Hello everyone! This post covers the November 1 Demo update and fills in the notes for changes already included in several recent Demo builds. Some of the improvements below arrived in earlier updates; we are documenting them together here.
November 1: Seagull Rescue and Unstuck Options
- Updated rescue landings: after returning to the central main-deck grating, your character plays the falling and landing animations, then stands normally. The lying-down and get-up sequence has been removed from this rescue flow.
- Fixed an issue where rescued players could become trapped below the grating, unable to move or use the unstuck option.
- Added Force Unstuck: after 3 seconds, return to a safe location. Outside combat, this is near the boarding area; during combat or spectating, it stays within your permitted area. The destination is checked against the ship and other players.
- Using the normal unstuck option while overboard returns you to a water-surface position where the seagull can reach you.
November 1: Audio, Volume Controls and Glass Windows
- Footsteps in the cabin, on deck and on wooden stairs now use the corresponding wood-surface sounds.
- Volume settings now have seven separate controls: master, music, ambience, footsteps, interactions and combat, UI, and player voice. Footsteps can be adjusted independently.
- Added transparent glass to the captain's cabin and the windows above it, while keeping wooden frames and bars opaque.
- Corrected the port-side window display issue that made wooden bars appear to extend into the cabin.
Earlier Updates: Pirate Dice, Rum and Supplies
- Pirate Dice now allows up to 10 dice per roll and supports dice debt, preventing a depleted dice balance from ending the game early. Existing round limits, win rules and leaving rules remain in place.
- Voyage supplies are calculated from the crew members actually eligible for that round, with the two extra supplies removed. The limited supply pool and collection eligibility still apply.
- Confirming a rum bag now submits its offer automatically, and the interface shows the actual four-slot cards.
- The default rum controls are E to accept, N to refuse and F to confiscate the valid target currently shown. Using all confiscations settles the turn; you can still end it early, and the final round displays the results.
- Rum supports left/right selection of bags or targets, up/down selection of legal cards, and Enter to confirm. Mouse controls remain available.
- Newly acquired weapons can fill a legal empty pre-equipment slot without replacing your choices or being placed directly in your hands. Combat borrowing, returns and special-equipment action costs keep their existing rules.
Earlier Updates: Controls, Interface and Camera
- The default backpack key is B, while Tab controls pointer mode. Fixed the conflict caused by older cloud settings assigning Tab to both actions; non-conflicting custom bindings are preserved.
- Choices that need a pointer automatically enter an operable pointer state, then restore the previous state when finished.
- Increased wheel scrolling steps in common lists and panels, and added missing scrolling routes for the task list and noticeboard. Scrollbar dragging remains available.
- The voyage turn-order bar shows a single row of actual crew portraits and highlights the current player.
- When downed during a voyage, the camera follows the character's fall and tilt, then fades briefly before moving to a spectator view allowed by the existing rules. Downed messages now describe the downed state clearly.
Earlier Updates: Combat Response and Bullet Effects
- Local Hide-and-Seek firing immediately plays its animation, recoil, sound and muzzle effect. The server reply no longer repeats those effects for the same shot.
- Added a short input buffer near the end of the firing cooldown while preserving the existing firing interval, ammunition, damage and server hit decisions.
- Adjusted the timing of voyage hit-camera feedback and weapon impact pauses so delayed feedback from an older hit does not affect the current view.
- Replaced long bright bullet lines in both modes with short moving trails.
- Shotgun pellets scatter randomly within the existing spread on each shot. Pellet count, spread limits and damage formulas are unchanged; the number of pellets that actually hit can vary with the scatter.
Earlier Updates: Hide-and-Seek Maps and Movement
- After entering a Hide-and-Seek match, only the selected area's map is loaded. Changing areas unloads the previous map, and spawning or starting waits for the map to be ready. This change concerns map residency after entering a match.
- Scene props now use size-based interaction: eligible small props can move, larger props can be pushed slowly, and buildings and large structures stay fixed.
- Adjusted forced-descent distance, ground-state updates and movement at shallow contacts such as barrels and wall corners to improve sudden-drop and blocked-movement behavior.
- Adjusted the hider's third-person camera obstruction and outward recovery to reduce repeated zoom-ins caused by small props. Hunters retain first-person view.
- Calibrated hunter eye height and unified the vertical view range to 80 degrees up and down. New rooms default to a 1.3-metre normal jump height; saved and custom room settings are preserved.
Earlier Updates: The Ship, Doors and Animal Interactions
- Animal rescues take place beside the ship in its current waters, avoiding forced relocation of the ship or crew for a rescue event.
- Added an approach phase before a seagull picks up an overboard player, allowing swimming until pickup. Return landings target the central main-deck grating, with revised release handling.
- Added E pickup and put-down interactions for the monkey and sparrow aboard the ship, and adjusted carried movement, put-down orientation and animal ownership handoffs.
- Removed interaction rings from animals, sloped stairs and straight ladders while retaining the existing prompts for items, doors and containers.
- Lowered the grip points and visible handles on both sides of the five ship doors, and added metal hinges to help show the opening direction.
- Adjusted force buildup and inertia when pushing doors with your body, together with the arm-reach limits used while holding a door.
- Adjusted physical blocking at combat-net boundaries and spectator standing positions, reducing return-position corrections caused by routine boundary checks when jumping on crates.
- Added lights at the four stair positions and adjusted cabin lamp sizes and the ship materials' response to local lights. Current weather is unified to clear conditions.
- Added wind movement to sails and selected main rigging lines.
Earlier Updates: Multiplayer, Languages, Feedback and Icons
- You can explicitly choose Steam or LAN before creating or joining a multiplayer room. LAN joining uses the host's IPv4 address and supports an optional room password.
- LAN hosts can view, copy and refresh their local addresses; clients see the address they actually connected to. Each connection mode shows the appropriate room information.
- Expanded in-game language options to 29, adding 24 languages. The new text uses machine-assisted translation; reports of inaccurate or unnatural wording are welcome.
- On the Demo's first launch, you can choose whether to enable automatic error reports and later change or withdraw that choice in Settings. Automatic capture is not enabled before consent.
- Updated the Windows application, Steam library-list and shortcut icons to the ship emblem on a mist-blue background.
Feedback Still Open
Reports of fine white model edges, dashed edges on loading cards, and underwater visibility through the hull or rudder remain open. This update does not include fixes for those reports. We will also continue collecting feedback on stuck positions, cameras, audio and multiplayer.
Thank you for playing! When reporting a problem, please include the version, game mode, location and steps that led to it so we can investigate more quickly.