Gameplay

Survive. Build. Sail.

Every system in Ships and Shanties exists to answer one question: how far will you take the ship?

Illustrative artwork
Design intent

Stay alive, then do something with it

Survival and gathering

The basic loop starts on the shoreline: collect food and raw materials, manage what the environment demands of you, and keep going.

Survival is the foundation rather than the whole game. It is what funds your curiosity and keeps you in the field long enough to build something worth sailing.

A beach camp at dusk with a fire, a sailcloth lean-to and a beached longship.
Illustrative
A shelter of sailcloth and timber beside a beached boat as the light dies. — illustrative artwork
Design intent

What you make says what you have become

Crafting and equipment

Gathered materials become tools, weapons and gear. Equipment improves across a series of material and tool stages, from basic survival kit to advanced equipment made from rare materials.

Gear is meant to feel practical and handmade, and to look more storied as you progress rather than simply shinier.

Design intent

Your ship, your way

Shipbuilding and customisation

Construction is how a camp becomes a base, and how a hull becomes a ship. You do not build a hull from scratch: you make it at a shipwright table, then build your ship on top of it.

Customisation is the big idea. Every ship has sails and rigging, and the rest is yours to add and change however you like. Shipwright table tiers unlock bigger and better hulls to build on.

A longship hull under construction on a slipway, lit by warm lanterns against a blue dusk.
Illustrative
A hull taking shape under lantern light. — illustrative artwork
Design intent

Go further than the last time

Exploration and discovery

The world holds coastal environments, islands, settlements, ruins, shipwrecks and other discoverable places. The further you sail from home, the more there is to find, and the less certain the way back.

Ruined stone arch and standing stones on an islet at night, turquoise runes glowing.
Illustrative
Standing stones and a broken arch, runes glowing faintly under moonlight. — illustrative artwork
Design intent

Make the ship pay for itself

Trade and economy

Goods have value, and the sea connects the people who want them. Carry cargo between settlements, buy and sell, and put your ship to work.

Trade is part of how you fund bigger ambitions: better materials, better fittings and a better ship.

Design intent

Choose who you sail for

Quests and factions

Quests give your voyages a purpose beyond the next horizon, and the factions that hold the coast give them consequences. Who you work with, and who you cross, shapes where you are welcome.

Design intent

Not everyone here is a player

NPC settlements

Inhabited settlements stand along the coasts and across the islands: places to resupply, trade, pick up work and meet the people who live there.

A beach camp at dusk with a fire, a sailcloth lean-to and a beached longship.
Illustrative
A shelter of sailcloth and timber beside a beached boat as the light dies. — illustrative artwork
Design intent

The sea does not wait for you

A persistent world

The world is persistent, with activity that carries on around you: settlements, traders and factions are part of a living sea rather than a backdrop for your voyage.

Design intent

The quieter side of the sea

Fishing and seafaring activities

Fishing equipment, resources and other maritime activities are part of the wider experience: the patient, ordinary work that makes a seafaring life feel lived in.

A misty fjord at dawn with a small longship between tall dark cliffs.
Illustrative
Sheer walls, still water and a lone sail in the mist. — illustrative artwork
Design intent

Better materials, better ships

Progression

New resources, tools, equipment and capabilities become available as you advance. Beyond ordinary survival materials sit rare materials and increasingly legendary equipment, with a hint of the supernatural.

Separately, the shipwright table has tiers of its own. Each one unlocks bigger and better hulls to build your ship on.

A game still being made

Ships and Shanties is in development. The systems described here reflect the design and are labelled by availability as the game matures. Specific recipes, statistics and numbers are not published until they are final.

The sea is calling

Follow the development of Ships and Shanties and prepare for the journey ahead.

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