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Scrap Seas is a build-and-destroy, action-rogue-like. Take your murder-boat into the ocean into the fight against steam-punk pirates, robots, sea monsters, and huge bosses!
Play Here: funfreightergames.com/scraps…
#screenshotsaturday #thirdpersonshooter #roguelike #indiegame
I think they might be dead...
#ScreenShotSaturday #VehicularCombat #Shooter #RogueLike #ScrapSeas #StarFox
Hey we are on the other place now too! Make sure to add us bsky.app/profile/funfreighte…
Try out the shiny new SCRAP SEAS demo for Steam’s Planes Trains and Automobiles fest!!! #indiegame #scrapseas
We just posted a massive update to our free steam demo! Check it out! #scrapseas #indiegames #IndieGameDev tiktok.com/t/ZTFYJ4rYQ/
If any of you are going to be viewing the Solar Eclipse on April 8th, we've made a @legendlearning game that teaches middle school students about all kinds of Eclipses.
app.legendsoflearning.com/as…
#Eclipse2024 #Science #educational
Thanks to all the incredible staff who made @MIVSMAGFest possible! It was a great show and we met a lot of great devs and a ton of great players
Congrats to @Ugldarkking and
@SmogglesTheGuy for taking the top prizes at our leaderboard challenge for Scraps Seas’ shiny new build!
Fun Freighter Games retweeted
Welcome Fun Freighter Games showing Scrap Seas at the Super MAGFest Indie Videogame Showcase. Hop in your ship to batte a myriad of enemies! @FunFreighter #SuperMAGFest2024 #MIVS #IndieGameDev #indiegame
Hey guys, we are working on designs for 1.24" enamel pins to sell at MAGfest. Let us know if you prefer A or B?
Fun Freighter Games retweeted
We're continuing our returning guest streak with Scrap Seas! A rogue-lite boat builder equipped with power-ups that you use to demolish robot enemies. Just be careful because, as @FunFreighter kindly puts it, death is a permanent condition! More info at funfreightergames.com/scraps…
Fun Freighter Games retweeted
...so THAT happened. #Unity
I had to check if this was real? This sounds absolutely nuts. I never thought I’d have to start looking at different options from @unity
Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking.
Yes, this is a price increase and it will only affect a small subset of current Unity Editor users.
Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers.
The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect.
We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share.
We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts.
We are actively listening to and following your questions closely. Please review our FAQ (on.unity.com/3PAiqHH) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: on.unity.com/3RmyLRx.











