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Foundering v0.1.25-alpha

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@bknie1 bknie1 released this 18 Sep 16:06
989ca00

New in v0.1.25

  • Crawlspaces for the Lost Child. A ventilation trunk or a gap under a partition,
    between two rooms that share a wall but no door. Only a child fits through -- stand
    at the low grille and go. Anyone else is told plainly that they would not.

  • Her lean bites underfoot. The player feels her heel and trim the one way a flat
    floor allows: walking up the slope is slower and down it faster, and past about ten
    degrees the deck sheds you, a slide you walk against to hold your place. The view
    turns on [ and ] as well as the middle button.

  • The hunt. Everyone aboard has three things to see about them. For the Spy, one of
    the people nobody wrote down is a saboteur who stops pumps, undoes dogged doors and
    sets fires after the strike, leaving a clue each time; look at people, gather the
    clues, and accuse to their face. For the Saboteur, what you do to her where someone
    can see it is talked about, and enough talk brings the Master-at-Arms down after you.

  • Twenty-four more invented people on the Lusitania and the Britannic, with
    conversations, and the site and the older release notes rewritten in the same plain
    voice as the rest.

  • Under the paint. Two Voyage sections in her fine ends had a ladder in the pinch
    of the bow and machinery sized by the rectangle rather than the hull; both fixed. A
    flight of stairs whose rooms barely overlap gets an honest ladder. The room walker's
    detours run on the floor and step off a flight rather than along it.

Foundering v0.1.24-alpha

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@bknie1 bknie1 released this 18 Sep 13:56
989ca00

New in v0.1.24

  • The water rushes. A breached room has a spout of sea off her side at the height
    it stands outside, spray flying off it and a roar to go with it, and all of it harder
    the deeper you are. A trickle high up; a torrent on the tank top.
  • The Mail Clerk's sacks. Three sacks of registered post are aboard, one near where
    you begin, one midway, one in the post office. Carried, a sack slows you and you
    cannot run; put down with E to do anything else; carried onto the boats it goes in
    and you do not. Paid to anyone, paid better to the Clerk.
  • The band, all eight of them. Hume, Woodward, Clarke and Taylor at the
    reception-room dais with Hartley; Brailey, Bricoux and Krins outside the restaurant.
    Each will talk. They carry their instruments, and some minutes after the strike they
    go up to the first-class entrance on the boat deck and play there, together for the
    first time. Two new Table stories: the Bandmaster on the eight; the Purser on the
    five post clerks.
  • The fire main. Hydrants along her alleyways and in the working spaces. Run one out
    with something burning and take the hose to it; anyone following puts their hands on
    it. The main dies with the deck it runs along.
  • Errands with things to carry. Before the strike, the Mesaba's ice warning from
    Phillips to the Captain; brandy from the pantry to the trio; the baker's loaf down to
    steerage; a library book back to its owner. The Lusitania and the Britannic have
    their own. A person waiting on something you have not brought says so.
  • Word down the alleyway. One channel for the whole ship: lifebelts on, a couple
    of minutes after the strike; women and children when the first boat goes. The
    Voyage's ship has a loudspeaker for it, and it crackles.
  • What the climb left you. On a Voyage landing, three offered and one taken, or
    none: Sea Legs, Second Wind, Deep Breath, Thick Coat, Strong Back, Crew's Word, and
    the bargains -- a Bad Knee for forty pounds, a Weak Chest for a bolt of cloth, Known
    to the Purser, Soft Hands. Friend of the Stokers and Bedside Manner for the trades.
  • The wounded. Anyone hurt can be seen to with a bandage or a torn bolt of cloth;
    the Doctor's and the Nurse's dressings do most. Someone down can be lifted -- the
    Soldier alone, anyone with a strong back or a hand from a follower -- carried across
    the shoulders and handed into a boat.
  • The Fixer as broker. Anyone aboard will sell the Fixer what they know: the
    strong-room, the lie of a deck, where the good things are. Their own kind charge half.
  • Twelve more who were really aboard. On the Lusitania: Sir Hugh Lane with his
    pictures in the hold, Theodate Pope on her way to the psychical researchers, Marie
    Depage going home to the wounded, the Laird of Foula writing a story for Avis
    Dolphin, Oliver Bernard drawing the ship, Charles Lauriat with Dickens's own
    Christmas Carol, and the staff captain. On the Britannic: Archie Jewell and John
    Priest, who had both come off the Titanic, Dr Cropper, and Harry Dyke, who ran her
    boats.
  • The Commercial Traveller. A twenty-first passage: a case of samples, a quarter
    off buying and a quarter on selling, told what a thing is worth at a glance, and
    anyone aboard will buy from him once.
  • Under the paint. A flight of stairs whose two rooms barely overlapped could run
    into the lower room's end wall at head height; flights stay inside their room now, and
    two rooms that barely overlap get an honest ladder. Hydrants keep clear of doorways.
    The room walker that checks every ship reports Titanic, Britannic and Lusitania walked
    end to end, every room, with no faults.
  • Smaller. The Lost Child is unlocked by coming off the Lusitania alive; a short
    Voyage section always has a second way up; the objectives list no longer repeats
    its last line once per room.

Foundering v0.1.23-alpha

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@bknie1 bknie1 released this 17 Sep 12:25
989ca00

Foundering — v0.1.23-alpha (Windows & Linux)

New in v0.1.23

  • The ship has people in it. Calm Waters carried thirteen named people and nobody
    else. It carries a few hundred now: a crowd by class in the rooms their class used,
    dressed for it, and 126 people with something to say. Forty-seven of them were really
    aboard the Titanic, and stand where the record puts them. Margaret Brown is in the
    lounge; Thomas Andrews is in his stateroom with his notebook; Fleet goes up to the nest
    at ten and will tell you about the glasses. Each has a greeting and two or three
    things you can ask, true of that evening. Nothing they say is about the night, because
    for them it is not a night yet. What became of a person is written only in the
    purser's book, against the names you have spoken with.
  • Seventy-nine more you will not find on any list. A Finnish third son with an
    address card, a Mayo girl going into service, a suffragette out of Holloway, a stoker's
    wife in steerage, a bell-boy who has been up the crow's nest. Invented, and marked as
    such. The Lusitania and the Britannic have their own.
  • People have bodies. You meet them as people, not as pictures, and they stand
    apart from one another.
  • The evening first. A toggle on the Historical picker. Three errands, each a
    person to find and speak with, and the clock waits on the last of them. Then she
    strikes. Each ship has its own errands, its own clock and its own moment: 11:40, ten
    past two, twelve minutes past eight.
  • The Table talks on the landing. Between levels, sometimes, two of them are
    overheard, each in their own colour. Eight new exchanges.
  • Britannic and Lusitania, from their plans. Both were hand-laid at sixty and ninety
    rooms. Both are transcribed now the way the Titanic is: Britannic as she was fitted in
    1916, wards and theatres where the saloons were, 413 rooms; Lusitania 532. Her sheets
    carry no frame marks, so her stations are measured off the scale rather than read off
    the yard's numbers, and the file says so.
  • Voyage is built from her real decks. Each level is one of ten sections of the
    ship, three decks drawn from the rooms really at that height and nearer their real
    size. Sections get the hull shape, the door sizes, the machinery and the light
    switches the historic ships have, and they lean. Boilers are in the boiler rooms.
    Stairs on the passenger decks, ladders below. The last level ends at the boats; the
    others end at a stair or an escape trunk, and the objective says which.
  • Every choice is a grid. Mode, ship, narrator and class are tiles with a picture,
    and a panel beside them shows what you are looking at before you lock it in. Twenty
    classes now, each with its own sound when you pick it out: coal into the firebox, the
    whistle, the set tapping CQ, a jig for steerage, a waltz for first. Ships play what
    happened to them. The hotbar and your kit have pictures.
  • Nine classes that were only names have a tile and a trade. The Messenger runs
    on half the breath. The Fixer buys past a puzzle door for fifteen pounds. The Thief
    picks locks. The Lost Child cannot fight and is never fought. The Musician's calm goes
    with him. The Soldier hits harder and takes it better. Second Class, the Steward, the
    Spy and the Saboteur have their starts; their larger mechanics are still to come.
  • Three faults in how a ship is dressed, found by walking the new ones. An alleyway
    narrower than the hull no longer takes the hull's taper. A machinery room too narrow
    for a turbine gets none. A boiler is sized to its room and kept clear of the doors in
    its wall.

Foundering v0.1.22-alpha

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@bknie1 bknie1 released this 16 Sep 06:01
989ca00

Foundering — v0.1.22-alpha (Windows & Linux)

New in v0.1.22

  • Nothing hangs over her side. This one kept coming back, and it was never a room in
    the wrong place: the plating was drawn from the rooms of one deck and nothing else, so
    a thinly-modelled deck got a thin hull — and the perfectly ordinary staterooms above it
    appeared to float over the sea. Above the waterline the ship's side now carries the
    widest extent of its own deck and every deck above it, so the hull is continuous and
    nothing can overhang whatever the rooms do.
  • You cannot walk through a boiler. They were drawn and nothing more. They were also
    sitting half outside the shell, because the spot the game knew about is the stokehold
    face where the stoker stands, not the middle of thirty tons of iron.
  • The lights stop being fairy lights. Her passenger spaces really were on a regular
    scheme, so alleyways and saloons keep theirs — but a boiler room was lit where the work
    was, and a hold got a few lamps and a lot of dark between them. Down below the lamps
    come off the grid, spread out, and roughly one in five simply is not fitted. And the
    portholes are no longer all lit: the spacing stays (they followed her frames), but most
    cabins have nobody in them and no lamp burning.
  • The water stops shimmering. She floats with F deck at the waterline, and F deck's
    floor sat at exactly that height — two surfaces in one plane, with the depth buffer
    unable to choose between them.
  • The mouse is yours unless you are aiming. It was taken whenever a crowbar or a torch
    was in the slot, and the torch is the first slot, so every run began with a captured
    pointer before you had a torch to aim. Now it is only taken for a torch you actually
    carry or something you are about to throw — a crowbar swings at what you are facing.
  • Tab hands the pointer back, so the map can be hovered and the inventory picked
    through. It was being treated as though you were still walking around.
  • A thrown thing lands like a thrown thing. The sound it made was a hatch closing. It
    is now a hatch closing, on the hatches.

Foundering — v0.1.21-alpha (Windows, macOS & Linux)

New in v0.1.21

  • She goes down by the head. Water forward now puts her bow down and lifts her
    stern, and the list across her is a separate thing that can happen at the same time.
    The sea stays level while she leans, which is the way round it actually was. Titanic
    was very nearly upright all night and it is the trim you will feel; Lusitania rolls
    until her port boats are over the deck; Britannic does both, inside the hour.
  • What is loose aboard her slides. Once she is over more than a couple of degrees,
    furniture stops being scenery: a chair against one bulkhead ends up against the one
    downhill of it, and a flooded room's contents gather at the low end.
  • The sea moves. It was a flat colour, and you almost never saw it — it only drew
    once your whole deck stood clear of the water. There is swell on it now, and it rises
    into view as it comes up to meet you.
  • She has a house on her. Every room on the upper decks reached her side, so her
    superstructure read as hull with windows cut in it. The deckhouses are inset now and
    the promenade runs outboard of them — with a rail on the sea side to look over and a
    wall on the side that backs onto the house.
  • Nothing hangs over the side any more. Cabins were being cut to her widest beam
    and planted on it wherever they were, so the ones forward stood out over a hull that
    had already drawn in toward the stem.
  • Doors are the width of what they are for. Every door aboard was 2.2 m — a barn
    door. A cabin door is 0.9 m now, a watertight door wider because it has to pass a
    stretcher, and the public rooms get double doors, which is what was really there.
  • Heavy things are heavy. A made-up berth is eighty kilos and you are not moving it
    alone. Anyone following will lend a hand; past that, the way is blocked and you go
    round.
  • The lights are not all one lamp. An alleyway gets a plain bulkhead lamp, a cabin
    one fitting, the public rooms chandeliers — all of it warm, and dim in the way 1912
    filaments were. Cabins nobody is in start dark: there is a brass switch inside the
    door where your hand goes, and it throws. If her power has gone it still clicks and
    tells you nothing came on.
  • The boilers are the size boilers were. Six metres end to end, fed from both ends,
    with the uptakes climbing away to the funnels. The engine rooms sound like engine
    rooms now, too, instead of like everywhere else below the waterline.
  • The working parts of the ship are aboard her. The bridge has the wheel, both
    engine-room telegraphs, the binnacle and the chart table; the engine room has its
    triple-expansion engines and the turbine that drove the centre screw; the dynamo room
    its sets and switchboard. You cannot move them. You can look at them, and they tell
    you what they were and what they did.
  • Somebody is playing. The band stand had music stands and nobody at them, and a
    bare capsule on the deck that was meant to be a cello. There are men behind the stands
    with violins up, and the cello is a cello.
  • The dining rooms are laid, not stamped. Tables were on a perfect grid, every room
    the same. They sit off their marks now, turned a few degrees, some set for two, and
    here and there one cleared away. The Café Parisien is laid as itself — small round
    tables, close together — instead of as a saloon.
  • Tables stand where they were put. They were landing half a table away from their
    own chairs.
  • Steerage is a dormitory. Third-class berthing and the crew's quarters were being
    drawn as bedrooms with one bed in them. They are open rooms of bunks down both sides
    with an aisle between, which is how she carried most of the people aboard her.
  • Ladder wells have railings, on three sides, with the ladder stubbed up above the
    deck so a hole in the floor reads as a way down rather than a mistake. And deck chairs
    are no longer stacked under the lifeboats.
  • Inspect. Q looks at whatever you are in front of — the ship's machinery, a person,
    an item, something too heavy to lift — and when it is nothing in particular, at the
    room you are standing in. It never waits on a cooldown.
  • Tab is one dashboard: her decks on the left, what you are carrying on the right.
    M still opens the map on its own.
  • The mouse is yours. It was captured the whole time you were playing, which gave
    you a cursor you could not use and hid the one you could. Now it is taken only when
    you are actually aiming something — a torch, a crowbar, something you can throw.
  • You can tell which way you are facing, on the player and on the minimap.
  • Room notices stopped nagging. Half a minute between them and long enough on screen
    to read. Settings can silence notification sounds without silencing the notices, and
    silence her entirely while the window is behind something else.
  • Sound. She has a whistle, and it is Olympic's — same builder, same specification,
    and Olympic's survived where hers did not. Doors sound like doors and hatches like
    hatches, a light switch sounds like a switch instead of a menu, stoking sounds like
    coal going into a firebox, and water underfoot is its own sound rather than a dry
    footstep turned up — which is how you will know the sea has reached you before you
    can see it. There are people audible where there are people.
  • Fixed: a stray crate could stand in the middle of the Grand Staircase; two doors
    outside the Purser's Office swung into each other and sealed the passage; deck chairs
    at the ends faced a wall; and the walker now gets all 451 rooms of her with no faults.

Foundering — v0.1.7-alpha (Windows, macOS & Linux)

New in v0.1.7

  • You can get out of a starboard cabin. Every stateroom on the starboard side had
    its bed and washstand laid straight across the doorway (the port side was right — the
    same rule put the bed against the hull there). Step in and you were wedged. The bed
    now goes to the wall away from the door, and nothing aboard — in any room — is placed
    in a doorway any more.
  • A stateroom has one door. The A-deck rooms had grown a second door straight out
    onto the promenade; twenty-two such doors are gone. The parlour suites and the
    purser's and enquiry offices, which were only reachable through a cabin, now front
    onto the alleyway they always did.
  • The decks have their names. The HUD called A deck the boat deck; each deck is now
    named from the plans.
  • Calm Waters shows the whole ship on the map. A passenger four days out has seen
    the plan on every landing. Fog of war is for the night she goes down.
  • Stairs carry you. Every flight has a real ramp under its treads, the deck above
    is cut open where your head needs the room, and the stairs themselves keep your
    feet on the flight, up or down. You climbed into the bottom step and stopped before;
    now you climb. Steep flights that no one could walk are honest ladders.
  • The Grand Staircase is the Grand Staircase. One broad flight up to the landing,
    two flights returning either side to the deck above, stacked in one well from D deck
    to the boat deck — and the glass dome on its iron rim over the top of it, with
    daylight under it.
  • You can see into the room you are in. The wall between the camera and your room
    steps aside while you are there, whoever it belongs to. The mouse wheel zooms (Shift
    and the wheel cycle your kit); − and = still work, and you can get closer than before.
  • What you point at is what E does. The thing under your cursor wins over whatever
    merely happens to be nearest, a ring on the deck marks it, and a dot marks the cursor.
  • Health bars are red. They were drawn behind their own backing from most angles.
    Yours, and anyone...
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Foundering v0.1.21-alpha

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@bknie1 bknie1 released this 16 Sep 05:27
989ca00

Foundering — v0.1.21-alpha (Windows, macOS & Linux)

New in v0.1.21

  • She goes down by the head. Water forward now puts her bow down and lifts her
    stern, and the list across her is a separate thing that can happen at the same time.
    The sea stays level while she leans, which is the way round it actually was. Titanic
    was very nearly upright all night and it is the trim you will feel; Lusitania rolls
    until her port boats are over the deck; Britannic does both, inside the hour.
  • What is loose aboard her slides. Once she is over more than a couple of degrees,
    furniture stops being scenery: a chair against one bulkhead ends up against the one
    downhill of it, and a flooded room's contents gather at the low end.
  • The sea moves. It was a flat colour, and you almost never saw it — it only drew
    once your whole deck stood clear of the water. There is swell on it now, and it rises
    into view as it comes up to meet you.
  • She has a house on her. Every room on the upper decks reached her side, so her
    superstructure read as hull with windows cut in it. The deckhouses are inset now and
    the promenade runs outboard of them — with a rail on the sea side to look over and a
    wall on the side that backs onto the house.
  • Nothing hangs over the side any more. Cabins were being cut to her widest beam
    and planted on it wherever they were, so the ones forward stood out over a hull that
    had already drawn in toward the stem.
  • Doors are the width of what they are for. Every door aboard was 2.2 m — a barn
    door. A cabin door is 0.9 m now, a watertight door wider because it has to pass a
    stretcher, and the public rooms get double doors, which is what was really there.
  • Heavy things are heavy. A made-up berth is eighty kilos and you are not moving it
    alone. Anyone following will lend a hand; past that, the way is blocked and you go
    round.
  • The lights are not all one lamp. An alleyway gets a plain bulkhead lamp, a cabin
    one fitting, the public rooms chandeliers — all of it warm, and dim in the way 1912
    filaments were. Cabins nobody is in start dark: there is a brass switch inside the
    door where your hand goes, and it throws. If her power has gone it still clicks and
    tells you nothing came on.
  • The boilers are the size boilers were. Six metres end to end, fed from both ends,
    with the uptakes climbing away to the funnels. The engine rooms sound like engine
    rooms now, too, instead of like everywhere else below the waterline.
  • The working parts of the ship are aboard her. The bridge has the wheel, both
    engine-room telegraphs, the binnacle and the chart table; the engine room has its
    triple-expansion engines and the turbine that drove the centre screw; the dynamo room
    its sets and switchboard. You cannot move them. You can look at them, and they tell
    you what they were and what they did.
  • Somebody is playing. The band stand had music stands and nobody at them, and a
    bare capsule on the deck that was meant to be a cello. There are men behind the stands
    with violins up, and the cello is a cello.
  • The dining rooms are laid, not stamped. Tables were on a perfect grid, every room
    the same. They sit off their marks now, turned a few degrees, some set for two, and
    here and there one cleared away. The Café Parisien is laid as itself — small round
    tables, close together — instead of as a saloon.
  • Tables stand where they were put. They were landing half a table away from their
    own chairs.
  • Steerage is a dormitory. Third-class berthing and the crew's quarters were being
    drawn as bedrooms with one bed in them. They are open rooms of bunks down both sides
    with an aisle between, which is how she carried most of the people aboard her.
  • Ladder wells have railings, on three sides, with the ladder stubbed up above the
    deck so a hole in the floor reads as a way down rather than a mistake. And deck chairs
    are no longer stacked under the lifeboats.
  • Inspect. Q looks at whatever you are in front of — the ship's machinery, a person,
    an item, something too heavy to lift — and when it is nothing in particular, at the
    room you are standing in. It never waits on a cooldown.
  • Tab is one dashboard: her decks on the left, what you are carrying on the right.
    M still opens the map on its own.
  • The mouse is yours. It was captured the whole time you were playing, which gave
    you a cursor you could not use and hid the one you could. Now it is taken only when
    you are actually aiming something — a torch, a crowbar, something you can throw.
  • You can tell which way you are facing, on the player and on the minimap.
  • Room notices stopped nagging. Half a minute between them and long enough on screen
    to read. Settings can silence notification sounds without silencing the notices, and
    silence her entirely while the window is behind something else.
  • Sound. She has a whistle, and it is Olympic's — same builder, same specification,
    and Olympic's survived where hers did not. Doors sound like doors and hatches like
    hatches, a light switch sounds like a switch instead of a menu, stoking sounds like
    coal going into a firebox, and water underfoot is its own sound rather than a dry
    footstep turned up — which is how you will know the sea has reached you before you
    can see it. There are people audible where there are people.
  • Fixed: a stray crate could stand in the middle of the Grand Staircase; two doors
    outside the Purser's Office swung into each other and sealed the passage; deck chairs
    at the ends faced a wall; and the walker now gets all 451 rooms of her with no faults.

Foundering — v0.1.7-alpha (Windows, macOS & Linux)

New in v0.1.7

  • You can get out of a starboard cabin. Every stateroom on the starboard side had
    its bed and washstand laid straight across the doorway (the port side was right — the
    same rule put the bed against the hull there). Step in and you were wedged. The bed
    now goes to the wall away from the door, and nothing aboard — in any room — is placed
    in a doorway any more.
  • A stateroom has one door. The A-deck rooms had grown a second door straight out
    onto the promenade; twenty-two such doors are gone. The parlour suites and the
    purser's and enquiry offices, which were only reachable through a cabin, now front
    onto the alleyway they always did.
  • The decks have their names. The HUD called A deck the boat deck; each deck is now
    named from the plans.
  • Calm Waters shows the whole ship on the map. A passenger four days out has seen
    the plan on every landing. Fog of war is for the night she goes down.
  • Stairs carry you. Every flight has a real ramp under its treads, the deck above
    is cut open where your head needs the room, and the stairs themselves keep your
    feet on the flight, up or down. You climbed into the bottom step and stopped before;
    now you climb. Steep flights that no one could walk are honest ladders.
  • The Grand Staircase is the Grand Staircase. One broad flight up to the landing,
    two flights returning either side to the deck above, stacked in one well from D deck
    to the boat deck — and the glass dome on its iron rim over the top of it, with
    daylight under it.
  • You can see into the room you are in. The wall between the camera and your room
    steps aside while you are there, whoever it belongs to. The mouse wheel zooms (Shift
    and the wheel cycle your kit); − and = still work, and you can get closer than before.
  • What you point at is what E does. The thing under your cursor wins over whatever
    merely happens to be nearest, a ring on the deck marks it, and a dot marks the cursor.
  • Health bars are red. They were drawn behind their own backing from most angles.
    Yours, and anyone's you have hurt.
  • Cabin doors stand shut and open as you reach them, swinging into the room, not
    across the alleyway. Lifeboats hang at the ship's side, not in the officers'
    quarters. The dead lie down.
  • Balance. Throwing at full wind-up is eased. Hostiles take four or five blows;
    you take twice as many. The lock-picking pick is judged in the same pixels as the
    green you are shown — the old test was stricter than the picture.
  • The Table. The storytellers have a name for what they are together, and their
    words: every one of them speaks from a pool now, so the card at the start of a run
    is a remark about the night and never the same twice, and their conditions are put
    as riddles. One passenger a level may carry a line of theirs, and the people who
    hear it steady or falter. At the end of a run, in the black, the Table talks, to
    each other, not to you. Usually one line. Sometimes more. Two new seats: one who
    wants to see it burn, and one who wants every one of them home.
  • Nobody raises a hand to a child. Not you, not anyone.
  • The purser's record shows what you have found, and nothing about what you
    haven't.
  • The games are with people. Cards are the card-room steward's, in the smoking room
    after dinner. There is a man with a chessboard under the ivy in the Verandah Café who
    plays anyone, and a man in the third-class general room with draughts, the mill and a
    chessboard, because down there a game is everyone's. A table on its own is a table.
  • The band plays four lanes now. Arrows rise to their marks, StepMania-fashion —
    arrows, WASD or the D-pad — and the room hears it if the tune falls apart.
  • The squash court has an opponent. You take turns off the front wall; he puts the
    ball where you are not, and harder as the game goes on.
  • Outside. From the boat deck you see her side falling to the sea — plating and lit
    portholes for every deck below you — and the water at her waterline, rising as she
    goes. Each ship has the hour she went: Titanic a moonless night, Britannic a morning,
    Lusitania a bright afternoon, and the light, the sky and...
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Foundering v0.1.20-alpha

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@bknie1 bknie1 released this 15 Sep 20:24
989ca00

Titanic at her true scale: 36-inch frames, not 24 -- the whole midship had been a third too tight.
The Grand Staircase laid from its transcribed well: a fanned central flight, a landing, two side flights, on every deck from E up to the dome.
A body standing in a doorway seam no longer falls through the deck.
Furniture keeps out of corridors, doorways and stair heads.
The headless walker crosses all 453 rooms of Titanic with no faults.
Windows, Linux and macOS builds attached.

Foundering v0.1.18-alpha

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@bknie1 bknie1 released this 13 Sep 16:04
989ca00

Foundering — v0.1.7-alpha (Windows, macOS & Linux)

New in v0.1.7

  • You can get out of a starboard cabin. Every stateroom on the starboard side had
    its bed and washstand laid straight across the doorway (the port side was right — the
    same rule put the bed against the hull there). Step in and you were wedged. The bed
    now goes to the wall away from the door, and nothing aboard — in any room — is placed
    in a doorway any more.
  • A stateroom has one door. The A-deck rooms had grown a second door straight out
    onto the promenade; twenty-two such doors are gone. The parlour suites and the
    purser's and enquiry offices, which were only reachable through a cabin, now front
    onto the alleyway they always did.
  • The decks have their names. The HUD called A deck the boat deck; each deck is now
    named from the plans.
  • Calm Waters shows the whole ship on the map. A passenger four days out has seen
    the plan on every landing. Fog of war is for the night she goes down.
  • Stairs carry you. Every flight has a real ramp under its treads, the deck above
    is cut open where your head needs the room, and the stairs themselves keep your
    feet on the flight, up or down. You climbed into the bottom step and stopped before;
    now you climb. Steep flights that no one could walk are honest ladders.
  • The Grand Staircase is the Grand Staircase. One broad flight up to the landing,
    two flights returning either side to the deck above, stacked in one well from D deck
    to the boat deck — and the glass dome on its iron rim over the top of it, with
    daylight under it.
  • You can see into the room you are in. The wall between the camera and your room
    steps aside while you are there, whoever it belongs to. The mouse wheel zooms (Shift
    and the wheel cycle your kit); − and = still work, and you can get closer than before.
  • What you point at is what E does. The thing under your cursor wins over whatever
    merely happens to be nearest, a ring on the deck marks it, and a dot marks the cursor.
  • Health bars are red. They were drawn behind their own backing from most angles.
    Yours, and anyone's you have hurt.
  • Cabin doors stand shut and open as you reach them, swinging into the room, not
    across the alleyway. Lifeboats hang at the ship's side, not in the officers'
    quarters. The dead lie down.
  • Balance. Throwing at full wind-up is eased. Hostiles take four or five blows;
    you take twice as many. The lock-picking pick is judged in the same pixels as the
    green you are shown — the old test was stricter than the picture.
  • The Table. The storytellers have a name for what they are together, and their
    words: every one of them speaks from a pool now, so the card at the start of a run
    is a remark about the night and never the same twice, and their conditions are put
    as riddles. One passenger a level may carry a line of theirs, and the people who
    hear it steady or falter. At the end of a run, in the black, the Table talks, to
    each other, not to you. Usually one line. Sometimes more. Two new seats: one who
    wants to see it burn, and one who wants every one of them home.
  • Nobody raises a hand to a child. Not you, not anyone.
  • The purser's record shows what you have found, and nothing about what you
    haven't.
  • The games are with people. Cards are the card-room steward's, in the smoking room
    after dinner. There is a man with a chessboard under the ivy in the Verandah Café who
    plays anyone, and a man in the third-class general room with draughts, the mill and a
    chessboard, because down there a game is everyone's. A table on its own is a table.
  • The band plays four lanes now. Arrows rise to their marks, StepMania-fashion —
    arrows, WASD or the D-pad — and the room hears it if the tune falls apart.
  • The squash court has an opponent. You take turns off the front wall; he puts the
    ball where you are not, and harder as the game goes on.
  • Outside. From the boat deck you see her side falling to the sea — plating and lit
    portholes for every deck below you — and the water at her waterline, rising as she
    goes. Each ship has the hour she went: Titanic a moonless night, Britannic a morning,
    Lusitania a bright afternoon, and the light, the sky and the portholes say so.
  • Lit like a ship. A lamp every few metres, each dim, so rooms are lit rather than
    spotted; chandeliers in the grand rooms.
  • A live landing costs you, it doesn't kill you. The stairwell hazards (a live main
    in the water, a burning well) were taking a whole life in a twentieth of a second —
    numbers written for a different scale. Now they cost about a quarter of your health
    a second: four to six seconds standing in one, which is the argument they were meant
    to make. A ladder's well is only just wider than the ladder, so you can't fall back
    down it from the top; nothing is placed on the exit pad.
  • The flood carries over. Between levels the water never stands lower than where
    you left it unless you climbed; pressing aft or going deeper used to recompute it
    from scratch, and a run could see the ship un-sink for a level.
  • Rebind anything. Settings › Controls: every action with its key and its pad
    button; press a cap, then the key or button you want there. The prompt over the
    hotbar shows the actual key on a keycap — or the pad's coloured button — and the
    controls card reads your bindings, not a list.
  • First class is earned by getting out still believing, not by one calm moment.
    Classes you have not opened stay unnamed in the record. And the purser will take a
    word, in Settings, if you know it.

Foundering — v0.1.6-alpha (Windows, macOS & Linux)

New in v0.1.6

  • She runs smooth. The whole eleven-deck ship was costing the frame even when you
    could see one deck of it. Every wall on every deck was a body the physics engine had
    to keep in mind, and a barricade check, five times a second, was asking every loose
    thing aboard where it was — once for every doorway. Now only the deck you are on and
    the ones above and below exist at all. The next deck out comes into being a room at a
    time while you are still on the stairs, and what you leave behind is written down and
    rebuilt when you come back: a chair that floated out of a doorway is where it floated.
    The flood is untouched — all three hundred and forty-two rooms keep filling whether or
    not you can see them. Measured on the Calm Waters ship: where there were five long
    frames a second, there are none.
  • Fifty-five rooms found their voice. Boiler casings, holds, stairways and stores
    that read as one flat line now say what they are — which boilers are under that
    casing, which funnel is the real one, where the mail clerks were when the water came.

Foundering — v0.1.5-alpha (Windows, macOS & Linux)

New in v0.1.5

  • Solid floors and walls throughout. The eleven-deck ship has more collision
    surfaces than the physics engine's default budget allowed, so on the largest hull
    some floors and walls silently had no collision — you could fall through a deck or
    walk out through a bulkhead. The budget is raised to cover the whole ship. If you
    played v0.1.4 and dropped through the world, this is why, and it's fixed.

Foundering — v0.1.4-alpha (Windows, macOS & Linux)

New in v0.1.4

  • Every doorway is a real doorway. The rebuilt 1912 ship had forty places where a
    door was drawn between two rooms that didn't quite share a wall — you'd see a door
    and meet a bulkhead. Doorways are now derived from the ship's own geometry: one
    exists only where two rooms genuinely share a wall. Every room aboard is reachable
    on foot, boiler room to boat deck, and the ship you can see is the ship you can
    walk. Scotland Road opens onto the staircases, the forecastle and poop are walkable,
    and the staterooms all open onto their alleyways.

Foundering — v0.1.3-alpha (Windows, macOS & Linux)

New in v0.1.3

  • She is the ship on the plans now. The 1912 hull has been rebuilt from the
    original arrangement drawings: eleven decks and over three hundred rooms, her
    full 269 metres, bow to a point and a rounded counter aft. Alleyways with cabins
    down both sides and numbers on the doors. Scotland Road. The Turkish baths, the
    swimming bath, the squash court, the post office, the parlour suites, the
    à la carte restaurant and the Café Parisien — where they were, at their size.
  • The boats have their numbers. Odd to starboard, even to port, the collapsibles
    lettered among them — and they go when they went. Your objective names your
    boat. Arrive late and the davits are swung out and empty, and you are directed to
    the nearest one still at her chocks. Nothing tells you the timetable; you find
    out the way everyone found out.
  • The band takes requests. Find them — the quintet plays before dinner, the trio
    aft — and ask for a number from the White Star music book. Over fifty pieces of
    their repertoire are aboard as period recordings. Some numbers mean more than
    others.
  • The Marconi room's book only holds what you have found. The traffic of that
    night is scattered through the ship as paper — a form on the chart-room spike, a
    message down the side of an armchair. What you find stays found, across runs.
  • Calm Waters is a calm ship. No weapons, no kit, nothing to loot — you are a
    passenger, four days out. Every door opens; the cabins behind them are real, and
    occupied ones say so. Ask at a door and you may be told someone is dressing for
    dinner.
  • Thrown things throw. With your hands full, the mouse winds up and lets fly —
    held longer is harder, mass is the honest limit.
  • A pocket watch. The clock is gone from the screen; press T and the hour is in
    your hand, on a face, the way 1912 read it.
  • One objectives list, centre right, and nothing saying it twice. The map names
    an...
Read more

Foundering v0.1.17-alpha

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@bknie1 bknie1 released this 13 Sep 06:36
989ca00

Foundering — v0.1.7-alpha (Windows, macOS & Linux)

New in v0.1.7

  • You can get out of a starboard cabin. Every stateroom on the starboard side had
    its bed and washstand laid straight across the doorway (the port side was right — the
    same rule put the bed against the hull there). Step in and you were wedged. The bed
    now goes to the wall away from the door, and nothing aboard — in any room — is placed
    in a doorway any more.
  • A stateroom has one door. The A-deck rooms had grown a second door straight out
    onto the promenade; twenty-two such doors are gone. The parlour suites and the
    purser's and enquiry offices, which were only reachable through a cabin, now front
    onto the alleyway they always did.
  • The decks have their names. The HUD called A deck the boat deck; each deck is now
    named from the plans.
  • Calm Waters shows the whole ship on the map. A passenger four days out has seen
    the plan on every landing. Fog of war is for the night she goes down.
  • Stairs carry you. Every flight has a real ramp under its treads, the deck above
    is cut open where your head needs the room, and the stairs themselves keep your
    feet on the flight, up or down. You climbed into the bottom step and stopped before;
    now you climb. Steep flights that no one could walk are honest ladders.
  • The Grand Staircase is the Grand Staircase. One broad flight up to the landing,
    two flights returning either side to the deck above, stacked in one well from D deck
    to the boat deck — and the glass dome on its iron rim over the top of it, with
    daylight under it.
  • You can see into the room you are in. The wall between the camera and your room
    steps aside while you are there, whoever it belongs to. The mouse wheel zooms (Shift
    and the wheel cycle your kit); − and = still work, and you can get closer than before.
  • What you point at is what E does. The thing under your cursor wins over whatever
    merely happens to be nearest, a ring on the deck marks it, and a dot marks the cursor.
  • Health bars are red. They were drawn behind their own backing from most angles.
    Yours, and anyone's you have hurt.
  • Cabin doors stand shut and open as you reach them, swinging into the room, not
    across the alleyway. Lifeboats hang at the ship's side, not in the officers'
    quarters. The dead lie down.
  • Balance. Throwing at full wind-up is eased. Hostiles take four or five blows;
    you take twice as many. The lock-picking pick is judged in the same pixels as the
    green you are shown — the old test was stricter than the picture.
  • The Table. The storytellers have a name for what they are together, and their
    words: every one of them speaks from a pool now, so the card at the start of a run
    is a remark about the night and never the same twice, and their conditions are put
    as riddles. One passenger a level may carry a line of theirs, and the people who
    hear it steady or falter. At the end of a run, in the black, the Table talks, to
    each other, not to you. Usually one line. Sometimes more. Two new seats: one who
    wants to see it burn, and one who wants every one of them home.
  • Nobody raises a hand to a child. Not you, not anyone.
  • The purser's record shows what you have found, and nothing about what you
    haven't.
  • The games are with people. Cards are the card-room steward's, in the smoking room
    after dinner. There is a man with a chessboard under the ivy in the Verandah Café who
    plays anyone, and a man in the third-class general room with draughts, the mill and a
    chessboard, because down there a game is everyone's. A table on its own is a table.
  • The band plays four lanes now. Arrows rise to their marks, StepMania-fashion —
    arrows, WASD or the D-pad — and the room hears it if the tune falls apart.
  • The squash court has an opponent. You take turns off the front wall; he puts the
    ball where you are not, and harder as the game goes on.
  • Outside. From the boat deck you see her side falling to the sea — plating and lit
    portholes for every deck below you — and the water at her waterline, rising as she
    goes. Each ship has the hour she went: Titanic a moonless night, Britannic a morning,
    Lusitania a bright afternoon, and the light, the sky and the portholes say so.
  • Lit like a ship. A lamp every few metres, each dim, so rooms are lit rather than
    spotted; chandeliers in the grand rooms.
  • A live landing costs you, it doesn't kill you. The stairwell hazards (a live main
    in the water, a burning well) were taking a whole life in a twentieth of a second —
    numbers written for a different scale. Now they cost about a quarter of your health
    a second: four to six seconds standing in one, which is the argument they were meant
    to make. A ladder's well is only just wider than the ladder, so you can't fall back
    down it from the top; nothing is placed on the exit pad.
  • The flood carries over. Between levels the water never stands lower than where
    you left it unless you climbed; pressing aft or going deeper used to recompute it
    from scratch, and a run could see the ship un-sink for a level.
  • Rebind anything. Settings › Controls: every action with its key and its pad
    button; press a cap, then the key or button you want there. The prompt over the
    hotbar shows the actual key on a keycap — or the pad's coloured button — and the
    controls card reads your bindings, not a list.
  • First class is earned by getting out still believing, not by one calm moment.
    Classes you have not opened stay unnamed in the record. And the purser will take a
    word, in Settings, if you know it.

Foundering — v0.1.6-alpha (Windows, macOS & Linux)

New in v0.1.6

  • She runs smooth. The whole eleven-deck ship was costing the frame even when you
    could see one deck of it. Every wall on every deck was a body the physics engine had
    to keep in mind, and a barricade check, five times a second, was asking every loose
    thing aboard where it was — once for every doorway. Now only the deck you are on and
    the ones above and below exist at all. The next deck out comes into being a room at a
    time while you are still on the stairs, and what you leave behind is written down and
    rebuilt when you come back: a chair that floated out of a doorway is where it floated.
    The flood is untouched — all three hundred and forty-two rooms keep filling whether or
    not you can see them. Measured on the Calm Waters ship: where there were five long
    frames a second, there are none.
  • Fifty-five rooms found their voice. Boiler casings, holds, stairways and stores
    that read as one flat line now say what they are — which boilers are under that
    casing, which funnel is the real one, where the mail clerks were when the water came.

Foundering — v0.1.5-alpha (Windows, macOS & Linux)

New in v0.1.5

  • Solid floors and walls throughout. The eleven-deck ship has more collision
    surfaces than the physics engine's default budget allowed, so on the largest hull
    some floors and walls silently had no collision — you could fall through a deck or
    walk out through a bulkhead. The budget is raised to cover the whole ship. If you
    played v0.1.4 and dropped through the world, this is why, and it's fixed.

Foundering — v0.1.4-alpha (Windows, macOS & Linux)

New in v0.1.4

  • Every doorway is a real doorway. The rebuilt 1912 ship had forty places where a
    door was drawn between two rooms that didn't quite share a wall — you'd see a door
    and meet a bulkhead. Doorways are now derived from the ship's own geometry: one
    exists only where two rooms genuinely share a wall. Every room aboard is reachable
    on foot, boiler room to boat deck, and the ship you can see is the ship you can
    walk. Scotland Road opens onto the staircases, the forecastle and poop are walkable,
    and the staterooms all open onto their alleyways.

Foundering — v0.1.3-alpha (Windows, macOS & Linux)

New in v0.1.3

  • She is the ship on the plans now. The 1912 hull has been rebuilt from the
    original arrangement drawings: eleven decks and over three hundred rooms, her
    full 269 metres, bow to a point and a rounded counter aft. Alleyways with cabins
    down both sides and numbers on the doors. Scotland Road. The Turkish baths, the
    swimming bath, the squash court, the post office, the parlour suites, the
    à la carte restaurant and the Café Parisien — where they were, at their size.
  • The boats have their numbers. Odd to starboard, even to port, the collapsibles
    lettered among them — and they go when they went. Your objective names your
    boat. Arrive late and the davits are swung out and empty, and you are directed to
    the nearest one still at her chocks. Nothing tells you the timetable; you find
    out the way everyone found out.
  • The band takes requests. Find them — the quintet plays before dinner, the trio
    aft — and ask for a number from the White Star music book. Over fifty pieces of
    their repertoire are aboard as period recordings. Some numbers mean more than
    others.
  • The Marconi room's book only holds what you have found. The traffic of that
    night is scattered through the ship as paper — a form on the chart-room spike, a
    message down the side of an armchair. What you find stays found, across runs.
  • Calm Waters is a calm ship. No weapons, no kit, nothing to loot — you are a
    passenger, four days out. Every door opens; the cabins behind them are real, and
    occupied ones say so. Ask at a door and you may be told someone is dressing for
    dinner.
  • Thrown things throw. With your hands full, the mouse winds up and lets fly —
    held longer is harder, mass is the honest limit.
  • A pocket watch. The clock is gone from the screen; press T and the hour is in
    your hand, on a face, the way 1912 read it.
  • One objectives list, centre right, and nothing saying it twice. The map names
    an...
Read more

Foundering v0.1.16-alpha

Choose a tag to compare

@bknie1 bknie1 released this 13 Sep 06:27
989ca00

Foundering — v0.1.7-alpha (Windows, macOS & Linux)

New in v0.1.7

  • You can get out of a starboard cabin. Every stateroom on the starboard side had
    its bed and washstand laid straight across the doorway (the port side was right — the
    same rule put the bed against the hull there). Step in and you were wedged. The bed
    now goes to the wall away from the door, and nothing aboard — in any room — is placed
    in a doorway any more.
  • A stateroom has one door. The A-deck rooms had grown a second door straight out
    onto the promenade; twenty-two such doors are gone. The parlour suites and the
    purser's and enquiry offices, which were only reachable through a cabin, now front
    onto the alleyway they always did.
  • The decks have their names. The HUD called A deck the boat deck; each deck is now
    named from the plans.
  • Calm Waters shows the whole ship on the map. A passenger four days out has seen
    the plan on every landing. Fog of war is for the night she goes down.
  • Stairs carry you. Every flight has a real ramp under its treads, the deck above
    is cut open where your head needs the room, and the stairs themselves keep your
    feet on the flight, up or down. You climbed into the bottom step and stopped before;
    now you climb. Steep flights that no one could walk are honest ladders.
  • The Grand Staircase is the Grand Staircase. One broad flight up to the landing,
    two flights returning either side to the deck above, stacked in one well from D deck
    to the boat deck — and the glass dome on its iron rim over the top of it, with
    daylight under it.
  • You can see into the room you are in. The wall between the camera and your room
    steps aside while you are there, whoever it belongs to. The mouse wheel zooms (Shift
    and the wheel cycle your kit); − and = still work, and you can get closer than before.
  • What you point at is what E does. The thing under your cursor wins over whatever
    merely happens to be nearest, a ring on the deck marks it, and a dot marks the cursor.
  • Health bars are red. They were drawn behind their own backing from most angles.
    Yours, and anyone's you have hurt.
  • Cabin doors stand shut and open as you reach them, swinging into the room, not
    across the alleyway. Lifeboats hang at the ship's side, not in the officers'
    quarters. The dead lie down.
  • Balance. Throwing at full wind-up is eased. Hostiles take four or five blows;
    you take twice as many. The lock-picking pick is judged in the same pixels as the
    green you are shown — the old test was stricter than the picture.
  • The Table. The storytellers have a name for what they are together, and their
    words: every one of them speaks from a pool now, so the card at the start of a run
    is a remark about the night and never the same twice, and their conditions are put
    as riddles. One passenger a level may carry a line of theirs, and the people who
    hear it steady or falter. At the end of a run, in the black, the Table talks, to
    each other, not to you. Usually one line. Sometimes more. Two new seats: one who
    wants to see it burn, and one who wants every one of them home.
  • Nobody raises a hand to a child. Not you, not anyone.
  • The purser's record shows what you have found, and nothing about what you
    haven't.
  • The games are with people. Cards are the card-room steward's, in the smoking room
    after dinner. There is a man with a chessboard under the ivy in the Verandah Café who
    plays anyone, and a man in the third-class general room with draughts, the mill and a
    chessboard, because down there a game is everyone's. A table on its own is a table.
  • The band plays four lanes now. Arrows rise to their marks, StepMania-fashion —
    arrows, WASD or the D-pad — and the room hears it if the tune falls apart.
  • The squash court has an opponent. You take turns off the front wall; he puts the
    ball where you are not, and harder as the game goes on.
  • Outside. From the boat deck you see her side falling to the sea — plating and lit
    portholes for every deck below you — and the water at her waterline, rising as she
    goes. Each ship has the hour she went: Titanic a moonless night, Britannic a morning,
    Lusitania a bright afternoon, and the light, the sky and the portholes say so.
  • Lit like a ship. A lamp every few metres, each dim, so rooms are lit rather than
    spotted; chandeliers in the grand rooms.
  • A live landing costs you, it doesn't kill you. The stairwell hazards (a live main
    in the water, a burning well) were taking a whole life in a twentieth of a second —
    numbers written for a different scale. Now they cost about a quarter of your health
    a second: four to six seconds standing in one, which is the argument they were meant
    to make. A ladder's well is only just wider than the ladder, so you can't fall back
    down it from the top; nothing is placed on the exit pad.
  • The flood carries over. Between levels the water never stands lower than where
    you left it unless you climbed; pressing aft or going deeper used to recompute it
    from scratch, and a run could see the ship un-sink for a level.
  • Rebind anything. Settings › Controls: every action with its key and its pad
    button; press a cap, then the key or button you want there. The prompt over the
    hotbar shows the actual key on a keycap — or the pad's coloured button — and the
    controls card reads your bindings, not a list.
  • First class is earned by getting out still believing, not by one calm moment.
    Classes you have not opened stay unnamed in the record. And the purser will take a
    word, in Settings, if you know it.

Foundering — v0.1.6-alpha (Windows, macOS & Linux)

New in v0.1.6

  • She runs smooth. The whole eleven-deck ship was costing the frame even when you
    could see one deck of it. Every wall on every deck was a body the physics engine had
    to keep in mind, and a barricade check, five times a second, was asking every loose
    thing aboard where it was — once for every doorway. Now only the deck you are on and
    the ones above and below exist at all. The next deck out comes into being a room at a
    time while you are still on the stairs, and what you leave behind is written down and
    rebuilt when you come back: a chair that floated out of a doorway is where it floated.
    The flood is untouched — all three hundred and forty-two rooms keep filling whether or
    not you can see them. Measured on the Calm Waters ship: where there were five long
    frames a second, there are none.
  • Fifty-five rooms found their voice. Boiler casings, holds, stairways and stores
    that read as one flat line now say what they are — which boilers are under that
    casing, which funnel is the real one, where the mail clerks were when the water came.

Foundering — v0.1.5-alpha (Windows, macOS & Linux)

New in v0.1.5

  • Solid floors and walls throughout. The eleven-deck ship has more collision
    surfaces than the physics engine's default budget allowed, so on the largest hull
    some floors and walls silently had no collision — you could fall through a deck or
    walk out through a bulkhead. The budget is raised to cover the whole ship. If you
    played v0.1.4 and dropped through the world, this is why, and it's fixed.

Foundering — v0.1.4-alpha (Windows, macOS & Linux)

New in v0.1.4

  • Every doorway is a real doorway. The rebuilt 1912 ship had forty places where a
    door was drawn between two rooms that didn't quite share a wall — you'd see a door
    and meet a bulkhead. Doorways are now derived from the ship's own geometry: one
    exists only where two rooms genuinely share a wall. Every room aboard is reachable
    on foot, boiler room to boat deck, and the ship you can see is the ship you can
    walk. Scotland Road opens onto the staircases, the forecastle and poop are walkable,
    and the staterooms all open onto their alleyways.

Foundering — v0.1.3-alpha (Windows, macOS & Linux)

New in v0.1.3

  • She is the ship on the plans now. The 1912 hull has been rebuilt from the
    original arrangement drawings: eleven decks and over three hundred rooms, her
    full 269 metres, bow to a point and a rounded counter aft. Alleyways with cabins
    down both sides and numbers on the doors. Scotland Road. The Turkish baths, the
    swimming bath, the squash court, the post office, the parlour suites, the
    à la carte restaurant and the Café Parisien — where they were, at their size.
  • The boats have their numbers. Odd to starboard, even to port, the collapsibles
    lettered among them — and they go when they went. Your objective names your
    boat. Arrive late and the davits are swung out and empty, and you are directed to
    the nearest one still at her chocks. Nothing tells you the timetable; you find
    out the way everyone found out.
  • The band takes requests. Find them — the quintet plays before dinner, the trio
    aft — and ask for a number from the White Star music book. Over fifty pieces of
    their repertoire are aboard as period recordings. Some numbers mean more than
    others.
  • The Marconi room's book only holds what you have found. The traffic of that
    night is scattered through the ship as paper — a form on the chart-room spike, a
    message down the side of an armchair. What you find stays found, across runs.
  • Calm Waters is a calm ship. No weapons, no kit, nothing to loot — you are a
    passenger, four days out. Every door opens; the cabins behind them are real, and
    occupied ones say so. Ask at a door and you may be told someone is dressing for
    dinner.
  • Thrown things throw. With your hands full, the mouse winds up and lets fly —
    held longer is harder, mass is the honest limit.
  • A pocket watch. The clock is gone from the screen; press T and the hour is in
    your hand, on a face, the way 1912 read it.
  • One objectives list, centre right, and nothing saying it twice. The map names
    an...
Read more

Foundering v0.1.15-alpha

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@bknie1 bknie1 released this 13 Sep 06:20
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Foundering — v0.1.7-alpha (Windows, macOS & Linux)

New in v0.1.7

  • You can get out of a starboard cabin. Every stateroom on the starboard side had
    its bed and washstand laid straight across the doorway (the port side was right — the
    same rule put the bed against the hull there). Step in and you were wedged. The bed
    now goes to the wall away from the door, and nothing aboard — in any room — is placed
    in a doorway any more.
  • A stateroom has one door. The A-deck rooms had grown a second door straight out
    onto the promenade; twenty-two such doors are gone. The parlour suites and the
    purser's and enquiry offices, which were only reachable through a cabin, now front
    onto the alleyway they always did.
  • The decks have their names. The HUD called A deck the boat deck; each deck is now
    named from the plans.
  • Calm Waters shows the whole ship on the map. A passenger four days out has seen
    the plan on every landing. Fog of war is for the night she goes down.
  • Stairs carry you. Every flight has a real ramp under its treads, the deck above
    is cut open where your head needs the room, and the stairs themselves keep your
    feet on the flight, up or down. You climbed into the bottom step and stopped before;
    now you climb. Steep flights that no one could walk are honest ladders.
  • The Grand Staircase is the Grand Staircase. One broad flight up to the landing,
    two flights returning either side to the deck above, stacked in one well from D deck
    to the boat deck — and the glass dome on its iron rim over the top of it, with
    daylight under it.
  • You can see into the room you are in. The wall between the camera and your room
    steps aside while you are there, whoever it belongs to. The mouse wheel zooms (Shift
    and the wheel cycle your kit); − and = still work, and you can get closer than before.
  • What you point at is what E does. The thing under your cursor wins over whatever
    merely happens to be nearest, a ring on the deck marks it, and a dot marks the cursor.
  • Health bars are red. They were drawn behind their own backing from most angles.
    Yours, and anyone's you have hurt.
  • Cabin doors stand shut and open as you reach them, swinging into the room, not
    across the alleyway. Lifeboats hang at the ship's side, not in the officers'
    quarters. The dead lie down.
  • Balance. Throwing at full wind-up is eased. Hostiles take four or five blows;
    you take twice as many. The lock-picking pick is judged in the same pixels as the
    green you are shown — the old test was stricter than the picture.
  • The Table. The storytellers have a name for what they are together, and their
    words: every one of them speaks from a pool now, so the card at the start of a run
    is a remark about the night and never the same twice, and their conditions are put
    as riddles. One passenger a level may carry a line of theirs, and the people who
    hear it steady or falter. At the end of a run, in the black, the Table talks, to
    each other, not to you. Usually one line. Sometimes more. Two new seats: one who
    wants to see it burn, and one who wants every one of them home.
  • Nobody raises a hand to a child. Not you, not anyone.
  • The purser's record shows what you have found, and nothing about what you
    haven't.
  • The games are with people. Cards are the card-room steward's, in the smoking room
    after dinner. There is a man with a chessboard under the ivy in the Verandah Café who
    plays anyone, and a man in the third-class general room with draughts, the mill and a
    chessboard, because down there a game is everyone's. A table on its own is a table.
  • The band plays four lanes now. Arrows rise to their marks, StepMania-fashion —
    arrows, WASD or the D-pad — and the room hears it if the tune falls apart.
  • The squash court has an opponent. You take turns off the front wall; he puts the
    ball where you are not, and harder as the game goes on.
  • Outside. From the boat deck you see her side falling to the sea — plating and lit
    portholes for every deck below you — and the water at her waterline, rising as she
    goes. Each ship has the hour she went: Titanic a moonless night, Britannic a morning,
    Lusitania a bright afternoon, and the light, the sky and the portholes say so.
  • Lit like a ship. A lamp every few metres, each dim, so rooms are lit rather than
    spotted; chandeliers in the grand rooms.
  • A live landing costs you, it doesn't kill you. The stairwell hazards (a live main
    in the water, a burning well) were taking a whole life in a twentieth of a second —
    numbers written for a different scale. Now they cost about a quarter of your health
    a second: four to six seconds standing in one, which is the argument they were meant
    to make. A ladder's well is only just wider than the ladder, so you can't fall back
    down it from the top; nothing is placed on the exit pad.
  • The flood carries over. Between levels the water never stands lower than where
    you left it unless you climbed; pressing aft or going deeper used to recompute it
    from scratch, and a run could see the ship un-sink for a level.
  • Rebind anything. Settings › Controls: every action with its key and its pad
    button; press a cap, then the key or button you want there. The prompt over the
    hotbar shows the actual key on a keycap — or the pad's coloured button — and the
    controls card reads your bindings, not a list.
  • First class is earned by getting out still believing, not by one calm moment.
    Classes you have not opened stay unnamed in the record. And the purser will take a
    word, in Settings, if you know it.

Foundering — v0.1.6-alpha (Windows, macOS & Linux)

New in v0.1.6

  • She runs smooth. The whole eleven-deck ship was costing the frame even when you
    could see one deck of it. Every wall on every deck was a body the physics engine had
    to keep in mind, and a barricade check, five times a second, was asking every loose
    thing aboard where it was — once for every doorway. Now only the deck you are on and
    the ones above and below exist at all. The next deck out comes into being a room at a
    time while you are still on the stairs, and what you leave behind is written down and
    rebuilt when you come back: a chair that floated out of a doorway is where it floated.
    The flood is untouched — all three hundred and forty-two rooms keep filling whether or
    not you can see them. Measured on the Calm Waters ship: where there were five long
    frames a second, there are none.
  • Fifty-five rooms found their voice. Boiler casings, holds, stairways and stores
    that read as one flat line now say what they are — which boilers are under that
    casing, which funnel is the real one, where the mail clerks were when the water came.

Foundering — v0.1.5-alpha (Windows, macOS & Linux)

New in v0.1.5

  • Solid floors and walls throughout. The eleven-deck ship has more collision
    surfaces than the physics engine's default budget allowed, so on the largest hull
    some floors and walls silently had no collision — you could fall through a deck or
    walk out through a bulkhead. The budget is raised to cover the whole ship. If you
    played v0.1.4 and dropped through the world, this is why, and it's fixed.

Foundering — v0.1.4-alpha (Windows, macOS & Linux)

New in v0.1.4

  • Every doorway is a real doorway. The rebuilt 1912 ship had forty places where a
    door was drawn between two rooms that didn't quite share a wall — you'd see a door
    and meet a bulkhead. Doorways are now derived from the ship's own geometry: one
    exists only where two rooms genuinely share a wall. Every room aboard is reachable
    on foot, boiler room to boat deck, and the ship you can see is the ship you can
    walk. Scotland Road opens onto the staircases, the forecastle and poop are walkable,
    and the staterooms all open onto their alleyways.

Foundering — v0.1.3-alpha (Windows, macOS & Linux)

New in v0.1.3

  • She is the ship on the plans now. The 1912 hull has been rebuilt from the
    original arrangement drawings: eleven decks and over three hundred rooms, her
    full 269 metres, bow to a point and a rounded counter aft. Alleyways with cabins
    down both sides and numbers on the doors. Scotland Road. The Turkish baths, the
    swimming bath, the squash court, the post office, the parlour suites, the
    à la carte restaurant and the Café Parisien — where they were, at their size.
  • The boats have their numbers. Odd to starboard, even to port, the collapsibles
    lettered among them — and they go when they went. Your objective names your
    boat. Arrive late and the davits are swung out and empty, and you are directed to
    the nearest one still at her chocks. Nothing tells you the timetable; you find
    out the way everyone found out.
  • The band takes requests. Find them — the quintet plays before dinner, the trio
    aft — and ask for a number from the White Star music book. Over fifty pieces of
    their repertoire are aboard as period recordings. Some numbers mean more than
    others.
  • The Marconi room's book only holds what you have found. The traffic of that
    night is scattered through the ship as paper — a form on the chart-room spike, a
    message down the side of an armchair. What you find stays found, across runs.
  • Calm Waters is a calm ship. No weapons, no kit, nothing to loot — you are a
    passenger, four days out. Every door opens; the cabins behind them are real, and
    occupied ones say so. Ask at a door and you may be told someone is dressing for
    dinner.
  • Thrown things throw. With your hands full, the mouse winds up and lets fly —
    held longer is harder, mass is the honest limit.
  • A pocket watch. The clock is gone from the screen; press T and the hour is in
    your hand, on a face, the way 1912 read it.
  • One objectives list, centre right, and nothing saying it twice. The map names
    an...
Read more