Dread Mariner news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID4431070
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperCohesion Games, LLC
- PublisherCohesion Games, LLC
- Parent gameNot available
Company pages: Developer: Cohesion Games, LLCPublisher: Cohesion Games, LLC
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Dread Mariner Steam news
Dread Mariner news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Huge Upgrades to Loot and Combat! - 21 August 2026
Hey Mariners!What we've done in the last month!Dread Mariner continues to improve in multiple ways. We've added new enemies, updates the first zone we're working on, and added some new tools for combat. Loot and gear has gotten some major updates as well.Gear Changes!We were never truly happy with the gear that players picked up and equipped and so we've finally changed that. Previously the player could find anchors, suits, and essences from enemies, chests, etc and equip one item of each into their respective slots. This didn't sit well with us for a number of reasons. First, we thought that three slots and gear to choose from just wasn't enough gearing for players. Second, since changing anchors and suits doesn't impact the appearance of the player in game, it felt unsatisfying to equip them. Lastly, we felt that suit just wasn't a very compelling piece to get from enemies. To fix the…
- Entering the Production Phase! - 10 July 2026
Hey Mariners!What we've done in the last two weeks... wait no... four weeksYes, it's been longer than normal since we put out an update, but the wait was worth it. The first two weeks or so since our last update was a slow period for us. Ian went on vacation and so Brian also took some time to recharge. We've since come back strong and got nearly all of our foundational systems for Dread Mariner to a solid first version. This means that we're now shifting our focus to using the systems we built to make content; enemies, puzzlets, new areas around the map, items, and skills. Here's a glimpse at some of the new enemies:What's the next few months look like?Because we're still on track with our roadmap, we're aiming to have a playable demo for the Fall Steam Next Fest! There will also be a trailer for that sometime before the fest goes live. We can't wait to show what we've been working on…
- Infrustructure Work Continued! ... and giant guns! - 10 June 2026
Hey Mariners!Welcome back to another update from Cohesion Games for Dread Mariner!What we've done in the last two weeksWe have continued to grind through updating foundational systems for Dread Mariner. We’ve fully switched over to the ActionDriver and are in the process of remaking the enemies and their attacks for it. The change is really cool. We set our sprite sheets up a certain way via a script, enter just the south-facing version into the animation in Godot, and update what part of the animation to show based on the facing direction of the player. Other than flanking detection, we have all the big tools we planned to add for us to refine the combat. This will significantly improve our development times for each enemy that we add to the game. We're hoping that this investment right now will pay off big time as we get into a production phase of the game. And since we didn't show of…
- Infrastructure Work! - 27 May 2026
Hey Mariners!Welcome back to another update from us at Cohesion Games! What we've done in the last two weeksAnimation Player WorkThe last two weeks have been spent working on a ton of underlying systems at the core of Dread Mariner, the animation and control system. Ian has been hard at work completely replacing how animations are played and how all of the data flows around that system. This is important because the old way was too cumbersome to easily add new enemies. All of the timings of animations needed to be done manually and those animations and the attack's data were in different places, which was simply suboptimal. This new system will allow Brian to take an enemy from idea to killable in the game without Ian having to hook up the attack animations and the attack data.When we head into the main production phase of development Brian will be able to add enemies at a much faster r…
- Skills, Skills, and more Skills! - 13 May 2026
Hello Mariners!What we've done in the last two weeksThings went a bit slower than we'd like to see because Life. That hasn't stopped progress from happening, though! It's been a long time coming, but we've made some big updates with how skills/abilities will work in Dread Mariner. ItemizationWe've overhauled what attributes can show up on items and have set different parameters depending on the strength of the enemy you defeated. A level 3 mob should drop better loot than a level 1 equivalent, right?We also reduced the number of Essences you can have from 3 to 1 to make it more equivalent to the Anchor and Suit. We felt that the drop rate of these items should be relative to the number of slots available for the item, but this meant that Essences were dropping far more frequently than the other two items. That just didn't feel good.There have been quite a few instances of our eyes going…
- Revamped UI, map system, and saving/loading are in! - 28 April 2026
Hello Mariners!We've been busy - what we did in the last two weeks!In the last update we said we'd be focusing on getting the final systems in the game before we can move onto the big production phase of adding content, skills, enemies, etc. We've made a lot of progress towards that! We got saving/loading added to Dread Mariner so we can far more accurately get a feel for a player's progression through the game.We took the time to update our user interface to fit the art style of the game. It's not final, but it feels like it fits into the game so much better than the flat look before. We also added a map system. Playtesters no longer need to be lost all of the time! We want to give players more control over how they map out the world, and so the current iteration lets you place what we're calling buoys in the world. In the map menu, you'll be able to see an area of the map around each…
- Big Leaps Towards Vertical Slice! - 14 April 2026
Hello Mariners!What did we do over the previous two weeks?Over the last two weeks we've gotten back to working towards Dread Mariner's vertical slice after finishing our demo for the upcoming in person event. The demo gave us a great opportunity to finish tasks that had been in our backlog like better gamepad support and generally making the edges around the game much, much less rough. Dread Mariner now works great on Steam Deck!We also got a lot of practice building a new area of the game that we think may become the intro/tutorial area in the future. Check out a screenshot below!What's coming up in the next two weeks?We are working to get some of the last major systems added to the game so we can shift our focus to creating content like areas, new mobs, new skills, more art, etc. The two systems currently being worked on are our map/exploration system and saving/loading. One of our go…
- Dread Mariner's first devlog and game updates! - 31 March 2026
Hey Mariners!Our first devlog is available to watch now!In it we give more details on what Dread Mariner is, our inspirations behind the game, and a little bit about what's to come in the future. Please check it out and subscribe to our Youtube channel for more!What we've been working on:In the past 2 weeks we've made over 94 changes to the game ranging from improved enemy AI when chasing the player to updated UI features and significantly improved controller support. Our playtesters have been hard at work finding bugs with combat (a really funny bug is featured in one of our Youtube shorts), enemies, rendering, etc and we're hard at work fixing as many of them as possible.We're continuing to work towards completing the vertical slice of Dread Mariner. This will mean we have all of our gameplay and progression systems represented, but maybe not fully fleshed out (i.e., the ability syste…
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