the game! We have a Russian soul and happy to communicate with you :)

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