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📝 Development Journey

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

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Devlog #23 – Rideable Sea Animals, Physics Overhaul & Visual Redesign

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

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

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

  • Multiplayer Phase 1 with Netcode for GameObjects, server-authoritative movement, and network player synchronization
  • Weapon drag-and-drop equip system from inventory to ship with full 3D aiming overhaul
  • Torpedo system with new mesh, smooth chasing projectile steering, and foam trail VFX
  • Complete migration from legacy Input Manager to the new Input System across all scripts
  • Build system improvements with buildable zones, per-module pricing, and collision sound feedback
  • VFX sea creatures with swimming paths, new animated submarine, and classic explosion effects
  • Bodyguard ground avoidance, acquisition VFX and dialogue, and UI modernization with interaction prompts
Published on March 1, 2026
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Devlog #21 – Trading System, Economy & Localization

Hi everyone, Manuel Hosseini here with Devlog #21 for I Thalassa. This month was all about building a complete trading economy with NPC merchants, dynamic pricing, and full localization support for dialogs.

  • NPC Trader system with custom mesh, textures, and wobble shader
  • Hybrid trading mechanics where merchants buy any sellable item at reduced prices
  • Dynamic economy with price decay, restock cycles, and price history tracking
  • Language Manager for seamless dialog translation across all scenes
  • Door interaction system with key-based unlocking
  • Performance optimizations with Camera.main caching and reduced allocations
  • Crystal rare items and improved dialog UI for shipyard stations
Published on February 5, 2026
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Devlog #20 – Gamepad Input System, Bodyguards & Performance Optimization

Hi everyone, Manuel Hosseini here with Devlog #20 for I Thalassa. This month was all about gamepad support, bodyguards recruitment, and major performance improvements across the board.

  • Gamepad cursor system for menu and inventory navigation
  • Bodyguards acquisition and formation system
  • Power-ups performance overhaul and optimization
  • Booster power-up system with spatial audio
  • Animal interaction effects and sensor improvements
  • Scene persistence refactoring and polish
Published on January 10, 2026
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Devlog #19 – Build System Expansion, Modular Construction & Delete Mode

Hi everyone, Manuel Hosseini here with Devlog #19 for I Thalassa. This month focused on expanding the build system with modular construction, delete mode functionality, and advanced module management for deeper base-building gameplay.

  • Modular build system with weapon, wall, and structural modules
  • Delete mode and socket overlap detection
  • Enhanced VFX for Icarus ship
  • Inventory fixes and sensor improvements
  • Prefabs and scene configuration updates
  • File organization and project cleanup
Published on December 1, 2025
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