Full notes
Full Seaport Tycoon update
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What changed
- Gameplay
- Server
Seaport Tycoon changes
MERRY CHRISTMAS AND A HAPPY NEW YEAR 2025!!!
I hope you can spend a decent time with your family and friends.
SeaPort Tycoon development is moving on, so I wanted to share with you some few updates about what has happened since the last update.
In the past few weeks, the usability became a more important aspect of the development – this means, play-change-test-repeat 😉. The aim is to achieve a certain level of an intuitive gameplay, by simplifying the construction aspects and adding some few important features into the game.
The tricky parts are the road network changes: They do not only trigger a change in the road network itself but also a change in the behaviour of the vehicles; and all of this ideally at 60fps. This is a challenge keeping in mind the amount of traffic that is supposed to hit the port.
In addition, I have started to focus on some sort of in-game management systems, keeping the player informed about what is going on in the port.
Check out the latest screenshots down below.
I hope you like the progress!
Please do not forget to like and wishlist the game on Steam!!!
Thank you and have a great day!!!!
YouTube: SaintWorks
https://www.indiedb.com/games/saintworks
"Stacking" the port is possible - use the space in the most creative way! 1st floor trucks, 2nd floor containers and cranes!
Ships are indicating their loading/unloading status + the remaining time in port
Changes in road network require the vehicles to find new routes. A tricky challenge, if you want to keep the performance high ;-)
Source
Changelog.gg summarizes and formats this update. How we read updates.
