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Tiamat Games

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A member registered Mar 19, 2021 · View creator page →

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We are super happy to announce that Maritime Calling is now officially fully released!



You can enjoy the finished storyline and updated narrative quests.

It has taken us 2 years to finish the game. Furthermore, it was a long way and great experience. We hope you enjoy playing this seafaring narrative-driven RPG.


Our steam page.

You can play through Steam.

New locations

The world is now split into several locations between which you can travel.



Location is essentially a packed archipelago, each with its own theme, filled with many encounters, ships and points of interest.



As you travel between locations or interact with points of interest you may encounter various events. Ranging from minor issues like rats or disease to a week-long calm, where you struggle to make sure the crew won't go mad, kill each other and overthrow you from Captain position.



Crew rations improvements

Following the feedback that we have received in patches 0.6 and 0.7 we came up with a new approach for the food system in Maritime Calling. Every food type is now equal in its effect and the crew eats automatically, allowing you to have a clearer picture of how many days of food you have left.



You can customize the rations in magnitude ranging from half to double rations, which bears its effect on crew health and morale.



Encounters QoL

In patch 0.7 we tested a new system for island expeditions, which proved to be a winner out of all other prototypes we had. In this update we have built and expanded upon that system introducing 12 new encounters as well as balancing and improving old ones.


The flow of island expeditions is now much smoother. We have added tooltips for keywords and resources, which helps with making better decisions during encounters.

Our Steam Page.

Greetings seafarers, today we are happy to announce upcoming patch 0.7!


Our original plan for 0.7 was to just make a small graphics update, but the further we went, the more gameplay improvements felt necessary to be included as well. We ended up with a major patch including rework of islands, adding points of interest and equipment system for your crew.

Visuals update

In 0.7 we managed to fix our main bottleneck involving making islands - planting huge forests. Now we are able to make the world much tighter packed and also be more diverse and pleasing to the eye.



The world in the upcoming patch will contain tens of islands, flotsam and points of interest that you can explore.




Island expeditions rework

For a long time we weren't feeling very happy with how the island expedition system functioned. The islands felt disconnected from the actual terrain in the world, you couldn't explore every location on the island, and individual sailors weren't playing an active role during encounters.



In 0.7 we have addressed all of these issues: now you have a map which follows actual terrain; expedition crew is smaller, sailors directly carry items and pass attribute checks, and you can revisit any island and explore locations in any order you want.


[Preview] UI is still in progress

We are also revising all existing encounters, improving their gameplay, as well as adding new ones.

Crew equipment

We've reworked crew assignments, reducing the overall number of sailors by roughly 40-50%, which will make it easier to keep track of them.



The circular tokens represent a new feature - assignable items. As you explore islands and points of interests, loot enemy ships and complete quests, you will gain rare items that you can directly assign to the sailor, boosting his stats and job performance.

Patch 0.7 will have a clearer interaction between sailor attributes and effects that they provide on a ship, i.e. rigger's fitness impacting ship's speed, steward's craftsmanship impacting repair speed etc.
Some of the crew and sailor attributes are undergoing changes too. For example, sailors are now having individual health, allowing them to be injured and healed instead of dying instantly.

We will be showing more of all new crew improvements in the next dev diary.

Release date

Patch 0.7 is coming live on Steam on December 23rd. As always, your support brings us a lot of energy boosting the development, so please leave a like, comment and If you have any questions - we are always active in our Steam community and Discord.

That's it for today!



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We have closed the previous demo, it was too out-of-date, and uploaded the latest version. You can try our tutorial and if you like it follow us on steam, wishlist the game or simply buy Maritime Calling.


Anyway, we are developing version 0.7, which is coming within a month. Now we are concentrated on the environment, especially islands and points of interest, to make the experience of the game better.

We hope your sea legs are ready, because the seafaring roguelite role-playing game Maritime Calling is now available for PC via Steam Early Access!

Here is the final EA gameplay trailer:

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Hey guys!

Here is our game, called Maritime Calling.


Gameplay video:

And here is the link on demo on itch (will be updated on 27.09.21).


For someone who wants to make a playthrough - contact us via email: info@tiamatgames.ru

We are delighted to announce that our development cycle is approaching release (on September, 28th). We have finished open beta lasting by the August, 29th.


Over the last couple months we worked hard to bring new exciting features to you!

New feature: naval combat

You can now fight real-time naval battles! Enemy ships are fully simulated and operate the same way you do. You will be required to maneuver your ship, fire cannons, watch out for your positioning to get the strongest shots, give captain orders boosting your stats and shoot at specific targets: just sinking enemy ship by destroying it's hull or destroying their guns so they can't fight back or demoralizing them and making sure they surrender.


New feature: revamped island expeditions

We gathered feedback regarding 'kickstarter-campaign-version-islands' and come up with a better design for expeditions. The islands are now shorter and form a path to the 'center' of the island. Every location contains unknown encounter, that is driven by its terrain (like you can find boars on glades or river in the forest). Text encounters are now shorter and more mechanical (with attribute checks and items usage) and crew is back to being the cornerstone of your expedition success.


New workplaces: blacksmith and carpenter

Blacksmith and carpenter play a key role is survival aspect of Maritime Calling. They provide a way of crafting ammunition for naval combat and items for expeditions: axes, cuirasses and muskets.


That's all for today! We are currently striving for feedback, so if you try out Maritime Calling Beta, please leave your reviews on our community hub.

Our campaign has finally reached its funding goal! Thank you everyone supporting us :)

This campaign has been a rollercoaster of emotions for us and we are very grateful to all of our backers for their pledges, comments, playthroughs and feedback.

You are the best! 

Now let's make this game together into the best seafaring experience ever!

But the Kickstarter is not over yet! The last days are the most important so let's now focus on the stretch goals:

We are including a new reward tier, available for the next couple of days. Targeting people who are in doubt and just want to get the base game - Last Call Seaman.

Now let's continue to grow our community further and and get 200 backers!