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.

December 12, 2012 - ufna

Good day, captains! Little time passed since the last news, and “How does it work?” beats the rush to give some fresh information about the project. We decided to refuse from the classical accumulation of experience. It is time to offer something fresh!

Read more about on our forum![]

December 9, 2012 - ufna

Thanks to all gamers on Steam for helping us hit the Top 100 in a week only! We'll continue to keep everyone posted on updates as they happen. New realistic ship physics presentation and the next issue of "How does it work?" magazine are on the way and we'll show them soon!

Thanks again for all your support!

December 4, 2012 - ufna

We've got a lot of comments that our waves have spikes in trailer. Yes, it is. But it's not a bug at all, it's a "feature" of optimization for low-end PCs. Of course, it shouldn't be in trailer as you expect to see the maximum of game quality here, but it happend and I decide to clear it.

Today SeaCraft works on low-end PCs with good quality enouth. It means that ocean has less polygons when you play thus. Nevertheless if you have a modern PC you'll see the cool and smooth image - because the power of Unreal Engine is with us! :) Anyway, the quality of low-end pic will be improved and "spikes" will be fixed too.

I've attached few screens:

[] [] [] []

And a simple video here:
Compression killing the details but I hope that main idea is clear. But please don't look at ship's physics! We'll show our new physics model with proper ship vs. waves interaction soon.

December 3, 2012 - ufna

We've got a lot of requests for SeaCraft availability on Mac and we're happy to announce that the game will be avaible for Mac too!

As it's not a primary platform for us, it may be released about a month later than PC version (but we'll try to make their releases at the same time).

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