Show/Hide Show/Hide

Sirocco

 
Hotfix Patch 0.9.4May 28, 2025 - Community AnnouncementsHotfix Attempt: We’ve pushed a hotfix to address an issue with Crucible’s second ability, which was occasionally hitting a target multiple times in a single frame. This is one of those “ghost bugs”—hard to reproduce consistently, seemingly random, but persistent enough in real matches that we had to try something while we investigate further. Although this behavior is partially safeguarded against in our code, it's still slipping through, and we're working to identify what’s causing it. After this patch, let us know if you still encounter it. Every video or report helps us gather clues and get closer to a proper fix. We’ve also got a larger patch planned for the end of this week or the start of next. Crucible Ability 2 - Broadsides slow reduced from knots to knot slow. Augment Striker: can no longer deal damage to already broadsided enemies (indicated if they are slowed) but now increases slow amount per additional hit (allows slow to stack up) note: this augment and ability will get a bit of a face lift to compensate for this changePatch 0.9.3May 16, 2025 - Community Announcementsanother patch so soon? well Orban kings was outputting roughly 2-5 times the intended damage, and a few other things that were of issue. General Changes Ping duration on the mini-map from 2.5 seconds to 5 seconds Max pings per minute reduced from 10 to 6. you can only ping once every 10 seconds now. note: we are working on a muting function. but for now we gotta lower it. once we have a muting function in we will raise the limit for the people that can use responsible Structures Take 70% reduced damage from triggered damage sources of weapons. Like Orban Kings, Spark Generator, etc.. Shipyard and Saltcore damage reduction from minions increased from 20% to 30% Note: having minions help push is great and a corner stone of the macro game, but they shouldn't be leading to games ending all on there own to often Minions Incoming damage reduced from triggered weapon projectiles and area from 30% to 35% Note: meaning like Orban Kings area, Spark Generators sparks, the splitters from Hull Splitters. etc.. Harvester Removed the last hit bounty for killing the Harvester. Increase Empire bounty portion from 100 to 175 Returning Harvesters now provide Occo to the Empire (and thus the payout) Small Class Ships Seabloom Ability 3 - Black Lotus fixed the ability self cleansing when attached to allies. note: this reverts the change from last patch that allows the lotus to be cleansed from enemies. meaning the lotus cannot be cleanse from enemies. (will look at changes to how this ability is attached and cleansed in the future) Medium Class Ships Stingray Ability 2 - Force Blade damage from hitting terrain increased from to Large Class Ships Wither Ability 1 - Bladewall cooldown from to Augment Dominator: reduced cooldown by 25% to 15% Ability 3 - Congregate Augment Dominator: Reduced projectile speed and range increase from 45% to 30% Prism Ability 1 - Prismatic Shield duration from seconds to seconds cooldown increased from to Ability 2 - Voidfield Conversion cooldown from 28 to 33 Ability 3 - Polarity Bond Shield gain from movement reduced from per unit moved to Weapons Medium Range (yellow weapons) Spark Generators: base damage of sparks from 20% to 10% of weapon damage Longer Range (blue weapons) Orban Kings: shots between special increased from 2 to 3. Triggered Damage area changed from 25% of weapon damage per tick to 15%. Damage Tick from 0.2 to 0.25 seconds. So now deals 15% of weapon damage every 0.25 seconds. Radius now scales with Special starting at 12 and grows up to 17 units at max special. Damage overtime can no longer critical hit. Hull Splitters: splits damage per projectile reduced from 35% to 30% Trench Maker: reduce base pull power from 0.8 to 0.7 force Patch 0.9.2May 14, 2025 - Community AnnouncementsGeneral Changes The healing in the Harbor now also Cleanses. (removes all debuff “negative effects” on you) Economy Payout Threshold Increased from; OLD: 1400, 1600, 1800, 2000, 2200, 2400, 2600, 2800, 3000, 3200 NEW: 1400, 1700, 1900, 2100, 2300, 2500, 2700, 2900, 3100, 3300 Comeback multiplier growth per minute increased by ~20% Base comeback multiplier increased by 5% Empire income from Extractor control re-scaled. Units are Occo per Minute Control Old New 0 195 195 1 390 390 2 487 546 3 585 702 4 780 741 5 858 819 6 897 897 Structures Tier 1 Towers health increased from 5000 to 5500 Towers now take full damage from all player weapon types Tier 3 Tower max ammo reduced from 3 to 2 Minions Area damage reduction increased from 60% to 70% Incoming health regeneration to minions reduction from 80% to 90% Siege minion increase damage taken from Player Weapons from 50% to 60% Siege minion base damage from 220 to 210 Siege minion now have a base Occo bounty of 50 when killed. Ships Overall Ship Changes Ship change cooldown reduced from 60 seconds to 45 seconds. Note: we plan to make switching ships less punishing with more robust do-over features but for now we are reducing the time to compensate in the interim. Ship Upgrade Reinforcement Flat health increased; OLD: 100, 300, 600, 1000, 1500, 2100, 2800, 3600, 4500 NEW: 200, 510, 930, 1460, 2100, 2850, 3710, 4680, 5760 Small Class Ships Sampan (starting ship) Ability 1 - Wind in a Bottle Augment Protector and Warden Switched: Reflect as own is now a first augment, and Deflect large projectiles is now a second augment choice Ability 3 - Harpoon Augment Striker: damage increase from 30% to 35% Zephyr Ability 1 - Purging Squall base cast range increased from 70 to 85 now heals for 4% of targets max health or deals 4% of targets max health depending if its an ally or enemy Ability 2 - Windoil cooldown from 30 to 25 Ability 3 - Deafening Gale cooldown from 50 to 45 Stalker Ability 1 - Veil cooldown from 22 to 20 seconds Ability 2 - Corroding Mist cooldown from 27 to 25 seconds base debuf linger time from 0.7 seconds to 1.5 seconds Augment Dominator: increase linger time from 2 to 1.5 seconds Ability 3 - Enthrall cooldown from to Paradox Ability 1 - Inversion Ritual now as two charges cooldown increased from 18 to 20 seconds Augment Dominator: cooldown reduction from 25% to 20% base cast range increased from to Ability 2 - Dilation Field cooldown reduced from to Ability 3 - Doppel base duration increased from seconds to Seabloom Ability 1 - Green Lotus health regeneration reduced from x2 after 9 application to x2 after 9 application cooldown increased from 27 to 30 Ability 2 - Sacred Lotus damage overtime reduced from x2 after 10 application to damage overtime duration reduced from 4 to 3 seconds. (can still be refreshed from getting hit by a spore) health regeneration duration reduced from 4 to 3 seconds Ability 3 - Black Lotus damage overtime reduced from x5 after 10 application to x4 after 10 applicatio...Patch 0.9.1May 9, 2025 - Community AnnouncementsHEY how are you WE CHANGED THINGS don’t worry. Only for the good. When we change things for the bad, we’ll make sure to let you know beforehand. Our normal patch cycle is usually 6 weeks for regular new features and larger scale additions. With weekly to bi-weekly balance adjustments. During these first few weeks of Early Access, we are more focused on bugs, and stability issues, so patches might not be at the normal cadence. It’s important to remember that if you don’t see your feedback reflected in the patch notes, it doesn't mean it was passed over. Most things take time to build and iterate on. Just know we are reading all of your feedback and cooking up the bestest boat game ever. When you see X stands for the value something starts at and Y stands for the max value. For abilities, X is level 1 of the ability, and Y is either ability level 20 (ship level 50) or ability level 10 for the 3rd ability slot (ship level 50). For non-abilities, X is usually the start of the game, and Y is a specific time. This patch we are looking to make weapons feel more impactful, speed up the early game a tad, balance some ships, make loom coils more powerful, center extractors more valuable, and make sure games don’t drag on. Oh and we have our first Hammerhead! As of time of writing, our great monarch, King Knave I, has reached the prestigious rank of Hammerhead! All Hail King Knave! {STEAM_CLAN_IMAGE}/44980602/90e25f94eac6c64851f6484b5580e2dd61a209d7.jpg General Changes Addressed an issue where players that failed a quality of service check, would get defaulted to an incorrect region, leading servers to spin up for players who should have been filtered out of that region. We currently support US east, US west, Europe, and Asia (Hong Kong). If you live far away from those regions you might still have poor connection to our servers. Please if you are experiencing issues on gameplay, either with ships stuttering, input delay, pop into our discord and make a support ticket. It helps us narrow down why these issues are persist. Early Leaver event reduced from 5 minutes to 2 minutes. If a player leaves before the 2 minutes mark of a match and becomes a leaver, the game score will not count, and no one will lose or gain MMR. Note: a player is not marked as a leaver unless they forcible abandon the game, or they don't reconnect to the server within the allocated time frame (currently 4 minutes). Time being disconnected to be marked as a leaver from 3 minutes to 4 minutes. 3 minutes was slightly too short of enough time for someone to reconnect to a match when they were actively trying to get back into a game. Leaver penalties have increased. Time banned and escalating events all increased to punish leavers more harshly. If you think you have been ban from matchmaking, and believe it was caused by a bug, make a ticket in the Discord under feedback → support-request. Ping limit reduced from 20 per minute to 10 per minute. Some people have been spamming. We plan to ove...Everyone is a boat in this 'MOBA meets Vampire Survivors' game inspired by a Warcraft 3 modMay 5, 2025 - PC Gamerll these years later, the Warcraft 3 modding scene is still producing fully fledged games... Read more.Play Now - Early Access LiveMay 2, 2025 - Community AnnouncementsTHE TIME HAS COME EARLY ACCESS JOIN THE DISCORD: https://discord.gg/h5TqkRpdWg AS WE EMBARK FOR THE PROMISE ISLES THOUGH THEY LIE BEYOND MANY DANGERS HARK! THE ODALISK OH GREAT KRAKEN DISGUISED AS MANY SAILORS BEWARE THE ROSA HER SONGS PROVOKE YOU TO YOUR DOOM EYE THE MORBIUS FOR BUT A BLINK WILL MEAN YOUR END FEAR THE DREAD CHUNGUS FOR HIS HOOK IS LONG AND HIS BITE IS DEEP ABOVE ALL UNDERESTIMATE THE CHALUPA AT YOUR PERIL THE MISSER OF HARPOONS THOUGH HIS TASTE BE SWEET HIS FLESH IS TOXIC AND SPAWNED FROM THE KRAKEN FEED ON THE CHALUPA DIE BY THE ODALISK HEED MY WORDS YOUNG BOAT AND SEEK REFUGE IN THE WISDOM OF THE SIROCCOPEDIA YOU WILL FIND WHAT YOU SEEK East of the Sun West of the Moon Beyond Sirocco The Crown AwaitsPatch 0.9May 2, 2025 - Community Announcementsoh you wanted bots in single player DELIVERED oh you wanted better pings? WE GOT THE MOST PERFECT PINGS and not just that WE GOT EMOTES!!!! you wanted balance? WE PROBABLY MADE THE GAME MORE BALANCED maybe MERRY BOATMAS EVERYONE!!!!!! It's Early Access Early Access TOMORROW (May 2nd)May 1, 2025 - Community AnnouncementsHEY YOU YEAH YOU GOT BOAT? YOU WILL TOMORROW NO MORE DEMO APP WE GOING BIG TIME EARLY ACCESS TOMORROW Friday May 2nd at 2pm EDT (UTC-4) Don't be a turkey, go download it on the main store page BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT BOAT Patch 0.8.1Apr 8, 2025 - Community AnnouncementsSmall Patch to fix some ships not having the same mobility with Mass increase from Reinforcement along with changes to the new upgrade minions experience bounty. General Changes Damage against minions based on damage type changed Area damage: 40% reduction to 50% Pierce damage: 20% reduction to 25% Structure damage: 50% reduction to 35% Ballistic damage: 10% bonus damage to 20% bonus damage (ballistic damage is weapon damage that only hit a single target) Economy Upgraded Minions from destroying an enemy shipyard gives 50% less experience than normal minions Minions Small base health increased from 190 to 210 Siege Minion weapon reload time from 2 seconds to 1.5 seconds Siege Minion base health increased from 700 to 800 Minion speed bonus from having a dead shipyard increased from 30% to 40% Upgrade minions now receive 20% bonus move speed Harvester Base weapon damage reduced from 100 to 80 Utilities Changes Repair health regeneration bonus increased from 5 to 7 Small Class Ships Sampan (starting ship) Ability 3 - Harpoon reduced collision size from 3.2 to 2 Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass Mosiac (Tier 1) Ability 1 - Tesserae healing per projectile reduced from base to cooldown from 20 to 16 seconds Ability 2 - Bouncing Abira healing per bounce reduced from to base cooldown from to Piranha (Tier 1) Ability 1 - Puffermine Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass Ability 2 - Bleeder Rockets Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass Ability 3 - Piranha Missiles Recoil strength scales with mass so it doesn't lose effectiveness with increasing ma Dragonfly (Tier 2) Ability 2 - Adderbolt Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass Ability 3 - Deathgaze Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass Stalker (Tier 3) Ability 1 - Veil Augment Striker: leap strength now scales with mass so it doesn't reduce its effectives speed bonus reduced from to Paradox (Tier 4) Ability 1 - Inversion Ritual cooldown reduced from 32 to 22 reduce max charges from 2 to 1 cast range increased from to Medium Class Ships Lockjaw (Tier 2) Ability 2 - Blaze cooldown from 23 to 20 Ability 3 - Grapple cooldown from to Aurora (Tier 2) Ability 1 - Glacial Wall Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass Ability 2 - Ice Shards Augment Warden: spawned glacial time reduced from 2 to 1.5 seconds Ability 3 - Blizzard cooldown increased from to 60 duration at max channel reduced from to duration at min channel reduced from to Volt (Tier 4) Ability 1 - Arc Lighting deals 10% less damage per enemy hit, up to 50% reduction Ability 2 - Soliton Storm cooldown from 23 to 18 Ability 3 - Induction Lance deals 10% less damage per enemy hit, up to 50% reduction cooldown from 29 to 25 Oasis (Tier 2) Ability 2 - Countermeasures coo...Patch 0.8Apr 3, 2025 - Community AnnouncementsPatch Note BOOM. BANG. PEW PEW. If you like juicy changes then we got the patch for you. FIRST UP we got an experimental feature: Ship tier shuffling. Every match whatever ships unlock after x amount of upgrades will be different. Play around with it and tell us what you think. We can change it back pretty easily so don’t light anything on fire (yet). We’re interested in finding ways to mix-up which ships are available when to increase build diversity. It’s possible we land on a mix of the old tiers where you clearly know what you will unlock and when and something like this, but it’s more of an experiment to see if shaking up ship tiers creates more interesting variety or if it just makes executing builds frustrating. Let us know! Next up: the main harbor destroys enemy projectiles. That means most abilities cannot enter the harbor area. No more harbor diving/hooking folks, ok? Anotha one: Economy tweaks/lower payout thresholds, while structures like shipyards gain new weapons and persistent backdoor protection. mo money, mo problems. Losing shipyards is more impactful this patch since you gain more powerful minions for destroying your opponents and vice versa. Anotha one: Minions receive increased health and damage when a Shipyard is destroyed, and harvesters spawn more frequently but have reduced bounties. Game lengths are long, and low minion health is usually the culprit. Super minions hopefully lead to minions only feeling difficult to kill after your shipyard has been destroyed. Anotha one: Repair provides health regeneration and upgrading no longer decreases cooldown, while reinforcement no longer provides health regeneration, but now increases mass. Health regen on repair has been something we’ve wanted to play with for awhile. Ideally, it provides more useful sustain early. Mass makes you more resistant to forces (push, pulls, etc.), which also means ships that use those forces for mobility will not always want more mass. Anotha one: Various ships across classes see ability tweaks, including reduced durations, damage adjustments, and changes to augment effects. ANOTHA ONE: Weapons undergo a major overhaul, with scaling changes to special effects, critical multipliers, and damage balancing. Several close and medium-range weapons get reworked with altered durations, damage scaling, and new mechanics for better balance. Damage and special scale better together Special no longer reduces shots to trigger Reload is buffed ….AND now you can craft the Stalker Okay we have another one: Based on feedback, we have implemented a leaver system that provides escalating bans from matchmaking for individuals who leave games in progress while also limiting their rewards. If a player leaves before the 5-minute mark, the game will be declared a draw, allowing everyone (except the leaver) to leave and re-enter the queue. This ensures that if an early leaver quits, the remaining players aren’t forced to continue a match with a disadvantage. We also put in t...Patch 0.7.5Mar 5, 2025 - Community AnnouncementsWe are deep into our next development cycle, in which we are focusing on building features that were brought up during the next fest, with our priority being disincentivizing leavers. We want to take a two-fold approach to punish leavers and provide relief for players who are stuck with an AFK player. We will announce plenty of other features in our next major patch. For now, here is a small balance patch and a fix to a scaling bug on the Dragonfly’s Adderbolt. Minions Speed scales faster as the game progresses. Top speed increased from 68 knots to 85 knots. Siege health scaling change, relatively the same till 20 minutes. Then scales much faster to 12,000 max health at 40 minutes (previously was 8000) Small Class Ships Zephyr (Tier 1) Ability 1 - Purging Squall cooldown reduced from 12 to 10 Ability 2 - Windoil cooldown reduced from 33 to 30 Dragonfly (Tier 2) Ability 1 - Surge Drive Augment Warden: teleport ally radius increased from 14 to 16 Ability 2 - Adderbolt change damage scaling to linear (it scales less per level gained) note: this ability was using an older scaling model that had it scaling rapidly at the mid levels so at lower levels, it was similar to the sampan, than higher levels it started to get close to the sampan harpoon again. it was just the mid level that it was out of control. dealing damage like it was roughly 5-7 level higher (12-15 ship levels higher) damage reduced from x2 at 110 distance traveled to x2 at 110 distance traveled Medium Class Ships Stingray (Tier 1) Ability 2 - Force Blade no longer can gain shield from hitting multiple targets increase shield gain from + 11% of max health to + 22% of max health Lurker (Tier 1) Ability 1 - Crash Dive cooldown increased from 22 to 24 duration reduced from to Augment Protector: duration increase from 2 seconds to 1.5 seconds Passive speed when not in vision reduced from knots to knots Ability 3 - Snag Augment Protector: increase range from 20 to 15 Revenant (Tier 2) Ability 2 - Blood Bombardment flat damage increased from per explosion to Nautilus (Tier 3) Ability 1 - Sonar radius of scan re-scaled from to Volt (Tier 4) Ability 3 - Induction Lance damage increased for secondary explosion from to Large Class Ships Oasis (Tier 2) Ability 3 - Retrofit Repair cooldown reduced from to Weapons General Changes slight buff to close range weapons, slight nerf to longer range. depending on the range of the weapon. Name Range Damage Old Damage DPS Delta DPS Old DPS Juggernaut 25 82 79 41.00 3.66% 39.50 Frostbiter 25 99 95 33.00 4.04% 31.67 Reinforcer 30 99 96 39.60 3.03% 38.40 Wind Howlers 30 79 77 39.50 2.53% 38.50 Death Bomb 35 127 124 36.29 2.36% 35.43 Dumurzhet Coil 35 73 70 36.50 4.11% 35.00 Shore Basher 40 184 180 36.80 2.17% 36.00 Spark Generator 45 172 172 31.27 0.00% 31.27 Executioner 45 70 70 28.00 0.00% 28.00 Scorpion 50 48 48 32.00 0.00% 32.00 Repair Inhibitor 55 87 87 32.22 0.00% 32.22 Breach Hornets 55 153 153 30.60 0.00% 30.60 Night Bringer 60 65 66 30.95 -1.54% 31.43 B...Patch 0.7.4Feb 28, 2025 - Community AnnouncementsPatch 0.7.4 The feedback from everyone has been amazing and we can tell you that where we are now is just the beginning of our vision of what Sirocco could be. There will be lots of changes over the next few months from balance to UI to Crafting and more. Stay tuned to announcements for updates. General Changes The loading screen now reaches 100% when fully loaded and waiting for other players (previously stopped at 97%). Note: We are improving the loading screen in the next patch to provide more information. Increased match acceptance time from 20 to 45 seconds. Removed the player count in the queue, as it caused confusion. Note: We plan to replace this with an estimated queue time based on the average wait time in the future. Unclamped the displayed number of online players from "10+" to show the actual count. Structures Backdoor Protection Increased the radius for a player to trigger backdoor protection from 65 to 90. Adjusted backdoor protection reduction per enemy player from to . Minions Reduced all incoming shield effects on minions to match the reduction in incoming healing and health regeneration. Rescaled siege minion health from to over 40 minutes. No longer deals 20% bonus damage to towers. Now deals 20% reduced damage to shipyards and Salt-Core (was 10%). Harvester Adjusted harvester bounty scaling from to over 40 minutes. Small Class Ships Zephyr (Tier 1) Ability 1 - Purging Squall Cooldown reduced from 15 to 12 seconds. Augment: Dominator – Cooldown reduction decreased from 35% to 20%. Ability 2 - Windoil Cooldown increased from 28 to 33 seconds. Augment: Striker – Fixed an issue where it could apply a third time when the maximum should be twice (if hit by the area twice). Augment: Protector – Shield gain reduced from 40% to 15%. Mosaic (Tier 1) Incoming shield effect reduced from 5% to 4% of max health, diminishing down to 0.8%. Dragonfly (Tier 2) Ability 2 - Adderbolt Increased damage from to . Damage scaling from distance traveled reduced from x3 after 150 units moved to x2 after 110 units. Medium Class Ships Stingray (Tier 1) Ability 2 - Force Blade Augment Slayer: Reduced number of pierces from 3 to 2 (each ram can now hit up to 2 targets). Ability 3 - Proximity Field Shield gain increased from per second to . Lurker (Tier 1) Ability 2 - Shred Damage increased from to . Augment Dominator: Damage increase reduced from 40% to 30%. Lockjaw (Tier 2) Ability 1 - Ripchain Latched duration increased from to seconds Ability 2 - Blaze Maximum duration increased from 3 to 4 seconds. Aurora (Tier 2) Ability 1 - Glacial Wall Cooldown increased from 24 to 27 seconds. Augment Striker: Base projectile distance for spawning Ice Shards reduced from 135 to 90. Ability 2 - Ice Shards Cooldown increased from 19 to 26 seconds. Augment Slayer: Reduced additional projectiles from 3 to 2. Augment Warden: No longer spawns a Glacial Wall for duplicated Ice Shards. Ability 3 - Blizzard Cooldown increased from to seconds. Revenant (Tier 2) Ability 3 - He...Patch 0.7.3Feb 23, 2025 - Community AnnouncementsEconomy base comeback increase by roughly 10%. meaning that kills when behind will be worth more Minions Siege minions max health scaling reduced from over 40 minutes to Ships Shield decay now starts after 7 seconds instead of 6 seconds Utilities Changes Reinforcement Flat health reduced from OLD: NEW: Small Class Ships Zephyr (Tier 1) Ability 2 - Windoil Cooldown reduced from 32 to 28 Ability 3 - Deafening Gale Cooldown reduced from 60 to 50 Mosaic (Tier 1) Cannot gain more than one instance of Shield per frame now. Note: This results in about half the previous Shield applications if casted in a large group of minions and players. Shield gain per entity hit re-scaled from 10 + 1.5% of max health to 5% of max health but diminishes the more Shield you have, down to 1% rapidly. Ability 1 - Tesserae Cooldown increased from 16 to 20 Augment Striker: Increases extra projectiles from 2 to 3 Augment Warden: Now pierces 2 instead of infinite pierces. Returns to caster if the projectile expires (only returns if it hits one entity on the way out). Ability 2 - Bouncing Abira Cooldown increased from to Stalker (Tier 3) Ability 2 - Corroding Mist Rupture damage increased from up to x3.25 to up to x2.35 after 5 seconds in the mist. Ability 3 - Enthrall Duration increased from to . Cooldown changed from to . Paradox (Tier 4) Ability 3 - Doppel Reduced spawn angle for duplicated projectiles. Augment Striker : Now deflects enemy medium, large, and arc ability projectiles. Note: Small projectiles can go past. Medium Class Ships Stingray (Tier 1) Ability 2 - Force Blade Enemies now start decaying Shield if hit into terrain. Nautilus (Tier 3) Ability 2 - Disrupt Damage reduced from (400-5000) at max channel to (300-3000). Volt (Tier 4) Ability 1 - Arc Lighting Damage reduced from to . Ability 2 - Soliton Storm Augment Warden : Increases area of effect for impact effects by 20% (the slow area from the first ability, and the damage area for the third ability). Projectile moves out faster at the start and slows down towards the end of its lifespan. Increased lifespan from to . Ability 3 - Induction Lance Augment Slayer: Bonus increase damage on impact with a Soliton Storm reduced from 44% to 22%. Augment Striker: Damage of projectiles reduced from 30% of base to 20%. Large Class Ships Seabloom (Tier 3) Ability 1 - Green Lotus Cooldown increased from 23 to 27. Increase to incoming healing and health regeneration scale reduced from up to to up to after 5 seconds in the area. Augment Warden: No longer blocks weapon projectiles, now deflects arc projectiles. (So, deflects small and arc projectiles.) Augment Dominator: Cooldown reduction reduced from 30% to 20%. Nori (Tier 4) Ability 1 - Snare Projectile speed reduced from 50 to 45. Cooldown changed from to . Augment Warden : Disarms enemies for the duration of the effect. Damage reduced from to . Ability 2 - Entangling Weeds Cooldown changed from to . Projectile speed reduced from 45 to 40. Break damage reduced from + 10% ...Patch 0.7.2Feb 21, 2025 - Community AnnouncementsSmall Class Ships Mosaic (Tier 1) Ability 1 - Tesserae Damage over time reduced from base up to at max shield to base up to at max shield. Augment Guardian: Reduced cooldown speed from 2% per hit to 1.5% (caps at 15%). Augment Protector: Reduced increased damage over time duration from 2 to 1.5 seconds. Base projectile speed reduced from 70 to 50. Ability 2 - Bouncing Abira Cooldown from to . Base slow amount reduced from knots to knots. Augment Dominator: Reduced cooldown from 27% to 20%. Augment Protector: Reduced increased projectile speed from 50% to 30%. Ability 3 - Andamento Damage over time reduction from 5 seconds to 4 seconds. Damage over time reduced from at max shield to at max shield. Dragonfly (Tier 2) Ability 3 - Deathgaze Projectile damage increased from base to . Max damage increased from to . Flat burn damage increased from per second to . Percentage of target's current health as bonus damage increased from to based on total channel. Medium Class Ships Stingray (Tier 1) Ability 1 - Redline Cooldown from 29 to 20 per charge. Ability 2 - Force Blade Cooldown from 14 to 12 Nautilus (Tier 3) Ability 2 - Disrupt Augment Striker: Bonus damage based on current health from 15% to 11%. Augment Dominator: Bonus increase damage from 30% to 20%. Ability 3 - Typhoon Augment Slayer: Increase area of effect from 40% to 25%. Volt (Tier 4) Ability 2 - Soliton Storm Base homing strength reduced by 50%. Augment Striker: Angle of spawn projectile reduced from 35 to 15 degrees. Large Class Ships Oasis (Tier 2) Ability 1 - Booper Cooldown reduced from 25 to 20. Ability 2 - Countermeasures Cooldown reduced from 27 to 23. Ability 3 - Retrofit Repair Cooldown from to . Augment Dominator: Reduced cooldown reduction from 15 seconds to 10 seconds. Seabloom (Tier 3) Ability 3 - Black Lotus Lingering duration for damage over time reduced from 4 to 3 seconds. Horizon (Tier 3) Ability 1 - Gravity Jump Base cast range increased from 30 to 35. Augment Warden: Decreased cast range from 85% to 70%. Ability 3 - Warp Anchor Cooldown reduced from 60 to 54. Slow stacking effect reduced from x4 after 5 applications to x3 after 5 applications. Example: Level 1 slow starts at 10 knots and builds up to 40 knots; now it builds up to 30 knots. Augment Dominator: Cooldown reduced from 20% to 15%. Crucible (Tier 3) Ability 1 - Afterburner Cooldown from to 25. Damage per second reduced from to . Ability 2 - Broadside Blast Damage reduced from to . Augment Striker: Now spawns a broadside every second for the next 4 seconds. Ability 3 - Eruption Cooldown from to 55. Flat burn damage from to damage per second (dealt in 0.25 intervals). Initial damage reduced from to . Augment Dominator: Reduced increased damage from 40% to 30%. Augment Guardian: Reduced projectile speed from 50% to 35%. Nori (Tier 4) Ability 3 - Torrent Augment Protector: Reduced increased radius from 20% to 15%. Loom Coils Changes The Whale: increase area of effect from 28% to 20% Art Changes change the font colo...Patch 0.7.1Feb 20, 2025 - Community AnnouncementsPatch Notes Economy Assist Logic changed to be more forgiving Damage threshold to be considered for the assist pool reduced from 15% to 5% within the past 20 seconds of a kill Applying an effect to an enemy time increased from 10 to 15 seconds to count in the assist pool Note: Fixed an issue where being part of the assist pool from abilities was removing you too quickly, causing you not to be counted towards having an assist, unless you did major damage via weapons or abilities Player Kill Bounty split changed Last Hit: 50% → 40% Empire: 10% → 20% (this amount is later split evenly among your team on a payout) Assist Pool: 40% remains the same (the player that got the last hit also has a split of the pool) Experience fall off adjusted Increased radius for max experience from 30 to 40 units Increased radius for minor falloff from 90 to 120, but increased the falloff from 20% to 30% reduction at that range Increased max radius for experience from 150 to 200 {STEAM_CLAN_IMAGE}/44980602/ad5aec67697b4f61bdfe01835a29036f68f9cffc.png Harvester Shared bounty pool range increased from 100 to 300 Now will dispel any latch (e.g., Lurker E “Snag,” Lockjaw Q, Stalker E) if moved over 20 units in a short window. Small Class Ships Sampan (starting ship) Ability 2 - Sludge Bomb The stacking slow diminishing returns increased Example: level 1 slow amount over 5 applications knots slow to now knot slow Augment Warden: changed from area of effect to increase target priority Slayer: changed from reduced cooldown to 20% increased area of effect Dominator: changed from increased target priority to 20% reduced cooldown Ability 3 - Harpoon Now, if duplicated, the duplicated projectiles' flat damage is reduced by 50% Augment Striker: damage reduction changed from 60% to 50% (a 30% more damage chance) Slayer: damage increased from 35% to 30% Piranha (Tier 1) Ability 1 - Puffermine Now, if duplicated, the duplicated projectiles' flat damage is reduced by 50% Ability 2 - Bleeder Rockets Now, if duplicated, the duplicated projectiles' flat damage is reduced by 50% Projectile speed reduced from 90 to 75 Ability 3 - Piranha Missiles Now, if duplicated, the duplicated projectiles' flat damage is reduced by 50% Damage per projectile re-scaled from to Stacking damage re-scaled from per hit to Augment Warden: reduced damage increased from 30% to 40% Slayer: percentage-based damage reduced from 3% to 2% Dragonfly (Tier 2) Ability 1 - Surge Drive Removes all latching upon teleporting (Lurker E (Snag), Lockjaw Q, and E (Grapple), Stalker E, etc.) Ability 2 - Adderbolt Now, if duplicated, the duplicated projectiles' flat damage is reduced by 50% Stalker (Tier 3) Ability 3 - Enthrall Dispels any latched effect upon grabbing a target enemy (fixes issues with two targets latching onto each other at the same time) Paradox (Tier 4) Ability 2 - Dilation Field now only slows enemy projectiles in the field Medium Class Ships Stingray (Tier 1) Ability 2 - Force Blade can no longer hit allies A...Patch 0.7Feb 20, 2025 - Community AnnouncementsNext Fest We are excited to announce that we’ll be participating in Steam Next Fest, starting on February 24th! During Next Fest, on our demo app, Matchmaking will be live 24/7. Come stop by and play a few rounds of boats! New Features In addition to balance changes, ship overhauls, and reworked augments. This patch includes some new features we are hyped about: Rank Badges Progress through the 9 ranks, from Scrubber Shrimp to Ace, via our new Rank Badge and Class system. {STEAM_CLAN_IMAGE}/44980602/eedff9fac6aab363de93d7b431bca73bc6dfa461.png Progress from 5th-1st Class (Bottom to Top below) to earn a new badge. {STEAM_CLAN_IMAGE}/44980602/fe4a9be73ad9dc3bcc0b6ef36641d483fd3b3c8e.png Additionally, the top 50 players will find themselves on the Board of Aces (Leaderboard), where you rank amongst the finest The Five Seas has to offer. {STEAM_CLAN_IMAGE}/44980602/c7f835180cb031a5bd39817c1cdc8f459d847bec.png Further, the Shipyard allows for viewing of all ships, their abilities, and their Augmentations while in the lobby. Along with the Shipyard, we’re granting access to Skin Crafting for the Sampan and Lurker. Craft Sampan and Lurker skins by spending Resources and Paints in the Shipyard. You will earn Resources and Paints from winning matches. Captains are now unlocked with Terns. Winning matches will reward you with Terns, which can be used to unlock Captains. We are incredibly grateful for your continued support. The best way to support us is to play during the first few days of Next Fest, so hoping to see you out there on The Five Seas! Patch Notes General Changes Saltcore weapon base damage reduced from 250 to 100. Increase the bonus damage based on targets max health from 5% to 10% Structures Remove 30 hp/s health regeneration from Tier 3 structures, Shipyard and Salt-core when powered by an Extractor Now salt-core has 5 hp/s health regeneration Minions Incoming healing and health regeneration applied to minions is reduced by 80%. Seabloom managed to avoid the healing nerfs via health regen. This change keeps it in-line with other healing. Overall Ship Changes Cooldown Recovery change to be multiplicative with diminishing returns. Cooldown Recovery increases were very weak to start then progressively over powered. It should now provide value early, while avoiding the cascade into unlimited ability spam. Since CDR is a sliding scale, the above also changes Daze (Cooldown Slow) and Silence. Due to the diminishing returns, stacking Daze and Silencing enemies should be more difficult. Note: you become silenced when your CDR goes above 200%, cooldown speed makes you more resistant to Daze and thus Silence effects. Utilities Changes Accelerator: Cooldown Recovery changed from; OLD NEW: Small Class Ships Zephyr (Tier 1) - Ability 1 - Squall Increased projectile speed from 100 to 130. No longer tracks on the way out. Still tracks on the bounce back. No longer cleanses/purges allies/enemies. Cooldown reduced from 40 seconds to 15. Speed duration chang...Sirocco is a new MOBA that's a "throwback to the simple fun" of the genreFeb 19, 2025 - PCGamesNMy colleagues giggle at the fact that I play League of Legends pretty much every night. 'Why do you torture yourself?' they ask, a question for which I have no answer. MOBAs - and multiplayer games as a whole - are somewhat synonymous with toxicity, and it feels like I can't get through a game of League without someone hurling slurs in the chat. Sirocco is hoping to change that, stripping back the grind and focusing entirely on building out characters (or, well, battleships) and having fun. With a brand-new demo debuting at Steam Next Fest, now's the perfect time to pull out of the ranked queue and try something new. Read the rest of the story... Patch 0.6.4Feb 10, 2025 - Community AnnouncementsSmall Class Ships Mosiac (Tier 1) shield gain per entity hit reduced from 2% of max health to 1.5% of max health Dragonfly (Tier 2) Ability 2 - Adderbolt Augment Dominator: tracking strength of Deathgaze reduced by 25% Ability 3 - Deathgaze deals 50% less damage for projectiles that are duplicated reduced projectile speed from 300 to 250 Augment Warden: now reduces base damage by 30% Paradox (Tier 4) Ability 1 - Inversion Ritual cooldown increased from 25 to 28 Augment Dominator: cooldown reduced from 40% to 25% Ability 3 - Doppel duration increased from to cooldown increased from 45 to 55 increases duplicated projectile angle from 20 degrees to 27 degrees Augment Dominator: removed duplicate an extra projectile for medium and large. now is 20% reduced cooldown Medium Class Ships Stingray (Tier 1) Ability 2 - Force Blade cooldown increased from 10 to 14 Lurker (Tier 1) Ability 1 - Crash Dive active duration increased from seconds to Ability 2 - Shred cooldown decreased from 20 to 16 Ability 3 - Snag cooldown increased from 25 to 30 hook range re-scaled from to Augment Warden: cooldown recovery speed from 60% to 45% during the drag Revenant (Tier 2) Ability 1 - Transfusion cooldown from 18 to 23 duration of drain reduced from to Augment Guardian: reduced increase connection range from 50% to 35% Augment Dominator: reduced increase duration from 60% to 40% Ability 3 - Heart of Darkness cooldown increased from to 55 Large Class Ships Oasis (Tier 2) Ability 2 - Countermeasures cooldown reduced from 33 to 27 Prism (Tier 4) Ability 1 - Prismatic Shield does not destroy the reflecting shield when a medium or large projectile hits it. based duration increased from x3 at max shield to x2 at max shield Patch 0.6.3Feb 7, 2025 - Community AnnouncementsMinions Incoming healing reduced from 25% → 15% Ships Overall Ship Changes Health gained per level reduced: Small class: 190 → 170 Medium class: 200 → 180 Large class: 210 → 190 Starting health for all ship classes standardized to 800: Small class: 700 → 800 Medium class: No change Large class: 900 → 800 Utilities Changes Repair Healing amount reduced: Previous values: 300, 900, 1600, 2400, 3300, 4300, 5400, 6600, 7900, 9300 New values: 300, 700, 1200, 1800, 2500, 3300, 4200, 5200, 6300, 7500 Cooldown increased: Old: (starting at 120s, decreasing by 5s per upgrade) New: (starting at 130s, decreasing by 4s per upgrade) Medium Class Ships Stingray (Tier 1) Ability 1 - Redline Forced duration reduced from 2s → 1.8s Forward force reduced from 3.5 → 3.2 units Cooldown increased from 25s → 29s Lurker (Tier 1) Ability 3 - Snag Hook range adjusted from → Augment - Protector: Cast range increase reduced from 30 → 20 Augment - Guardian: Projectile speed increase buffed from 40% → 60% Lockjaw (Tier 2) Ability 1 - Ripchain Latched duration reduced from → Augment - Protector: Speed boost for yourself/allies reduced from ×2 → ×2 (after 5 applications) Ability 2 - Blaze Max duration reduced from 5s → 4s Time between Blazes increased from 1s → 1.3s Large Class Ships Seabloom (Tier 3) Ability 1 - Green Lotus Incoming healing increase reduced from ×20 over 5s → ×5 over 5s Health regeneration bonus reduced from ×4 (after 5s) → ×2 (after 5s) Duration reduced from 3s → 2s No longer affects minions (both allies and enemies) Ability 2 - Sacred Lotus Health regeneration bonus reduced from ×5 (after 10 applications) → ×3 (after 10 applications) Ability 3 - Black Lotus Duration reduced from 5s → 4s Loom Coils Changes Area Repair: Healing reduction from 50% → 60%, no longer affects minions but now applies to the Harvester Repair Cooldown: Reduction per Loom Coil upgrade reduced from 6s → 5s Patch 0.6.2Feb 4, 2025 - Community AnnouncementsPatch Note With our next major patch approaching, we’re rolling out a small balance update to address the current strength of Revenant and Volt. Key changes include nerfs to Revenant’s Heart of Darkness and Volt’s Soliton Storm, along with adjustments to weapons and Loom Coils for better overall balance. Stay tuned for the major patch on February 24th, when matchmaking goes 24/7! Utility Changes Repair Reduces healing from to of maximum health Revenant (Tier 2) Ability 1 - Transfusion Base drain rate increased from to Ability 2 - Blood Bombardment Reduced number of spawned projectiles from 6 to 5 Reduced damage based on target's current health from 2% to 1% Increased base delay from 1.9 seconds to 2.3 Augment Striker: Bonus damage reduced from 1.5% of current health to 1% of current health Ability 3 - Heart of Darkness Duration reduced from seconds to seconds Healing from incoming damage reduced from 100% to 25% during the effect Augment Striker : No longer triples projectiles from other abilities. Now slows nearby enemies by 10 knots, stacking up to 80 after 5 seconds within the area. Effect persists for 1.5 seconds after leaving Dominator : Instead of stealing max health from enemies, now increases your max health by 1% per nearby enemy per second Volt (Tier 4) Ability 1: Arc Lighting Increased slow area from 18 to 25. Ability 2: Soliton Storm Reduced number of charges from 3 to 2. Decreased Sparks' base speed from 30 to 20. Narrowed spawn angle from 15° to 10°. Reduced base number of Storms from 5 to 3. Ability 3: Induction Lance Increased damage area radius from to . Augment: Dominator Reduced number of spawned Storms from 3 to 1. Weapons Medium Range (Purple Weapons) Scorpion bolts no longer affect structures. Longer Range (Blue Weapons) Increased Helix Flares' vision duration from seconds to seconds. Loom Coils Changes Increased the area of repair loom coil healing reduction from 30% to 50%.