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📝 Development Journey

26 monthly updates documenting the solo development of I Thalassa – The New World

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Devlog #26 – Gamepad Support, Trading UI & Fleet Save System

Hi everyone, Manuel Hosseini here with Devlog #26 for I Thalassa. This month was all about full gamepad cursor support, a unified UI panel system with shared trading, and a fleet save system that remembers every ship you own.

  • Gamepad cursor support across the main menu and in-game UI, with reduced thruster rumble feedback
  • New C and Z keybindings to quickly toggle the inventory and trading panels
  • UI Panel Manager with an exclusive slot so inventory and trading never open at the same time
  • Trading UI rebuilt as a scene-resident singleton shared by all NPC traders, freezing player movement while open
  • Fleet save system that persists every owned ship's position, fuel, and health across sessions
  • Sea animal riding refined with smoother controls, plus jellyfish attack and compass bug fixes
  • New weapons-item mission, a collectible document, and polished boost effects, environment, and main menu visuals
Published on May 18, 2026
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Devlog #25 – Save System, Enemy Sentinels & Bodyguard Ships

Hi everyone, Manuel Hosseini here with Devlog #25 for I Thalassa. This month was all about a full save system with 3 slots, GPU-instanced enemy sentinel waves, and bodyguard capsule ships with swim-to-board recruitment.

  • Save system with 3 slots and ISaveable persistence for inventory, economy, missions, and build modules
  • Checkpoint interactable to save the active slot with session autosave and translated feedback in 6 languages
  • Enemy sentinels refactored to GPU-instanced manager with group FSM, wave loop, and dissolve shader on death
  • Bodyguard capsule ships with ship-driven controller, swim-to-board behavior, anchor system, and entry dialog VFX
  • New defeat enemy wave mission with compass target suggestion and per-group separation logic
  • Audio refactor with dedicated 2D AudioSource for UI sounds and spatial weapon SFX routed through AudioManager
  • Game Over screen with final explosion VFX, projectile rock impacts, refactored debris variants, and muzzle flash effects
Published on May 1, 2026
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Devlog #24 – Mission System, Localization & Inventory Overhaul

Hi everyone, Manuel Hosseini here with Devlog #24 for I Thalassa. This month was all about building a full mission system with 10 unique objectives, expanding localization to five languages including Japanese, Russian, and Chinese, and overhauling the inventory with discovery slots and tabbed navigation.

  • Full mission system with 10 unique objectives hooked into combat, building, fishing, and exploration
  • Localization expanded to Russian, Japanese, and Simplified Chinese with Noto Sans CJK fallback fonts
  • Auto-detect OS language on first launch with English fallback and CSV sync tool for phrase management
  • Inventory overhaul with discovery slots, upgrade system, and tabbed sections for missions, discoveries, and help
  • Depth tracking HUD displaying depth in feet and pressure in PSI with surface breach detection
  • Jellyfish VFX migrated from LineRenderers to event-driven VFX Graph with improved chase and attack behavior
  • Turret controller with alternating randomized shots, food item healing system, and smoother camera movement
Published on April 16, 2026
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Devlog #23 – Rideable Sea Animals, Physics Overhaul & Visual Redesign

Hi everyone, Manuel Hosseini here with Devlog #23 for I Thalassa. This month was all about rideable sea creatures, a full Rigidbody physics refactor for animals and enemy AI, and a visual redesign of the game's UI and style.

  • Rideable sea animal system with player-controlled movement, attract points, and banking camera on turns
  • JellyfishManager with schooling group behavior and electric net damage system
  • Rigidbody physics refactor for sea animal movement and enemy submarine AI
  • New game visual style with updated UI panels, fonts, and new scene layout
  • Shader-based health bars for enemies and player using MaterialPropertyBlock
  • Item pickup animation with shrink-to-chest effect and pooled floating popup text
  • Global ShipHUD migrated from per-ship Canvas and insufficient funds feedback with RESETPEARLS cheat
Published on March 31, 2026
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Devlog #22 – Multiplayer Foundation, Weapon Systems & Input Migration

Hi everyone, Manuel Hosseini here with Devlog #22 for I Thalassa. This month was all about laying the groundwork for multiplayer with NGO server-authoritative networking, overhauling the weapon and input systems, and polishing combat and building mechanics.

  • Multiplayer Phase 1 with Netcode for GameObjects, server-authoritative movement, and network player synchronization
  • Weapon drag-and-drop equip system from inventory to ship with full 3D aiming overhaul
  • Torpedo system with new mesh, smooth chasing projectile steering, and foam trail VFX
  • Complete migration from legacy Input Manager to the new Input System across all scripts
  • Build system improvements with buildable zones, per-module pricing, and collision sound feedback
  • VFX sea creatures with swimming paths, new animated submarine, and classic explosion effects
  • Bodyguard ground avoidance, acquisition VFX and dialogue, and UI modernization with interaction prompts
Published on March 1, 2026
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