
From the whole shipyard team, I wish you a happy new year.
May you have fun, create new friendships, and enjoy our beautiful planet in 2026.
What we’ve been up to since this summer #
We tweaked the game’s code over 1000 times, and welcomed 2 new team members aboard.
Pixelberk has been contributing a lot of code this year adding much needed UIs, and YoSoyFreeman quickly made improvements to our game’s camera. It’s now smoother and has accessibility settings for reduce motion.
The game is getting more frequent updates thanks to Pixelberk.
We wanted to show you some of what we’ve been up to since this summer, and give you a glimpse of what to expect from us in 2026.

We added the lobby, a space where you can talk to the advisors and ask questions or start quests.

This is implemented by Yann Kervran using the plugin Dialogic.
The back end for the expedition system is ready, and Giiba went into an exploration of how to represent simulated maritime traffic and the player’s ships (seen here on the pink line) as they sail towards expedition point of interests on the map.
0:05 / 0:05

- New event ui from Pixelberk:


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Two colored character sprites by Ariochai.

Camille, the engineer.

Voltairine, the coppersmith.
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New icons by Chroma for engines and resources.


High quality engine

vintage diesel engine
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Weekly trader visit:
Players will now have a chance to sell their surplus of resources once a week to the visiting trader.
We will add the sprite of traveling engine merchant Loretta here.
We’ve also started concepting ships to prepare for 3D modelling.

tugboat concept art, by Amirdraws.
Next year, we’re going to model some ships and make a system for 2D shipbuilding diagrams to turn into 3D ships parametrically.
@khaleer ported over most of the assets we’ll need for the Sea of Hirwazh scenario from Blender to Godot.



(We’re still looking for the perfect water shader).



See you next year, and thanks again for your support!
