Crooked Waters cover
Crooked Waters screenshot
Genre: Strategy, Indie, Arcade

Crooked Waters

Crooked Waters 1.0.1 hotfix

Hello!

We have noticed that a few issues regarding hosting and joining lobbies have stuck around since last update. This hotfix will address these issues:

[FIXED] Fixed an issue where players would not properly disconnect from a lobby after leaving.
[FIXED] Fixed an issue where players could accidentally create ‘ghost’ lobbies that caused other players to crash when joined.
[FIXED] Corrected lobby handling when joining a lobby with incorrect data.
[FIXED] Fixed a bug where players would not disconnect immediately from a lobby when the host leaves.

Crooked Waters 1.0.1 changelog

Avast!

Since Crooked Waters: Conquest has been released we've been collecting a lot of feedback and comments of the community.
We've noticed that there were issues for some players that weren't able to connect to other players' lobbies. We have addressed this issue as high priority and greatly improved the connectivity of Crooked Waters.

Besides this we've made some minor improvements.

We will continue to collect feedback and keep improving the game.

[UPDATED] Increased compass range in Conquest, so an objective will be shown on the compass on the start of a match.
[UPDATED] Added a more noticable "ready" button for clients in the lobby screen.

[FIXED] Added relay servers as a backup if regular NAT punchtrough failes.
[FIXED] Fixed issue where remaining players weren't able to finish a Conquest match after a player leaves the match.
[FIXED] Fixed issue where players could fall through the scene on the starting island when rotating.

Crooked Waters: Conquest Free Weekend


Avast!

The moment is finally here! After working on the Crooked Waters: Conquest update for a year we can finally show it to the public.
Crooked Waters: Conquest is now live and will be free to play during this whole weekend for everyone.

With this update we introduce a lot of new features, bug fixes and quality of life improvements. But the most important feature of this update is the new game mode called Conquest.

With this new game mode to which this update is named after. Conquest will give Crooked Waters more variety regarding to the amount of players needed to play the game.

The main goal of the this update is to make Crooked Waters more accessible for small parties or even single players. Additionally we want to improve Crooked Waters in general so besides the new gamemode a lot of new features and quality of life improvements will be introduced.

The Conquest gamemode can be played either Co-op(1 team) or Versus(2 teams)
In general the objectives will stay the same but Versus will introduce the extra threat of the other team.

The Conquest gamemode consists of multiple stages:
- Destroying the secondary objectives.
- Destroying the primary objective.
- Claim the treasure chest.

There is plenty more that comes with this update. So if you are interested in finding out more visit our website or join one of our channels.

Join our discord or visit one of our other channels:
Find out more:
Crookedwatersvr.com
Discord
Twitter.com
Instagram.com

Crooked Waters: Conquest release 21st of June!


Yaaarrr!!!

The time has finally come. Crooked Waters: Conquest update will release the 21st of June!
And to give everyone a chance of experiencing it, we'll be doing a Steam free weekend.
With the update a lot of new content will be released that we've been working on for the past year.

To get an impression of what the new gamemode will contain, check out this article.



Alpha 0.9.11 changelog


In this week’s update we have implemented a new user interface. This user interface is created for the upcoming 1.0 update. It contains many new options for you to select, for example you can select what gamemode you want to play and the type of ship that you want to play on. As of right now many options are disabled until the release of the 1.0 update.

[NEW] Implemented a new water system.
[NEW] A new user interface has been added to the game in preparation of the 1.0 update.

[UPDATED] Added collision indicator to cannon trajectories, allowing players to see where the cannon is going to hit.
[UPDATED] Wind sounds playing when the sail is perfectly aligned in the wind have been adjusted and updated.

[FIXED] Audio fade-out and -in on scene transitions.
[FIXED] Lowered overall volume of ambient ship sounds.
[FIXED] Fixed a bug where the user interface for the solo mode would not properly update after a restart.

Alpha 0.9.10f3 changelog





[NEW] Added transition screen when the host has left the game
[NEW] Added player notification system

[UPDATE] The respawn dingy has been updated for a better match ending experience
[UPDATE] Solo ship has been revisited and updated with the latest mechanics

[FIXED] Cannons disappearing when the owning player left the game
[FIXED] Arm UI displaying correct ship speed
[FIXED] Removing player body from the game when a player left the game
[FIXED] Ghost hands not attaching on the exact grab position
[FIXED] Objects not staying on the ship when dropped by a player

Alpha 0.9.10f2 changelog



Avast!

Today marks another step forward towards the release of Crooked Waters 1.0.
We have merged our 1.0 project into the live project. What this means is that we don't have to work in two seperate versions of Crooked Waters anymore.
All the updates and tweaks we have added to the live build are now also applied in the 1.0 project and vice versa all additions and tweaks are now added to the live project. This doesn't necessarily mean that everything will be available for you guys. But it is a step forward for us now the major hurdle of maintaining a live build while developing an update has been made a lot easier to maintain.

As I said, with the merge a lot of improvements that we made in the 1.0 project have been merged as well into the live build.
However, we are aware that there are a few new bugs introduced because of the merge. But in our opinion these are not significant enough to block the update.

One major improvement that is worth mentioning is in the networking between the different players.
We have drastically improved our network synchronization code which results in better and more accurate synchronization of objects between all players.

[NEW] Added ghost hands when interacting with fixed interactable items.

[UPDATE] Drastically improved network synchronization accuracy.
[UPDATE] Improved overall performance
[UPDATE] Improved hand pivoting when grabbing a winchhandle.
[UPDATE] Improved speed settings of solo challenge ship.
[UPDATE] Ropes are no longer realtime updated.

[FIXED] Bug in solo challenge where no more target ships would spawn.
[FIXED] Bug where the small ship's sail did not have collision with the mast.

Alpha 0.9.10f1 changelog



Yarr!

With this update we introduce the new inventory system. Objects placed in your inventory will snap to a better fitting location on your body. This new system also allows you to place items on your back, and has more storage slots in general.

[NEW] Reworked player inventory system.

[UPDATE] Replaced lobby fireplace sounds.
[UPDATE] Tweaked lobby lighting settings.

Alpha 0.9.10 changelog



Avast, me hearties!

Today marks another biweekly quality of life update. This weeks updates are aimed to improve the overall interaction with the game. We apologize for any inconvenience caused by the settings reset. When starting the game for the first time after the update please navigate to the settings option in the main menu, set up your prefered settings, and save them as a profile.


[NEW] Added visual feedback when inviting a friend through the ingame invite window.
[NEW] Personal preferences are now connected to the selected profile.

[UPDATE] Reduced haptic feedback when sailing over a sandbank.

[FIXED] Improved steering mechanic, steering is now less springy.
[FIXED] Corrected scale and positions of some objects in the tavern lobby.
[FIXED] Player height calibration in the settings menu is now working as intended.
[FIXED] Fixed issue where the game would not load properly if the steamVR overlay was already running.
[FIXED] Water in the lobby invisible before hosting a game.
[FIXED] Cutlass having an undesired effect on the ship while wielding.

Alpha 0.9.9f9 changelog



Avast!

Last week we have upgraded our project to a newer version of the Unity engine. This enables us to use the new features of Unity and comes with optimazations which results in noticeable better performance.
Also we have added new features to this update which is again in preperation for our 1.0 release. Besides increasing the minimum firing range of a cannon, we've added the option to load multiple gunpowder pouches(with a maximum of 3) into your cannonbarrel. Each additional pouch loaded increases the firing range of the cannon.

We will release a new devlog about the 1.0 release soon which will show the current state of the update and contains extra information about what the new gameplay will be.

[NEW] Cannons can now be loaded with up to three gunpowder pouches to increase their range.
[NEW] Replace the default SteamVR loading screen with a custom loading screen.
[NEW] Added parrot(s) that fly around on the map.
[NEW] Add random fish flocks that appear around the ship.

[UPDATE] Increased the minimum range of cannons.
[UPDATE] Added flame particles to candles in lobby/ in game
[UPDATE] Update cannon shooting sounds with the new sound effects.
[UPDATE] Add network behavior to sharks so they are synced between players.

[FIXED] In lobby friend list UI doesn't disappear when leaving a lobby.
[FIXED] Loud water sounds when transitioning to the match scene.
[FIXED] Settings: turning angle dropdown is broken shows wrong values.
[FIXED] Cargo raster in ship still shows water below deck when standing on the deck.
[FIXED] Solo challenge ship crashes when interacting with the ladder.