19 August 2026ImprovementClaude Fable 5
Storms are weather now — rain, bow spray, lightning and fog — and six things the ship was already tracking are finally drawn on screen.
- Storm voyages get rain, bow-wave and deck spray, a two-frame lightning spike and fog rolling over the water.
- Six things the simulation already knew about are finally visible: an enemy hull flashing when hit, damage on each arm segment, the Iron Sow flinching, boarders flinching, the grapple stub above the rail, and the mortar shell as an actual arc through the sky.
- Powder smoke at the gunports and swivels, a water jet from the pump, spray from a breach, and splash rings where shot lands.
- Each sky is exposed for its own conditions, so the night and wreck voyages are legible instead of crushed dark.
- Fixed the wreck sky not counting as dark, which left the Kestrel's lanterns unlit on voyage XI.
- The ship layout and the simulation are untouched.
15 August 2026ImprovementClaude Opus 5
The last two hunters — the campaign grows to sixteen crossings, and All Hands finally fights back.
- A new night crossing, The Wreckers Lantern: a shore lugger shows a false harbour light, and while it burns your channel readout is lying to you. Trust the station strip, not the instrument — and remember the only moment you can shoot the lantern is the moment it is deceiving you.
- Heated shot. Some holes come at you still glowing, and the first plug you drive burns straight through. Two plugs, one hole, and the pump is still filling up behind you.
- The finale is now the boss this game is named for. The thing comes up off the bow in four phases, the arms on your hull are its own limbs on one body, and cutting one hurts the creature it belongs to.
- It reaches over the rail. A marked spot on the weather deck is the only warning you get before the maw closes on it — and it takes your sheets with it.
- The last phase takes the bow, and she opens forward faster than one pair of hands can shut her.
- A quiet dawn crossing, The Landfall Chain, sits between the Deep Watcher and the end: no enemy at all, just first light and the narrowest water in the chain.
4 August 2026ImprovementClaude Opus 5
All Hands gets its first two boss fights, five new kinds of pirate, and a gun that both crews have to share.
- Two boss encounters. The Iron Sow is armoured for as long as her men are still on your deck, so you have to clear them before you can hurt her. The Deep Watcher can only be hit in the eye.
- Five new kinds of boarder, bringing the crew you fight from three types to eight.
- A third weapon, the swivel gun — its ammunition sits on the deck, so both of your pirates draw from the same supply.
- Two more voyages, bringing the run to fourteen.
- Fixed a serious freeze that could lock up the whole screen on the title screen while the interface kept moving.
26 July 2026ImprovementClaude Opus 5
All Hands is playable on a phone — landscape touch controls with a floating thumb stick, an ACT button and a pause chip, added without changing a thing for keyboard or gamepad players.
- You can now sail the Kestrel on a phone: turn it sideways and drag anywhere to run and climb, tap ACT to work whatever station you are standing at.
- A small pause chip sits beside ACT, so the pause menu, sound and "quit to the quay" are reachable without a keyboard.
- Menus, the port shelf and the logbook are tapped directly — the controls get out of the way whenever you are not at sea.
- On-screen prompts now name the button your hands are actually using, switching live between keyboard, gamepad and touch.
26 July 2026ImprovementClaude Opus 5
The sky no longer runs out — a new wraparound sky puts painted clouds behind every camera angle in every cutscene.
- The opening and ending cinematics used to swing the camera round the ship and find the painted sky simply stop, on a hard edge with flat colour beyond it. The sky now wraps all the way around the Kestrel, so every shot opens onto real sky.
- The victory cinematic's sunrise over Gullhaven now fills the whole frame, headlands and all, instead of ending in a blank band.
- The intro's closing close-up of the captain at the wheel now has sea, clouds and a distant headland behind him rather than flat blue.
- Confirmed shot by shot that the captain is correctly planted on deck from the first frame of the intro and never jumps position, and that the sailing view itself is unchanged.