Feral Blue — Update notes (November 21)

November 21, 2019  |  Feral Blue  |  No Comments

Hi everyone,

Today, according to our development roadmap (check it here in case you still haven’t), we’re releasing an update dedicated to balance, optimization and interface improvements.


Update notes (November 21):


– New crew management interface. We’ve rearranged some elements, added a couple of new menus and tried to make the task assignment process much more convenient in general.

– Added hotkeys for the strategic map.

– It is now possible to enter the quantity of goods manually in the trading screen.


1) Production

Substantially revised formulas and mechanics responsible for ammunition production, ship repairs, crew morale penalties and bonuses.

Now crew members will level up their skills faster depending on which task they are performing. We should note that there are no penalties for the mismatch of the character’s skills and the type of work they are doing, so you can freely operate with all available crew members.

2) Battle damage

We’ve reworked the crew damage calculation during battles. Now it works like this:

– only one crew member takes damage until he dies (it was divided among everyone before which made it seem like nobody was taking damage);

– only warriors take damage (serfs are hiding in the cargo hold and don’t participate in battles);

– the more space a ship has, the less damage the crew takes. A crowded ship will receive a separate crew damage penalty (as people have nowhere to hide).

3) Enemy power

We’ve adjusted the power of smugglers, so that they wouldn’t be too weak at the start or too strong as more time passes.


Improved performance in cities and ship cabins.


– Added visualization for high-level cabins.
– Added city flags for factions.
– Added new material for pavements.
– Improved lighting in cities.

Feral Blue — Roadmap

November 15, 2019  |  Feral Blue  |  No Comments

Hi everyone,

Today we’d like to share our plans for the future development of Feral Blue – for now, untill March. Let us explain why only until March. As you may know, game development, especially in regards to early access, can be very unpredictable. Simply put, some things on the list may not make it in, while other unlisted and new stuff may appear in the game down the road. Come March, we’ll do an evaluation of your feedback and our capabilities and announce further plans.


At the moment our roadmap looks like this:


This month is mostly about interface fixes, as there were quite a few comments on it, and we’ll do our best to consider them. One part of the team is in charge of this, the other will keep working on the quest system.

Most probably, next week we’ll release an update that will introduce substantial changes to the crew management interface + some graphical improvements for cities.


During this month the foundation for the quest system should be completed. We expect at least two updates here.

For the first update we’ll launch the so-called strategic quests: delivering goods to cities, extracting required resources, transporting valuable cargo (and passengers) between the cities.

In the second update we want to add tactical quests: missions on land, where players will have to eliminate bad guys, sneak into the camp and steal something or just kill everyone there. In general, these missions will be about stealth and exploration.

In addition to this, we’ll do some fixes to city economy, expected to be a part of one of the December updates.


After the New Year, we’ll be primarily working on a new blueprint system and a technology tree. You’ll be able to learn ship building methods in cities, so that you could build them yourself later. Vessels captured in battles can be brought to your city and your local engineers can take them apart and get a bonus to their research.

In addition, we’ll start working on the vassal system – players will be able not only to appoint their governors in the cities, but also control them. This includes supply management, convoy system, assistance in wars.

In total, two updates in January, one about research, the second – about the vassals.



By the end of winter, we plan to work on the ‘end goals’ – things that give players an opportunity to get victorious in the game world. If they wish so, of course. An end goal will be presented through a number of global events, like epidemics or invasion of never before seen dangerous enemies. With the help of diplomacy and military power, players can accept this challenge and change the world.

Most likely, there will be a series of smaller updates that will add city missions, global events, new quest lines and the ending options.


By this time, we’ll have added quite a few mechanics, so some bug fixing will undoubtedly be in order – for the beginning of the month.

After this we want to see how things went, summarize all collected feedback and share our next development plans.

Feral Blue — Update notes (October 28)

October 28, 2019  |  Feral Blue  |  No Comments

Hi everyone,

Over the weekend we’ve made some fixes and additions for Feral Blue (available for download now) – thank you to everyone who helps us find these issues!


Update notes (October 28):


– Added distribution of equipment through the warrior’s description in the cabin

– Added notification text for the guns without ammunition

– Added auto-change for ammunition, if one of the types is depleted

– Added trading and recruitment for villages

– Added Chinese language for the tutorial

– Added factional flags for city walls and factional icons for cities and villages


– Fixed a bug with captured ships not moving on the map

– Smugglers now always offer to trade, rather than attacking first

– First level pirates and smuggles no longer have ribadekins

– Increased starting parameters for player’s character

– Cabin repairs now costs 10 times less

– Fixed a bug with the stalemate in naval battle, when enemy attacked player immediately again and with full parameters (as if there had been no fight). Now the parameters are saved, and the enemy moves into the nearest village after the battle

– Fixed interface sliders (they decreased in size with mouseover – in settings, ammunition purchase and item transferring menus)

– Fixed a bug with the length of the interface text

– Fixed a bug with non-attacking enemies and the discrepancy between ammunition types and the guns – now all guns are distributed correctly

– Enemies shoot back more aggressively.

– Disabled automatic entering into the cities when moving nearby

Feral Blue — Early Access release

October 22, 2019  |  Feral Blue  |  No Comments

Hi everyone,

Today is the day when the so-called Second Flood will happen on Earth. People of good will perish, and the remaining sinners will have to suffer in a world where soil is more valuable than diamonds.

At least this is how the members of the St. John Order see things unfolding. There are other factions in Feral Blue – the Chinese New Ming dynasty, the Japanese Mori Shogunate, anarchist pirates from the People’s Republic – who look at the world more optimistically.

Today you can choose on which ship to sail in this endless sea. This is the very beginning of a very long journey, which is why we’re releasing into Early Access. Together we’ll finish building cities, sort out the economic system, improve the combat, create convoys with timber, clean water and slaves. A lot of important work. And if you are not afraid of this – please welcome aboard!

There will be a small discount during the first week of the sales. In addition, if you own our last game about pirates and seas, Blood & Gold, you should also receive a 15% discount coupon (these discounts should stack).

We hope you enjoy the current version and we’re looking forward to your feedback on our Steam forums and Discord channel!

Feral Blue — Early Access starts tomorrow

October 21, 2019  |  Feral Blue  |  No Comments

Hi everyone,

We started thinking about how cool it would be to make a game with atypical post-apocalyptic setting many years ago (2011, scary to say). Back then we still relied on the Warband engine, released Blood and Gold: Caribbean! and other games. By the end of 2016 we got the very first demo called ‘Karabas’, which later on grew to become Feral Blue.

At first it was a turn-based strategy game with naval battles in real time – combination of our two main series (you could call it Caribeador). Here’s an archived gameplay footage from that build:

Three years later the concept became different. We moved away from the turn-based element, redid the faction list twice, changed the city building gameplay a few times and so on.

We have a little more than 24 hours left until our launch in Early Access – what would we like to say? As usual, we’re making a very difficult game. As always, not everything is going to work properly. We really hope for your support, your feedback and your participation in the project. We also suspect many of you would like to have blocking from Warband back – believe us, we do too. But for now there are many other cool things in the game that need more work. Stay tuned, we’ll share our creative plans in the near future.

Feral Blue releases into Steam’s Early Access tomorrow at a base price of $19,99. There will be a small discount at the start of sales, but if you happen to be a lucky owner of our previous pirate-themed game Blood & Gold, you should also receive a 15% discount coupon.

See you!

Feral Blue — Status update #12

September 30, 2019  |  Feral Blue  |  No Comments

Hi everyone,

Today we have some news regarding the visual part of the game. First of all, right now we’re finishing up the first section of the cities – this is the architecture of the Northern Europeans. The north of Europe has been friends with the sea (especially harsh) for a long time: the Baltics, the Northern Atlantic… So they had no problem adapting to the new life after the Flood. They use wood as a building material, easily inherit technical innovations from the more advanced Chinese empire, and are very tolerant in religious matters.


Aside from the cities, we also started filling in ships’ cabins. We hope that this week we’ll have a functioning arsenal, an armory and, naturally, a distillery – which is the most important part of the ship when trying to come to terms with the realities of the post-apocalyptic world. su12_1

Next after this – new rotating artillery batteries for cities which will make a settlement siege a huge pain in the butt.

Feral Blue — Status update #11

September 12, 2019  |  Feral Blue  |  1 Comment

Hi everyone,

Today we have a small update and a small video for you. We’re gradually approaching the Early Access version of Feral Blue – this primarily concerns the graphical content of the game.

As we mentioned in our previous post, we’ve reworked the rules of boarding a bit. First of all, there’s a phase for ships closing in to each other. It works like this: while the ships are approaching, your crew and enemy’s crew can shoot from afar. After this phase the brawling begins.

The brawling is the second phase. In previous version you could fight only on the deck of one ship. But it’s too crowded and boring. Now you and your crew can jump over to the enemy ship, so the fight can take place on two ships at once.

Thirdly, we tweaked attack and parry animations a bit to avoid stunlocking your character.

Finally – new character models. You can check them out in this video:

Feral Blue — Status update #10

August 29, 2019  |  Feral Blue  |  No Comments

Hi everyone,

Thanks a lot to those of you who found time to play and share your feedback on our second alpha of Feral Blue. Speaking of which, we like watching your YouTube videos even more so, as this way it’s easier to understand how people really play the game: what is hard to get, what is fun and what isn’t. So please fell free to record and upload your footage!

In this post we want to give some answers to the frequently asked questions, as well as comment on some glaring issues.

1) Visual placeholders

First of all, we’re talking about ‘stormtroopers’ here. Naturally, when we launch into Early Access, these visual placeholders will be replaced with characters fitting to the setting. Same goes for buildings. We’re a small studio, so everything graphics-related is very expensive for us, so the visual part of the game will be filled gradually.


2) Boarding

You could call this a gameplay placeholder. In the build we have on our hands the boarding already differs a little – we’re starting with the ships closing in to each other, where you can try shooting at the enemy crew. Then, when the ships are side by side, melee fighters can jump onto the enemy ship’s deck and start fighting (shooters stay on their positions). Players can do whatever they want. We use our own game Blood and Gold as a reference here, where the boarding looked like this.

3) Speed and battle difficulty

At the moment the city siege comes down to looking for the ‘dead zone’ in the range of the city weaponry. We are going to change this obviously, making the sieges more difficult: perhaps troopers from the city guard will attack you on their small boats and try to board your ship. Or maybe it could be some mobile teams with ‘Greek fire’ on board that will prevent you from getting into a comfortable position. Basically, we’re testing different options that we hope will turn the city siege into a very bloody battle.

4) Tutorial and tips

Traditionally, we left this part for the very last moment. So this really has to change.

5) What we’re doing right now

Right now we’re working on the geopolitical game mechanic – factions are going to fight each other, players will be able to interfere in the fight of the big guys and try to grab something for themselves. Cities will trade with each other. This update will probably make its way into the Early Access version.

Feral Blue — Second Alpha starts

August 22, 2019  |  Feral Blue  |  No Comments

Hi everyone,

Today we begin our testing for the second alpha of Feral Blue! Everybody who has signed up will see their Steam key on their profile page right here.

During the second alpha we’re focusing on everything related to the cities. Getting a hold of a city means switching to a different gameplay level – from controlling your gang whose main source of income is robbery – you’re now proceeding to managing production. When your city is up and running successfully, you can then switch to the third and final gameplay level which is geopolitical confrontation with other faction. This is what we want to add in the early access release.

City types

There are four city types in the game currently. We’ll use them to test the interaction between different landscapes. Here they are:

  • Floating city
  • Floating city №2 with inner harbor
  • City on a cliff
  • Settlement in a big island

Cities consist of placeholder buildings and look like legos on steroids – but if all goes well, the next step is replacing these placeholders for proper models.


In Feral Blue we’re using a resource system similar to Civilization series. You may have a source of fresh water, but no food. Your neighbor has no water, but he can launch whaling flotilla. Another neighbor has a monopoly on fertile soil. It’s clear that you are going to need all resources, so fighting and trading is inevitable.


Economics and society

Your people need water, food and a place to sleep. You’ll have to build housing and producing buildings to avoid riots and population stagnation. In addition, people have some spiritual needs. They can be content by working as guards, drinking alcohol or going to church.

You can only manage your city during your stay there. While at sea, the connection to the city is lost, so make your decisions wisely, if you plan to be away for long.

You are able to manage only one city at a time. However, when you capture a new settlement, you can either assign a governor to it or move your capital there (in this case your governor will go to your older settlement).

City founding and sieges

To establish a city, you only need to find a village – they are marked with a strange white house on the map. You are going yo need a lot of resources – but we’ll leave that for EA release. Right now you can build wherever you want, basically – after all, it’s all for testing sake, not balancing.

You can also just capture an enemy city – simply choose ‘Attack’ in the city dialogue. After this you’ll enter a naval battle where you’ll need to shoot at city walls – as soon as their HP gets to zero, you can initiate ‘boarding’, i.e. city capture. During the siege you can suppress  the city’s batteries or crush the defenders, but those are optional goals.

Attention! Ramming the city is currently prohibited! Attempting to hit a city pier will result into immediate flooding of your ship.

All in all, this is what you’ll need to know before launching the alpha. We’ll be happy to answer your questions and listen to your feedback on our Discord and Steam forums. See you!

Feral Blue — Alpha teaser

August 20, 2019  |  Feral Blue  |  No Comments

Hi everyone!

It looks like we’re close to hitting that alpha participants limit – so this coming Thursday should be the last day anyone can sign up. Everyone who already did this (right here, by the way) – will receive notification about the alpha’s start via e-mail. We should note that older keys we sent out last time won’t work.

While there are still a couple days left, we suggest watching our new little video. Here you can see a new ship (yet to be added into the build), a part from the city siege and our very first game character: