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Releases: Orinks/saltwake

Developer snapshot 2026-06-12

12 Jun 11:41

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Pre-release

Automated developer snapshot of the main branch, for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot

  • Fix silenced story responses and the region-transition softlock
  • README: add uv's official install one-liners
  • Updater: copy new root directories, make save preservation explicit
  • README: document downloads, source prerequisites, and standalone builds
  • Add in-game auto-updater with stable and dev channels
  • Add macOS release builds
  • Fix BASS music streams on Linux
  • Add the Freight Fate release pipeline: build script, notes, CI, nightly/stable workflow
  • Make the Chronicle a navigable menu
  • Return to title from the quay; make all writes portable

Saltwake v0.1.0

11 Jun 13:21

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The first release of Saltwake: a watersports roguelite where the sea
remembers. Audio-first and screen-reader-first.

Added

  • Six watersports contests played by ear: boat racing, jet ski slalom,
    free-dive salvage, storm crossings, fishing, and rescue tows, all driven
    by stereo-panned cues with spoken twins.
  • Roguelite tides: branching sea-chart headings across four regions
    with reach-warden bosses, per-run Tidings (boons), beacons, caches, and
    squalls. Salvage banks to pearls in full at homecoming, half on a wreck.
  • A novel-scale story (~17,500 words, 100+ storylets): a three-act
    mystery told Hades-style across runs on a Sunless Sea style quality
    engine, with six NPC relationship arcs, wreck-greeting beats, a readable
    Drowned Almanac, and post-game epilogues.
  • Meta progression: renown levels, six vessels, permanent gear, and
    post-victory Tide Marks difficulty.
  • An 18-track procedural soundtrack (~13 minutes of loops) rendered
    from seeded specs at first launch; F2 toggles, F3/F4 set volume.
  • Accessibility throughout: Prism speech (NVDA, JAWS, SAPI, VoiceOver,
    Speech Dispatcher), BASS audio via sound_lib with pygame fallback, a
    paged spoken manual, navigable Chronicle and Almanac, R/T/H information
    keys, and a visual mirror of the last spoken line.
  • Portable by design: saves and the music cache live in the game's own
    directory; unzip and run.