Ahoy everyone, thank you so much for a wonderful Steam Next Fest! [b]One thing first:[/b] [list] [*] [b]Seablip's Demo will stay available on Steam until launch![/b] Having the demo available significantly boosts the visibility of Seablip. It's something I cannot afford to lose, and the only reason not to have it up is that it distracts me from my development. [/list] [img]https://clan.cloudflare.steamstatic.com/images//39189052/5998bcf3680c8d1098f454993f7eccc2efa68eda.png[/img] [h3]Steam Next Fest[/h3] Throughout the week, Seablip gained a lot of positive and negative attention. I've been trying to watch all the feedback, even though it's not very enjoyable to watch a negative stream. However, I take it seriously and consider the necessary changes for the game. Overall, it has been a valuable experience. [i]Seablip may not appeal to everyone, and I realize I need to make some tough decisions, especially concerning the game's intro. Not all players get to experience the sea, which is the core aspect of the game that I've invested the most time in.[/i] With limited development time remaining, I have learned that I must prioritize the core gameplay over the story. I believe this will contribute to making Seablip better. I dream to continue working on Seablip after its release, but that's a bonus if things go well. The primary goal is to deliver a game at release that feels robust and polished at its core. [img]https://clan.cloudflare.steamstatic.com/images//39189052/2f98d9443a55ec87b1afdb1c19f33ff0687a717c.png[/img] [h3]Major Changes from Demo to Seablip's Release[/h3] [b]New Player Island[/b] I'd like to revisit an idea I had earlier in Seablip's development, where players start on their own, much smaller island. This island would function as a base, requiring players to construct defenses on the right side to guard against raiding pirates and enemies. It's more gameplay-oriented, building upon existing concepts with some new elements. Here are a few key points: [list] [*] This island will be located close to the one you live on in the demo, ensuring the story still plays a significant role, though slightly more on the side. [*] Crafting mechanics will be adjusted to align with this new base. [*] Crew management will also be linked to the player's new base. [*] While it might be interesting to allow players to capture and build bases on new islands, achieving this before release seems unlikely. [/list] [i] These are some major changes from how the game starts now, and that would require some time, but my goal is still to get within my deadline, and rather prioritize differently what I can and can't make before a release. These changes aim to enhance the gameplay, and that is the most important thing. I think this will make the game better.[/i] I look forward to sharing more details as we approach. The release is on the horizon, and I have to put all my energy into development to get it ready in time. Again, thank you all for playing the demo and wishlisting Seablip. - Jardar [img]https://clan.cloudflare.steamstatic.com/images//39189052/d544538d86391951d03b78b2a4617e5df544662f.png[/img]