The game only had 2 soundtracks for years at this point. I thought it would be a good idea to change that. I contacted Kevin Macleod for permission to add some of his music to the game and he gave us permission to do so.
Added the following soundtracks by Kevin Macleod: - Dragon and Toast - Leaving Home - Man Down - Mystery Sax - Night Vigil - Oppressive Gloom - Relent - Serene - Stay the Course - Unholy Knight
Fixed the stern of the Goliath (big) where water wouldn't flow
Quick fix from previous update
Removed duplicated items that causes the game to crash.
Small update
Updated the Goliath and a few more ships & structures. More coming soon™️
Sinking Simulator: Legacy
I'm happy to announce the release of Sinking Simulator: Legacy
This is the old 2013 version with a few minor additions. Notably the material table and ships updated/designed exclusively for this build.
Sinking Simulator: Legacy is meant to help revive Sinking Simulator and possibly spawn more. Turning Sinking Simulator into a paid game helped me tremendously, but it wasn't quite enough to keep the game running.
I do not expect the Legacy game to be as successful as Sinking Simulator, but I remain hopeful.
There will be a few minor updates to the Legacy edition, primarily bug fixes and Quality of Life things. But outside of this, this version of the game is not meant to be in active development.
Meaning I have no plan to update it beyond what will be coming over in the next couple of days/weeks.
However, Good news if you are a skilled programmer. This game is also open source. You can look up the Source Code on Github Here
This means, if you're interested to create your own branch with your own features, go for it! This is effectively what happened with "Floating Sandbox" Floating Sandbox is a different build which was originally based on Sinking Simulator It has evolved a lot since then.
I strongly suggest you check it out if you like this kind of games Floating Sandbox
Please, keep in mind! "Sinking Simulator" is a protected US Trademark. I strongly advice you avoid using this name if you wish to create your own variant.
I've also been thinking about creating a "Community edition" where the community can update the game themselves and share some of the revenues. However, I'm not quite sure how to do it at the moment.
This is all for now. Thank you all for your support!
So... What happened?
Hello everyone,
Long time no see.
I've been thinking about making this announcement for a while but I wasn't sure how to do it. I figured I'd be straight to the point
What happened?
Well... We had plans for a few updates down the line back in early 2020, Unfortunately, I'm sure you all know what happened that year...
Since the game has been Free we didn't really make any profit. This means, once the Pandemic started and we were in Lockdown, we had to change our priorities... Paying rent, food, etc.. life isn't cheap.
Any time spent working on the game would not return any significant income, (that's including the support pack DLC)
Hence, Sinking Simulator has been in Limbo ever since.
What now?
It's hard to say. Fred is the sole programmer for the game and now he's way too busy with work
There may be minor updates coming up, however we can't make any promises. The fate of the game is currently unknown.
What else?
Well, there's one thing I'm going to try, but I'm unsure if it's a good idea or not. I've said many time before I didn't want to put a price tag on the game
However, now the economy is.. going wild. I have a full time Job, so I've been able to do "fine" for the past 2 years, but it started to get rough lately.
I've discussed the idea with Fred to see what he thought. We agreed if we were to put a price on the game it ought to be under 1$ Though, the minimum price I was able to set was 0.99$
I've contacted Valve to start this process, I've been told it was permanent, once it is done, it cannot be reverted back
Why?
Primarily because as I've said, on my end, things are getting tougher than usual.
If we're lucky, that money may be used to update the game, However this is a big "IF"
Over 500K people currently owns the game on Steam and due to the lack of updates every months there are fewer people getting it.
Plus, now that the game will cost 1$ it will likely drop further. For now, hopefully this will help rounding up the months. (paying bills, debts, etc...)
I'd like to be optimistic and say that everything will be alright, but in truth, I have absolutely no idea what will happen.
I'm sure it will upset a few people and I can't blame them Fortunately, if you currently own a free copy of the game you won't have to pay.
I'm also considering the idea of creating Steam Cards However there's one big problem. The cards are not compatible with the free copy
Meaning, half a million people won't be able to use them. So that's kind of useless.
Can you release the Source Code?
I've been discussing this idea with Fred, So far we're not sure. Maybe some day, but there's no guarantee
I've been considering turning the Game into a community driven project where people can contribute and add their own features. Nothing's official yet.
What about Floating Sandbox?
It's a nice game originally based on the old Sinking Sim from 2013 It has been entirely reworked and I'm really happy Gabriele managed to pull this off
I do strongly recommend you look it up, especially if your computer cannot handle Sinking Simulator too well.
To be honest, I'd love to see more games like it. Sinking Simulator will be 10 years old next year. It has millions of views on YouTube and sparkled countless discussions.
This alone makes me very happy.
Thank you all ❤
Titanic 108th Live stream
Hello everyone
Come join me Tonight at 9:30PM [US EAST] as I will make an attempt to sink the Titanic in a similar amount of time it did in real life
of course due to the game being in 2D it's impossible to have an accurate representation of the events nonetheless it doesn't prevent us to try to make our own approximation.
[previewyoutube="iHxhI4rN51E;full"]
MULTI-LAYERS & THE ROUTE TO BETTER COLLISIONS
Hello everyone!
For quite some time, we’ve been discussing potential ways to improve the game’s collision while remaining simple enough to allow complex designs.
For the sake of simplicity and helping you folks visualize what I mean, I’ve used the software “Algodoo” in order to demonstrate the idea using a similar system. You can download it here : http://www.algodoo.com/
We believe we’ve found an elegant solution to this issue and it is by using a “Multi-Layered” system. Essentially, it means, most aspects of the creations will be simulated on different layers. For instance, you could have the Hull of a ship as a different layer than the background “non hull” Since the hull would be on a different layer, it will be treated as a different entity and it won’t be subject to the same amount of force as the background “non hull” of the ship. It means we could (in theory) properly simulate Water pressure as the inside of this new Hull layer would be empty, (as opposed to the usual ships that use the background “non hull” to fill the space).
Using the Hull on a new layer would also allow some types of interactivity that weren’t possible before. For instance, If the weight of water inside the ship is properly simulated, it could exert stress on the hull leading to structural failure and collapse.
It would also allow the creations of new Tools that only interact with a given layer. This means we could destroy only the hull while keeping the background intact This isn’t possible right now because it would cut the ship in 2. While cutting only the Hull would allow the ships to keep their structural integrity and of course, expose the inside to the sea water
What else can be done with Layers?
Layers will open entire new ranges of possibilities for the creation of various contraptions and complex structures. However, for that to be possible we need to introduce new features “constraints” to the game
Constraints are features for ship builders that will allow them to constraint layers together in multiple ways
Axis: The Axis will create a point between 2 or more layers that will only allow rotating motion
Weld: The Weld is like the Axis, with the exception no movements are allowed between the points
Rail: The Rail will use 2 points and allow 2 or more layers to move in a linear motion between them.
Motor: A motor is essentially like the Axis with the exception it applies torque in the desired direction.
Combining those features together can lead to some amazing creations. For instance, you could make a drawbridge, a piston, an engine, etc… Near limitless amount of new possibilities.
What about collisions?
Self Collision is something we wanted to include from the start, however it’s quite complicated to do properly Though, This multi-layer system won’t necessarily help simplifying collisions, It will however, create the potential for a much better system.
Right now, the idea is to keep each layer independent of one another, meaning they won’t collide with each other. But layers with the same ID will.
Since we want to move the Hull to a different layer than the background (non hull) It will allow players to drop a heavy object on top of a ship and pierce through the entire ship without cutting the ship in half. Instead it will just punch its way through the hull layer and expose the bottom to the sea water.
Though, the Hull layer won’t be completely independent of the background layer Otherwise both would end up separating and that’s bad. We don’t want them to float away from each other. Therefore, the Background will need to act like a support for the hull and vice versa.
What about loading the ships?
Due to the increase in complexity, we believe the best and simplest way to load a complex creation is to simply ZIP it with a Json file targeting each part of the creation. The game would then load the zip file and of course upload it on the steam workshop
However, it is also likely the game will include a Ship Editor to make the whole creation much simpler. This way it may be possible to create things that would not be possible by converting image as images are limited by the pixels and it starts to get very complicated when we have many layers and potential interaction between them.
Workshop Disaster
Hello everyone
As many of your likely know already, the Workshop is full of re-uploads.
Unfortunately its not an easy task to ban every single one of them so I would like to invite the community to report re-uploads of ships
We will also have to get a couple of moderators to help cleaning up the workshop
A new tag "Not Spam" has been added temporarily to help ordering the workshop An Admin/Moderator will have to apply this tag manually. This means once it is properly implemented, you will be guaranteed the creations using this tag are genuine.
Thank you for your time Sorry for the inconvenience.