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Steam News26 June 20269d ago

First Update in a While!

Hey everyone! It's been a while since our last game update. We ended up delaying it twice to add extra stability and fixes, and now it's gotten much bigger than we intended!

Full notes

Full What'Sub update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone! It's been a while since our last game update. We ended up delaying it twice to add extra stability and fixes, and now it's gotten much bigger than we intended!

What changed

11 fixes17 additions13 changes3 removals
  • Performance
  • Maps
  • Balance
  • Gameplay
  • UI and audio
  • Store
addedHey everyone! It's been a while since our last game update. We ended up delaying it twice to add extra stability and fixes, and now it's gotten much bigger than we intended!
addedWe're still working hard on the next major update, but for now we're soft-launching the new biome, the caves.
addedBig additionsAdded the cave level. It's not entirely done yet - we haven't implemented any obstacles or enemies. But you're able to sail around, gather treasure and explore. Please let us know what you think! Because of this, it is no longer random which biome you load into when you dive deeper.
addedBig additionsAdded clams to the shallows. Steal their pearls for profit :>
addedBig additionsReworked how the periscope works The periscope used to be able to see everything in the level. Now it is both dependent on where your cursor is, and it has a max range. This was done to encourage exploration, since we felt it got kind of boring when you had all the information from the start. To help you get an idea of where you're going, the periscope now has a "scan" ability, which reveals every waypoint in a longer range for a limited time. This ability has a fairly long cooldown, so we still encourage you to look for stuff on your own :) We've also added text to periscope waypoints. We realized some of our icons were kinda hard to understand
addedSmaller additionsYou can now throw money at other players with "G"

What'Sub changes

addedHey everyone! It's been a while since our last game update. We ended up delaying it twice to add extra stability and fixes, and now it's gotten much bigger than we intended!
addedWe're still working hard on the next major update, but for now we're soft-launching the new biome, the caves.
addedAdded the cave level. It's not entirely done yet - we haven't implemented any obstacles or enemies. But you're able to sail around, gather treasure and explore. Please let us know what you think! Because of this, it is no longer random which biome you load into when you dive deeper.
addedAdded clams to the shallows. Steal their pearls for profit :>
addedReworked how the periscope works The periscope used to be able to see everything in the level. Now it is both dependent on where your cursor is, and it has a max range. This was done to encourage exploration, since we felt it got kind of boring when you had all the information from the start. To help you get an idea of where you're going, the periscope now has a "scan" ability, which reveals every waypoint in a longer range for a limited time. This ability has a fairly long cooldown, so we still encourage you to look for stuff on your own :) We've also added text to periscope waypoints. We realized some of our icons were kinda hard to understand

We're still working hard on the next major update, but for now we're soft-launching the new biome, the caves.

So without further ado, the patch notes:

Big additions

  • Added the cave level. It's not entirely done yet - we haven't implemented any obstacles or enemies. But you're able to sail around, gather treasure and explore. Please let us know what you think!

    • Because of this, it is no longer random which biome you load into when you dive deeper.

  • Added clams to the shallows. Steal their pearls for profit :>

  • Reworked how the periscope works

    • The periscope used to be able to see everything in the level. Now it is both dependent on where your cursor is, and it has a max range. This was done to encourage exploration, since we felt it got kind of boring when you had all the information from the start.

    • To help you get an idea of where you're going, the periscope now has a "scan" ability, which reveals every waypoint in a longer range for a limited time. This ability has a fairly long cooldown, so we still encourage you to look for stuff on your own :)

    • We've also added text to periscope waypoints. We realized some of our icons were kinda hard to understand

Smaller additions

  • You can now throw money at other players with "G"

  • Wrenches now have different swing and hit sounds based on the equipped cosmetic

  • Each biome now has different ambient sounds.

  • Actually, there were so many sound updates to this game, I definitely missed some

  • Added a bunch of new eyebrows (which is great if you're a brunette - sorry, we're working on being able to change hair and skin colors but it's not quite ready yet!)

  • Added eyepatch options

  • Boltcrabs can now pick up your items and run away with them. It's both really cute and really annoying :D

  • Animated the boltcrabs

  • One of our programmers wrote that he added birds to the shipyard but I cannot for the life of me find them. Let me know if you actually see them because I do not

  • Added new foliage to the shallows, and improved materials in the biome.

  • Added a "game over" screen

  • Movement now changes when you're underwater

  • Added a red zone to the fuel meter to make it more obvious when you're about to run out

  • Updated the wardrobe UI - you can now also spin the character

Fixes

  • The item importer sound has been remade from the ground up. It is now 1000% less annoying

  • Changed the order of tutorial to teach the player how to move without fuel first. Hopefully this means less people get stuck on the tutorial...

  • Moved interaction prompts for various situations (such as placing/throwing items and firing the harpoon) next to the crosshair. They also provide improved feedback based on your inputs.

  • Also changed the coffee mug inputs to work as you would expect.

  • Updated the logo on the main menu to be the current, actual logo

  • Dialogue now requires you to hold a button to advance

  • Fixed replication issues that caused other people to show up as if wearing nothing

  • Removed another stuck spot or two in the shipyard

  • Fixed an issue where sunlight would make blurry halos in shadowed areas

  • Made Zip's collision bigger so you can actually look her in the eyes when you talk to her

  • Improved the default sorting of upgrades in the shop

  • Removed the unimplemented "cargo" upgrade on the submarine

  • Fixed a bug where the submarine had disappeared when loading an old save

  • Made throw less likely to clip through things

  • Players are now teleported inside if they got out of the submarine while the doors were closing. We don't condone leaving your friends behind!

  • Improved lighting in the medium submarine

  • Crank can now be used while docked

  • Changed a lot of interaction keybinds around to make sure it is always possible to use what's in your hands. This was done in preparation for future content :>

  • Oxygen is now refilled while docking at Zip

  • Replaced the placeholder buildings in the shipyard with less gaudy placeholder buildings (not final art)

  • Sell prices are now divided by the number of players (+10% for each additional player). This does not affect cosmetic currency. This was done in preparation for the currency and progression rebalance :>

Performance

  • Reduced build size by over 70%. Yes, you read that right. No, I won't elaborate :D

  • Disabled shadow casting on foliage in the shallows

  • Reduced performance impact of pufferfish

  • Reduced the lighting complexity of the shipyard

Known issues:

  • The startup screen flickers a lot

  • Sometimes shadows turn weirdly pixel-y

  • Oxygen drains in loading screen

  • The captain cannot drown

As always, if you run into issues, remember to report them using the feedback form (F1 in-game). If you have trouble launching the game, let us know on discord! And if you crash, we will be eternally grateful if you share the crash files with us :)

  • The What'Sub team

Source

Steam News / 26 June 2026

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