Changelog

Development log

Public development updates, design changes, and milestones of Global Fleet & Trade on its journey toward a complete trading world with increasing depth and new features.

Current V0.67

Dynamic Weather World, Reputation System and Greater Gameplay Depth

Version V0.67 introduces a living, shared weather system to Global Fleet & Trade. Moving cloud fields now travel permanently across the world map and can affect ships through delays or damage. The reputation system, stock market, account security, shipyard, tavern and several interface areas have also been expanded and stabilised.

V0.66

Expanded Shipyard, More Lively Cities and the New Banking System

Global Fleet & Trade receives major improvements to ships, shipyards, cities and player trading with Version 0.66. Alongside a significantly expanded shipyard, improved ship information and new city profiles, the new banking system now establishes the foundation for future transfers, securities portfolios and stock market trading.

V0.65

Redesigned City Headquarters and Improved Harbor Areas

The city headquarters and several key harbor areas have been redesigned to provide a clearer, more compact, and more consistent interface. Contracts, the shipyard, tavern, and route planner now benefit from improved spacing, clearer status information, and a calmer overall layout.

V0.64

New World Map, Consistent Controls, and Expansion of the Trading World

Since Version 0.63, the world map has been fundamentally modernised, the controls across key areas of the game have been standardised, and important foundations have been created for additional trade goods, shipyards, and the new delivery contract system.

V0.63

Internationalization, Maintenance Mode, Player Protection, and a Complete Public Website Overhaul

From yesterday to today, Global Fleet & Trade received a major overhaul across many areas. The public website is now bilingual, significantly cleaner on mobile devices, visually consistent, and protected for maintenance periods. At the same time, important safeguards against player-caused damage were strengthened and the city crisis system was further stabilized.

V0.62

Pre-Alpha Stable – the world begins to develop on its own

Global Fleet & Trade has reached an important stage of development: the world now responds not only to flows of goods and markets, but increasingly to the development of its cities and population. Work carried out from yesterday to today has established central foundations for evaluating growth, stability, decline, supply and economic causes as one connected world system.

V0.61

World map V3.3.1

Focus The world map has been developed substantially further and expanded as the central operations map for fleets, routes and port information. The goal was to make the map clearer, sharper and more useful for gameplay without damaging the existing header/footer structure or the important layer architecture. Result The world map is no longer merely a map view. It is now a genuine operations overview for fleets, ports and active routes. Players can identify more quickly where their ships are, what they are carrying and where they are heading. The presentation feels more refined, calmer and closer to a genuine game interface.

V0.60

Trading market and Economy V3

From the failure of V0.59 to the current Market V3 status Starting point: the failure of V0.59 Version V0.59 made it clear that the trading market at that time could not yet provide a stable foundation for the continued development of the game. The market logic was neither technically nor mechanically mature enough to function as a sustainable core loop.

V0.59

Economy and balancing

At the current stage of development, the trading and economic system of Global Fleet & Trade has been reviewed, adjusted and stabilised further. The purpose of this step was to create the foundation for a fairer, more transparent and playable trading system.

V0.58

Public website and mobile optimisation

The public Global Fleet & Trade website has been optimised further and prepared for mobile devices. The aim was to make the information pages substantially easier to use on smartphones and tablets without changing the actual game engine or in-game interface.

V0.57

World map / ship animation

Previously, ships on active routes were repositioned only at fixed intervals. This could make movement appear abrupt, especially on short routes or under strong time acceleration. Instead of visibly travelling along the route, the ship repeatedly appeared a little farther ahead.

V0.56

World map: live fleet display and visible ship routes

This development step significantly expands the world map. The player's own ships, active routes and harbour anchors are now displayed directly on the map and updated without reloading the page.

V0.55

Local route control and global fleet overview

Summary An important milestone has been reached for Global Fleet & Trade. Ship and route management has been fundamentally improved and separated into clear logical areas. Harbour operations are now tied firmly to the currently selected port, while the new fleet overview provides a global view of every ship owned by the player.

V0.54

Route planner: first complete test sequence finished

The first functional test sequence for the route planner has been implemented successfully and now serves as the technical foundation for the continued development of the trading and logistics system.

V0.53

New i18n standard for game text

A new i18n standard has been defined for Global Fleet & Trade. This prepares the game to be offered in multiple languages later on.

V0.52

First complete trading cycle

The first genuine economic cycle now works from beginning to end.

V0.51

Logbook expanded

Additional trading actions are now recorded in the logbook.

V0.50

Messages and return navigation improved

Feedback after purchasing and selling has been improved.

V0.49

Market table improved

The market overview has been arranged more logically and made easier to understand.

V0.48

Selling directly on the market

Selling has also been integrated directly into the market view so that players do not need to switch constantly between the market and counting house.

V0.47

Selling goods from the counting house

Players can sell goods stored in the active counting house back to the local city market.

V0.46

Ship-loading responsibility defined

Responsibility for loading ships has been clearly separated. The counting house remains a storage and management area, while loading ships will later take place exclusively in the routes area.

V0.45

Counting-house / warehouse page established

The counting-house and warehouse page has been expanded from a simple placeholder into a functional stock overview. Players can now see which goods are stored in their active counting house and how much storage space is occupied.

V0.44

Market expanded with counting-house status

The market now includes a direct display of the counting house and its storage status. Players can immediately see whether they own a counting house in the port and how much storage capacity remains available.

V0.43

Purchasing goods on the market

Purchasing goods on the local city market has been implemented. Players can now actively acquire goods for the first time and store them in their own counting house.

V0.42

Market visible without a counting house

The market logic has been adjusted. Players may view the market of an unlocked port even if they do not yet own a counting house there.

V0.41

Cash flow between players and cities

Cash flow between players and cities has been integrated into the economy. Purchases and sales now affect not only the player's balance, but also the treasury of the relevant city.

V0.40

Establishing / purchasing a counting house

The counting house has been introduced as the central trading branch. Port rights alone allow a player to enter a port and view its market. Actual trade with storage, however, requires a counting house in that city.

V0.39

Administration / harbour office expanded

Administration has been established as the central location for port rights, counting houses and later expansion or licence systems. It is no longer merely a placeholder, but a functional management area for expanding the trading network.

V0.38

Purchasing / acquiring port rights

Port rights have been introduced as a separate progression step. Players cannot use new ports automatically; they must first unlock the right to call at and trade in them.

V0.37

Sidebar / port and counting-house selection

The port/counting-house selector on the left has been revised. It no longer displays every port in the game world, but only those that the player can actually access.

V0.36

Active port / active counting house

The active port has been introduced as a central gameplay element. Until now, players were mainly tied to their home port. They can now switch between unlocked ports and trade, manage operations and later plan routes at the selected location.

V0.35

Initial development of the land editor started

The new land editor is in its initial development phase. In future, players will be able to purchase plots, construct buildings and use them for storage and production.

V0.34

Contact form, privacy confirmation and privacy notice completed

The public contact form has been activated, technically secured and expanded with mandatory privacy confirmation. The privacy policy has also been updated to reflect the current technical state of Global Fleet & Trade.

V0.33

Registration and login secured further

The authentication area has been expanded: login, registration and home-port selection now include additional protection against manipulated requests and simple bot registrations.

V0.32

Safer registration and protected administration area

Global Fleet & Trade has received major security improvements: new accounts must now be confirmed by email, while internal administration tools are better protected against unauthorised access.

V0.31

Sea-network and city editor expanded

The city and sea-network editor has been improved significantly. New cities, ports, sea-route points and connections can now be placed more precisely, inspected visibly and stored cleanly. City positions can also be entered using real GPS coordinates.

V0.30

Map editor and sea-network management revised

The internal map editor has been expanded and stabilised. Cities and ports can now be created directly on the world map. New port cities automatically receive a matching sea-network node, making later route testing considerably easier. The coding system for sea-route points has also been standardised. New port and sea-route points now use the existing N system, keeping the map, routing and administration tools more consistent. Sea-route testing now detects newly created port points more reliably. Deletion functions for cities, sea-route points and connections have also been improved, including safeguards for locations already in active use.

V0.29

News and changelog administration completed

Version V0.29 expands the internal administration area with a complete news and changelog system. Public articles and version reports can now be created, edited and deleted directly from the administration interface.

V0.28

Changelog section prepared

The changelog section has been prepared so that progress can be presented by version and remain fully available for future reference.

V0.27

Community meeting place opened

A public meeting place has been opened so that fans of maritime trading and economic games can follow the project's development.

V0.26

First development reports published

The first detailed news reports and insights into the creation of Global Fleet & Trade have been prepared and published.

V0.25

News section expanded dynamically

The news section has been expanded: the latest report appears at the top, while older news automatically moves down the page.

V0.24

Foundation prepared for complete voyage paths

Preparations have been made so that future ship journeys will store not only their departure and destination, but also the complete sea route between them.

V0.23

Test ship and visible route testing introduced

A test ship can visibly travel along calculated sea routes and automatically aligns itself with the direction of travel.

V0.22

Sea-route system established

A new sea-route system has been prepared so that ships will not simply travel directly between ports, but follow traceable maritime sections.

V0.21

Internal administration area established

An internal administration area has been prepared to make it easier to review the game world, sea routes, tests and important tools in a clear and organised way.

V0.20

Fixed Game View Introduced

The game areas were brought into a more fixed view so that important content is presented within a clear and consistent framework.

V0.19

New Game Interface Prepared

The game interface was reorganised so that game areas are more clearly separated, easier to read and simpler to expand over the long term.

V0.18

World Map Established as the Game Space

The world map was created as the central space for ports, routes, locations and future visible ship movements.