About the Game
In Oceaneers, a survival-crafting colony simulation game, you manage a group of stranded survivors in a flooded world. With sinking islands, and scarce resources, you’ll need to grow an island colony, recruit new survivors and protect them from dangers on both land and sea!

SURVIVE ON FLOATING ISLANDS
The ocean is scattered with floating islands powered by Float-Tech. Build devices to resurface them to haul back to your colony. Collect the best islands to deploy and create a thriving settlement. ![]()
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Harvest, Scavenge, Survive
Harvest and scavenge resources to build a colony that can sustain your survivors. Supplies are scarce, so you’ll need to brave the ocean and journey far to keep your stockpiles up.
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Colony Management & Needs
A steady food and water supply is essential to meet your survivors' needs, but don’t forget about waste. Spoiled food and survivor mishaps must be managed while you establish fertilizer production and crop farming. ![]()
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Send Rafts on Expeditions!
Send survivors on expeditions, then take direct control once they arrive. Discover new biomes, resources, blueprints, and unique story items as you explore the seas. Locate the best islands for your colony!![]()
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Science Starts with Float-Tech
Research primitive contraptions, and uncover strange Float-Tech devices from an old-world corporation. With a wide and deep research tree, you decide how and when your colony advances.
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Your Colony, Your Characters
Create characters with distinct skills and traits to form a well-rounded colony. With plenty of hairstyles, beards and mustaches, you’ll grow attached to your survivors and their journey.![]()
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Fend Off Threats Above and Below
Protect your colony from harsh weather, and threats on land and sea. Fortify your rafts, weather-proof your buildings and set up countermeasures against food-stealing seagulls, foot-pinching crabs and raft-wrecking sharks!
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Explore Island Bunkers, Story Included!
Deep within floating islands lie bunkers filled with corporate secrets, unique resources, weird technology, and pieces of a larger story. Build access hatches and explore their hidden depths.
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Features:
Control multiple characters in this single player experience.
Directly control characters and set up automated tasks.
Design multiple rafts and send survivors on expeditions.
Haul islands back to your colony to expand your island home.
Improve island buoyancy with contraptions that keep islands afloat.
Research and unlock advanced workstations and upgrades.
Survive against weather events, and threats on both land and sea.
Farm crops, prepare rations and cook meals.
Customize your survivor names, traits, hair styles... including beards & mustaches!
Uncover the deep sea storyline plot alongside the survival journey.
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Drinks & Beverages - Time To Get Fizzy!
It's patch time! (Full patch notes below).
As with every new patch, we highly recommend doing a "save as" to create a new save file.
The new Drinks & Beverages update is now live! Complete with new tech and automation features!
[img src="{STEAM_CLAN_IMAGE}/45215726/3c2f5c458ead34fe03dc67dfe2287006a2c5374b.png"]
Developer Message:
One of the changes with this update involves restricting some buildings that you could previously build on the raft. This will be a little jarring at first for players that are used to the current system, but overall I think you'll find it is beneficial.
You can now take drinks that don't spoil on expeditions (consumable directly from food crates) without taking up that valuable raft space. We aren't ruling out further changes, for example we may add a new mid-game raft specific building for the raft that can produce some water.
The Change:
Solar Stills/Rain Collectors can no longer be built on rafts. This wont effect existing rafts for now (to help you transition) and you can still build these on islands at expeditions (though that's more of an emergency thing), taking water rations in cargo will be the typical method for expeditions.
The, "Why":
We initially allowed these buildings on the raft simply because there was no alternative way to take water on expeditions, in many ways it was a placeholder. The other reason is that we want to add more separation between colony and raft buildings since they serve different purposes, and having some buildings/features on the raft can make automation a little more complicated than intended.
Feedback:
We'd love to get your feedback once you have your drink production set up and have spent some time with this new system. Things like this are a big part of why we did Early Access, and while we aren't against reverting changes, sometimes we'll make an adjustment like this so the new system can be properly tested.[img src="{STEAM_CLAN_IMAGE}/45215726/5c05e56f898692caf8ad8ab676453bc2712daa9a.png"]
Overview
New Tech: Mollusk Farm, Water Packer, Drink Station, Fermentation Tank
New Resource Nodes: Debris (with beachwood + mollusks)
New Resources: Salt, Mollusks, Shells, Vinegar, Carbonation Satchel
New Conditions: Energy Boost, Energy Crash
New Consumables: Water Ration, Berry Juice, Sweet Water, Mermaid Cordial, Berry Fizz, Marsh Mellow Fizz, Ocean Breeze Fizz, Corporate Water Ration, Roasted Mollusks, Seafood Chowder
New Key Features: Consumable Automation Restrictions (via character sheet), Salt as a byproduct.
[img src="{STEAM_CLAN_IMAGE}/45215726/7c02d6f2a39af7f485133d3ccec20476bceb4701.jpg"]
What's Next?
We are planning the next update, which will have more focus on lighting. There have been requests for this so we're excited to be working on that.
There will be more automation tweaks, QoL and bug fixes as well (keep that feedback coming please).
Patch Notes (0.1.2M)
Important: Due to significant changes, you will need to re-do any food restrictions in the new consumable system. All characters will start with “Colony Defaults”.
Important: Solar Stills/Rain Collectors can no longer be built on rafts. This was temporary since there was previously no way to take drink items in cargo. This wont effect existing rafts and you can still build these at expeditions. We will see how this feels with the new beverage system, once you’ve had a chance to experience the system please let us know how it feels.
Important: You can no longer directly access stored water from the food crate. This was temporary since there was no previous way to package drinks. Drinks and water rations made at the new Water Packer and Drink Mixer can be consumed from the food crate.
Consumable Automation: You can now setup rules for consumable restrictions including food, drink and medical remedies. Each colonist can choose the rules to use “Unrestricted”, “Colony Defaults” or “Custom Rules” giving you lots of control, per colonist if you desire. This allows you restrict items and prioritize items. Note that remedies don’t use priority since they typically have specific uses.
Consumable Automation: Characters now automate the thirst need with the new beverage consumables, in addition to water storage and water producers.
Consumable Automation: Characters now automate consumable remedies in addition to healing items. This allows characters to consume remedies to remove conditions they may acquire (e.g. food poisoning).
Colony Automation: Buildings will now automatically be marked for repair when durability becomes major.
The Mollusk farm is now available in the Farming research tree. Harvest mollusks for food and for their calcium rich shells.
The Water Packer is now available in the Cooking research tree. Make water rations that can go in your cargo and be used on expeditions.
The Drink Mixer is now available in the Cooking research tree. Make beverages that can go in your cargo and be used on expeditions. Complete it with the Carbonater upgrade.
New building, the Fermentation Tank has been added to the Production research tree. This can be used to create vinegar.
Water devices that produce clean water through desalination, such as Solar Stills, now produce Salt as a byproduct. The salt must be emptied when full or the desalination process halts (this action is automated and a new Empty Salt task can be done manually if desired).
You can now add salt directly to farms using any salt you have collected. Salt will still accumulate in farm plots if an island is sunk.
The top toolbar now has a separate category for beverages, and the icons have been updated.
The top toolbar now shows water and waste storage combined under the one icon.
The food crate now shows food and drinks separately.
The training complete (choose skill) dialog now has a 2 second delay before accepting your choice, to prevent actually clicking as soon as it appears.
New recipe “Vinegar” now available at the Fermentation Tank
New recipe “Carbonation Satchel ” now available at the Pulping Station
New recipe “Roasted Mollusk” now available at the Campfire and Cooking Station.
New recipe “Seafood Chowder” now available at the Cooking Station.
New recipe “Water Ration” now available at the Water Packer.
New drink recipes available at the Drink Mixer.
Driftweed Tea is now a medical item consumed from the Medical Crate, it no longer spoils and no longer provides health.
The Roasted Berries recipe can now also be cooked at the Cooking Station
New Condition Energy Boost gives a work speed boost, energy loss reduction and walk speed bonus.
New Condition Energy Crash is applied after Energy Boost ends.
Mollusks can now sometimes be found as pickups on beach islands (wont apply for zones/island where data has previously been generated).
Mollusks are sometimes found when collecting salvage and the Debris Whisperer trait bonus occurs.
Corporate Water Ration has been added to bunker loot tables.
Butchers Block “Sharp Tools” upgrade now requires Industrial Science instead of Advanced, to better align with the progression requirements.
When characters are drinking, they will now show the “Drinking” condition in the character sheet.
The research tree has had adjustments to suit the new tech that has been added.
The building toolbar will now show multiple rows when there are lots of buildings.
The anchor now raises itself when launching the Nautilus.
Economy balance changes: Machine Part (wood) from 100 to 125, BioSoil from 320 to 300
Updates to Scenario Start music track.
Added a new type of debris node that can contain mollusks.
Added a new drinks filter tab to Global Reserves window.
Added a new drinks filter tab to the cargo selection window.
Updated the description of the Emergency Bunker Hole to clarify that it is only for Beach islands.
The Paddle Float blueprint will now show as locked in the research tree since it isn’t ready yet. It is also no longer shown in the build bar if you previously discovered it. Other blueprints that are not implement should no longer be discoverable (you will reach a point where obtaining new blueprints has no effect, though you do get a piece of paper and a chit!).
Clean Water and Waste now always start as a discovered resource.
Bunkers will now use a consistent global light intensity, not effected by the time of day outside, which could previously cause characters to appear darker than intended when entering a bunker at night.
If a character can’t get next to a creature/turret to attack (because they can’t path there) they will try and attack from the other side.
Improved the click collider on the dead sentry turret.
Conditions including Too Hot, Too Cold and Wet will be removed when a character is traveling, previously this condition would persist and result in characters escalating the condition as soon as they reached the destination. The escalated versions of these conditions (e.g. Heat Stroke, Hypothermia) are not removed.
The “Too Hot” condition now escalates to HeatStroke after 5 hours instead of 4 hours.
Various new text elements are now linked to translations.
Fixed a case where a character could die even if they had enough health to remove Death’s Door, because the expiry of the condition was evaluated before the removal rules (such as when loading).
Fixed a bug where a character would repeatedly move around a crumble even if they were already on one, when trying to automate “return to ground”.
Fixed a bug where automated drinking and remedy usage could be interrupted by the character choosing another automated task.
Fixed a bug where the objective list headings could show when starting a new game.
Fixed the “All resources” toolbar category not showing some items like keycards and hauling kits.
Fixed text sometimes not fitting inside the discovered item notification box.
Fixed character eyebrow style not saving correctly, causing bushy eyebrows to revert to default eyebrows.
Fixed some bunker issues where loot could respawn. A new island spawn routine has been implemented, please let us know if you encounter any new issues.
Fixed a bug where translations would not remember enabled state when opening the game.
Fixed various text elements to better fit translations which could be longer.
Fixed bunker layout showing “Terminal” instead of “Modules” when hovering over the module room.
Fixed a bug where the paper mill crafting queue would add items back after loading.
Fixed a bug where characters wouldn’t empty toilets to zero.
Fixed prepared meal descriptions not showing replacement text for localized text in tooltips.
Fixed scouting progress continuing when in a bunker or raft design mode.
Fixed a bug where characters with a bonus to max health from the combat trait, wouldn’t have max health after loading a game.
Fixed the trait bonus floating text showing in red instead of green.
Looking forward to your feedback :)
[dynamiclink href="https://store.steampowered.com/bundle/72095/PostApocalyptic_Survival/"]
Community Translation Changes
See the translation changelog for text changes in this version.
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3740776220"]
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Thanks to the Community!
A huge thanks to all of the players helping each other out on the forums and in discord. It's really cool seeing tips being shared.
Keep your feedback coming as well, we read it all!
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Join Us!
Join our discord to discuss the game and share your ideas!
Join discord here
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Hello fellow Oceaneers!
It's patch time! (Full patch notes below).
We were finalizing some automation changes for the next automation pass and had to put up a critical fix for save files. So we decided to include the other improvements we have been working on to let you start playing around with them.
HUGE thanks again to Skay24 on the forums for making us aware of the save file issue!
Important: For existing characters, you will need to check their automation settings. New characters will start with no food restrictions, and will have the new "work anywhere" mode enabled.
Developer Message:
As mentioned in our previous update news, one of our big focuses is improving automation to reduce micromanagement, and smooth various aspects of the story. Once we finalize the new automation features we will go through and update all of the in-game tutorials.
This patch has the next iteration of the automation system, and gives more expected results without relying on workposts. For example, you mark a node for harvest in the ocean, someone will go get it. It's up to you to mark responsibly, as they will cross the ocean if you mark something way out there.
We want to keep workposts though, this is where you can add restrictions and more control at your home colony. These largely behave as before and work on top of the new "Work Anywhere" system. If you want someone to only work in workpost areas, you can change their mode in the automation section in the character sheet. We have more changes coming to expand the functionality of workposts as well.
[img src="{STEAM_CLAN_IMAGE}/45215726/44dc6679baa5201496ebb24a010c20151297f221.jpg"]
What About Rafts?
Rafts effectively run on their own system and should behave as they did previously. These are intended to be semi-automatic and make use of the Work in Area feature.
What About Food?
New food automation settings allow you to control which types of food colonists can eat.
Previously they wouldn't eat raw ingredients unless you told them to (like Beach Reeds) so if you weren't cooking food it could feel like they weren't managing their own needs.
Now you can allow different types of food (warning: they are all enabled by default). You may find ingredients getting eaten more often because of this, but you can simply untick "Raw Food" from the automation settings for each character. More settings are planned that will give additional control.
[img src="{STEAM_CLAN_IMAGE}/45215726/c96c30e31f68c2df77579057dab3193a38d0eaaf.jpg"]
Story Progression Improvements
There were some encounters and steps that felt a little cumbersome so they have been removed. Repair kits felt cumbersome, so they have been replaced with a new thematic thingy.
[img src="{STEAM_CLAN_IMAGE}/45215726/4452b3ea304a4779386528e1be313a4c2119ba66.jpg"]
It wasn't obvious that you need to progress the story to open up new areas, so there's a new guide on the map. All of these things come together to make a significantly smoother experience.
[img src="{STEAM_CLAN_IMAGE}/45215726/90c410eae900912daa1797a494e7321e5a2f5ceb.jpg"]
Shout out to everyone that's already done these steps, your feedback has been a huge help! More tweaks are planned, but the major points of frustration have now been removed.
What's Next?
There's a few more automation tweaks coming (keep the feedback coming), but our next focus is the Steam Workshop support for translation mods which is underway.
Patch Notes (0.1.0V)
New automated work anywhere feature which is enabled by default for new characters. This allows you to mark any node on the map, and a colonist in “Work Anywhere” automation mode will go do it. This also works for crafting stations, allowing everyone to work on any island. You can still change this to “Workpost Only” mode if you need more control over some colonists.
Food automation has changed. You now have control over the categories of food characters can eat from the Automation tab on the character sheet. This can further be restricted by individual food. Previously characters wouldn’t eat raw food ingredients, now you can allow this. Note that these are all enabled by default so you will need to adjust them for existing characters.
Bunker ventilation system that are damaged (causing gas) no longer require repair kits. We have added a new repair dialog instead (its not a mini-game, just an interactive repair screen that’s super quick). Taking repair kits on expeditions was too tedious for our liking. Repair kit recipes have been removed.
Six new skin tones have been added to the game. We have overhauled our sprite shader so it gives us more flexibility with colors which will be useful moving forward. New recruitables you find may use some of these new colors.
Six new clothes colors have been added!
Food resources categories now show on resource tooltips.
When attempting a task that required a tool (such as clearing debris, working at a resource node), the exact tool type and tier required will show in the overhead text.
If a tree or bush stump is marked Do Not Harvest, when it regrows it will keep the now keep the marked state.
Changed the Rare Samples upgrade for the Research Table, instead of strongwood it now requires a wooden machine part.
Added a new keybind for the “Do not harvest” marking tool that was added in the previous patch. By default this is bound to “4”.
Added a new button to the bottom left selected character area, to go straight to automation settings.
Added a new note to the provisions dialog about taking food in cargo for expedition usage.
Added a note to the first region map so you know what resources are available in the first region before you need to progress the story to get higher tier resources.
Added a new final checklist screen to expeditions for commonly forgotten items
Added a new debris crate that can contain raw mackerel
Removed skill requirement on Slumberclaw. It caused unnecessary frustration.
Slumberclaw: The cost of the “attack” option was reduced from 5 to 4 spears, but you still get them back.
Slumberclaw: The cost of the “crafty” option was reduced from 6 planks to 4 planks. The wood machine parts can also now be found in the zone, but only if you haven’t visited the zone yet.
Slumberclaw: The cost of the “peaceful” option was reduced from 5 to 4 charred mackerel. Floating crates of raw mackerel have been added to the zone, but only if you haven’t visited the zone yet.
Slumberclaw: Added extra stone pickups to the area, enough for a campfire (only effects new games).
Slumberclaw: This island is now a rock island (which was originally intended).
Updated the artwork for debris crates that have grilled fish, to distinguish them between crates that have raw fish.
Updated butcher block description to mention crabs.
Updated jerky rack description to mention leather.
Updated tinker crab description to hint at kicking them to drop their items.
Updated the workbench description.
Updated the colors of the Do Not Harvest icons.
Updated the fastest speed warning message.
Updated the wording “science mishap” to “lab accident”
Updated the intel for the blue keycard expedition, to hint at the tinker crabs.
Removed first debris blocker in main bunker (it felt unnecessary after just opening the door). This will only effect new games.
The tip about building water storage now only shows if you haven’t built any.
Adjust the click collider for the palm tree.
Adjusted the simulation speed for each speed setting, first/second/third speed are 10-15% faster. Clicking a speed button while the game is paused will now also automatically unpause.
Shelf life of Driftweed Tea increased from 3 to 10 days.
The raft “Work in Area” command no longer marks resources in the area (as this would conflict with the new work anywhere automation). Characters simply work in the area of the raft. You can also use the Do Not Harvest tool which the raft will obey.
Updated the job toggles in the selected character area to have 3 states for the new automation system.
Fixed a bug where unavailable Float-Tech was not showing as coming soon in the research tree. Note that we have left the Paddle Float unlocked even though you can’t build it yet, we’re working on this one.
Fixed not being able to use the Nautilus launch level by dragging the mouse (you could only click to do it).
Fixed the character designer panel when using Groom-O-Tron mirror which wasn’t showing the correct text label.
Fixed food smasher missing the manage building settings button.
Fixed a bug where bunker terminal text was using the wrong font in some cases.
Fixed some music tracks that were playing for a shorter time than intended.
Fixed bunker music continuing to play after exiting bunker.
Fixed a bug where title music was not playing when returning to the title screen.
Fixed the mark combat and mark repair cursors which were clicking off centre.
Fixed a critical issue that could case save files to be deleted when deleting auto saves.
Watch Out Seagulls. It's Survival Time.
Hey folks! We unfortunately had to put a critical fix up today due to an issue that could delete save files when you deleted autosaves.
Please make sure you are updated, it should be version 0.1.0U or later in your title screen.
If it doesn't update immediately you may need to re-launch Steam.
HUGE thanks to Skay24 on the forums for the help with this, absolute champion. Even though we are in early access we hate to see this sort of bug and are disappointed that it somehow went under the radar, so our deepest apologies.
Please make sure you get this patch. It also has a bunch of other improvements we were working on. If you run into any other issues please let us know. We will be putting out a second patch and full patch notes for this when we do that, but here's a very short overview:
Critical save delete issue fixed
New automation system "work anywhere"
New food automation options
Story steps improved and simplified, removing various hurdles.
New skin colors and clothing colors.
The Seagulls Probably Did It.
Hello fellow Oceaneers!
We're approaching 4 days since release and have the first patch ready to go! Patch notes are at the bottom if you just want those.
Important: For existing characters and workposts, you will need to change the settings to enable the two new automation types.
Developer Message:
Things are going well, but we wanted to smooth the start for new players with some minor changes to the story steps, and some automation improvements. There's quite a bit of automation in the game, but some of it isn't enabled by default which is causing a little too much friction for new players.
You can fully automate most things, including production, but we've still got improvements to make in both guides and automation features.
In addition to that, this patch introduces the first part of translation mod support, this is experimental and roughly 90% of game text is linked up (we're hoping to link the rest up over the coming week). We are planning to add Steam Workshop support for these translation mods, so that is on the way as well.
Regarding Content, The Main Story Takes Places Across 4 Regions
We've had some players expressing that there may be a lack of content and resources available, we noticed this is usually due to not progressing the story (and not progressing beyond the first region). Some players from our discord have 40 hours and are into the third region, so just want to reassure players that there is plenty of content, some of it just tied to the story progress.
There aren't many steps so you should be able to get through the steps reasonably quickly, but there are some things we aren't happy with and steps we want to simplify and smooth out in the story process. Currently there's more friction than we would like which can trip players up.
If you get stuck on anything be sure to ask for help on the forums or in our discord and we'll be happy to provide guidance.
The full story (which you can play right now) takes place over 4 separate regions, with each region having more sectors than the last and higher tier resources. The first region that you can scout is less than 1/4 of the game.
When you open the map, you may notice the "WORLD MAP" tab at the top, N54 E66 is only the first region where you start.
[img src="{STEAM_CLAN_IMAGE}/45215726/453595293703172ab5b8e819356f1b21ed53431a.jpg"]
So currently you need to progress beyond the red keycard and get to the next region to access more of the higher tier resources. I also appreciate that some players prefer a pure sandbox experience, and this is something we are planning out for a future update. The story doesn't require too many steps though, so you should be able to enjoy the mostly sandbox experience as is.
Regarding Music!
Currently music in the game plays for a short period at around hour 4 and hour 14, based on the overall mood of your colony. I know some players might prefer to have music playing all of the time, this is something we will be looking into. Music is not final yet.
Automation Changes
More automation is enabled by default (including full needs instead of idle-only), and we have added new Harvest (all) and Scavenge (all) types which are enabled by default (only for new characters & workposts). This means as soon as you start a new game, characters will get to work by themselves.
[img src="{STEAM_CLAN_IMAGE}/45215726/39ff813817ae89da7ee6c450536e4bc3c31d9e1d.jpg"]
To support this we have added a new marking tool to put an X on resource nodes, telling your workers "Don't work here!". Note that this tool on prevents automation, you can still manually command them to work there.
[img src="{STEAM_CLAN_IMAGE}/45215726/137c14ef3f6c6cca51b6b88e3b8346068e8e396c.jpg"]
Translation Mod Support (Experimental)
The first stage of support for community translation mods is here! Over the next week there will be more improvements to this, and we are planning to also implement Steam Workshop for this.
Important: You can use this feature, but please keep in mind it is experimental and undergoing more development.
[img src="{STEAM_CLAN_IMAGE}/45215726/cf46802e472e58729b496e1e148cbe99cce8c2a4.jpg"]
Players can create a translation mod with our in-game tools, and translate the mod with a special online tool we have setup. If you're interested on translating any language please let us know so we can help guide and support you.
Patch Notes
Added a new "Do Not Harvest" marking tool, this prevents nodes from being harvested while the new Harvest (all) automation is on.
New Automation features “Harvest (all)” and “Salvage (all)” have been added to the character sheet and workpost. This allows characters to do these tasks within a workpost area without you having to mark nodes. This is enabled by default for new games/new characters. It can be turned off if you only want them to work on nodes you mark.
When starting a new game, there is now an extra screen that allows you to choose the tutorial enabled settings before starting the game (these can be changed at any time from the escape menu).
Bunker #48 changes (blue keycard bunker). Removed the debris pile to make the initial story steps easier, this has been replaced with copper scrap. Also removed the “bring a shovel” expedition intel. A random hat is now found in the storage room.
An extra fuse will now spawn in the blue sector island, to hint to players to get the other fuses from the blue tinker crabs. This change will only effect new games.
Characters now start with need management on Full instead of Idle-only. This wont effect existing characters.
Recruitable Marcus: Reduced the cost of the first option (10 fewer berries, 2 fewer water, 3 fewer fish). Reduced the skill requirement of the second option from level 5 science, to level 4 science.
Pickup items (all) is now enabled by default in the character sheet, so items within a workpost area do not need to be manually marked.
The Find Blue/Red keycard objectives now show the sector you need to go to find them.
Added search keywords such as bandage, bite and bleed to the medicine tutorial.
Add an accessibility tab in the game settings in preparation for new accessibility options which are coming soon. If you have any accessibility requests please let us know!
The raft builder will now automatically add a mast if for any reason it was removed (which shouldn’t happen).
The raft mast now requires a little extra space, previously you could place it too close to raft edges. This wont effect existing rafts, but may require you to move some things next time you edit your raft.
The trader in region 1 now sells a piece of strongwood and sand crystal, this is to ensure players can upgrade the research table in region 1 even if they accidentally used those resources on other things.
New Translations button added to the main menu, this lets you access community translation mods. This is experimental and a work in progress (but it does work).
Building tooltips now show any relevant beauty values (decoration, mess, waste)
Removed the language setting from options as its now replaced by the main menu translations button.
Removed the recovery stat from floats (it was an old value that was no longer used).
Various UI formatting changes to better handle translations. You may notice an placeholder in some tip
Fixed the Island Collection popup which would not scroll if you had many islands.
Fixed a bug where time would pass while waiting for click to continue after starting a new game.
Fixed some unintended tutorials showing in the side list when tutorial popups were disabled.
Fixed a bug where the insulation value on the character sheet was not correct.
Fixed a bug where the state of the Next button when starting a new game would not refresh after pressing back from the character creator.
Fixed missing descriptions for higher tier tools.
Fixed a display bug with skill level requirements on the recruit & interaction dialogs.
Watch Out Seagulls. It's Survival Time.
The ocean awaits.
Oceaneers, your survival crafting adventure, is available now on Steam Early Access!
[dynamiclink href="https://store.steampowered.com/app/3052510/Oceaneers/"]After years of development, we're excited for you to be able to jump in and play our new survival crafting adventure. If you enjoy survival-crafting games, colony-sims, or base builders, then this is the game for you. We hope you enjoy it, and look forward to your feedback.
About Oceaneers
Oceaneers blends survival-crafting with colony-sim gameplay, giving you both direct control of your colonists and automation features.
You'll start with a small group and a tiny island, then recruit more survivors, haul islands home and create a large colony connected by bridges.
[img src="{STEAM_CLAN_IMAGE}/45215726/a8dc95145105557748540ace5d2eed67197cc0a8.jpg"]
We enter Early Access with a huge amount of content already in the game, and you can experience the full story from day one,
Player feedback has been a big part of getting the game to this level of polish, and we're looking forward working with you and the community as we continue to expand the game.
Get out your raft socks. It's survival time.
Looking For Translations?
Oceaneers has a Public Test branch with a special build that allows community translation mods. Check out the forums here for more information.
Current Release
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Uploaded May 02, 2026
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System Requirements
How to Install
Oceaneers.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
404 MB
22918683
234E832C
b3258a418cae4470dacaa3e3ff97fb20c338f2116717ca17bde0aa41ed94de9b
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View AllDownload Oceaneers for PC with a direct link or via torrent. Get the full version of Oceaneers for free. Oceaneers is a Action released by Barrel Smash Studios.