Playtest open Fri–Sun · Request access

A whole ocean, and a ship to cross it.

Sail a living, simulated sea around a circumnavigable globe. Trade for a reason, fight broadside to broadside, take prizes, and build a name worth leaving to your heirs — alone, or in Steam co-op.

  • 17period hulls
  • 52rivers to sail up
  • 8captains in company

The voyage

Out on the water

A galleon fires a broadside, smoke rolling off her flank, under a bright sky
A squadron of ships under sail against a low sun, the sea turning rose and gold
An armada under full sail cutting through breaking whitecaps
A carrack heeling under a spread of canvas, framed by tall cloud
A ship pitching through a grey storm sea beneath heavy cloud
A ship standing in to a tree-lined shore and a town of red roofs

Playtest · open every Friday, Saturday and Sunday

Sail the first waters

The Project Seaborne playtest runs every Friday, Saturday and Sunday, for now. It's a limited slice of the game, and a seat at the table for anyone who wants to help shape it.

  • A slice of the map

    The sea is fenced to a slice of the map, now reaching from Iceland and Greenland in the west to the Black Sea in the east, with the prologue to start you off. The rest of the world is waiting for later.

  • No large ships

    Small and mid-sized hulls only. The big ships stay in the yard for now, so every fight and every cargo is a smaller, closer thing.

  • Capped, and growing every week

    Places are limited and we open more each week. Request access now and you will be let in as the numbers grow.

Press Request Access on the Steam page. Found a bug or have a thought? Use Send Feedback in the Escape menu, or tell us on Discord.

The sea is the game

You sail it properly

The ocean is simulated, not painted. Waves build with the wind, your hull rides real water, and every ship leaves a wake that others feel.

Set your canvas, read the wind, and beat to windward in tacks because you cannot sail straight into it. Weather turns over the hours — a clear morning becomes a slate afternoon becomes a gale that will shred flying canvas if you are too proud to furl. Night falls for real.

  • A circumnavigable globe on the real Earth — sail east far enough and you come home from the west, in about five hours of sailing
  • Fifty-two great rivers to take a shallow hull up, where deep-water ships cannot follow
  • Dolphins on your bow wave, whales off the beam, flying fish ahead of a fast hull
A square-rigged ship with every sail set, heeling to the wind on a bright blue sea

Powder and shot

Take the helm. Lay your battery.

Run out the guns, raise the arc, and choose your shot — round to hole her, chain to cut her canvas, grape to sweep her deck.

Damage is real and it stays. Holes below the waterline flood her. Masts come down. Burning timbers spread. Torn sails rob her speed. Kill enough of her crew and she cannot work her guns. When she strikes her colours, you decide what she is worth: board her and take her as a prize, plunder her hold and let her go, or send her down.

Enemy squadrons fight as squadrons, and the world remembers who fired first.

A line of battle, gun smoke bursting from the broadside of the nearest ship

What gives the voyage a point

A life ashore, and a name that outlives you

Every port is a painted harbour with the whole life of the town behind its doors.

  • Trade with a reason

    Raw goods are grown and dug where they are found, carried to the works that make them, and sold on as the fittings that build ships. Learn that map and you can see a profit two ports before you reach it.

  • A crew, not a stat

    Men eat, drink and form opinions. Run the casks dry and men die. Pay badly or sail badly and morale rots into desertion, and desertion into something worse.

  • The Captain's Chronicle

    Seven callings — Trade, Battle, Carpentry, Discipline, Survivalism, Exploration and Infamy — each with its own skill tree. You cannot have everything, and there is no respec.

  • A world with its own business

    Traders run real cargoes between real ports. Every port keeps a job board, from deliveries and pirate bounties to privateer letters and convoy escorts. Crowns own towns, and merchant shipping fights its own wars whether you are there or not.

  • Things worth finding

    Riddle-clue treasure maps with no waypoint, curiosities dear on the far side of the world, and a stranger with ten errands and no explanation.

  • An estate, and a family

    A farm granted by the crown acre by acre. A marriage, children who serve aboard as your officers, and an heir who inherits what you built.

The world

The real Earth — almost

An antique chart of the world, the seas named in Latin, with ships and a sea serpent drawn among them
Real coastlines, real latitudes, real distances — so a crossing costs what a crossing actually cost. With one exception: in this century, Australia has not been found yet.

Seventeen hulls

Every one a prize

Capture her, buy her second-hand at the quay, or have her laid down at a yard big enough to build her.

  • Sloop
  • Pinnace
  • Fusta
  • Galiot
  • Galley
  • Caravel
  • Caravela redonda
  • Barque
  • Brigantine
  • Fluyt
  • Carrack
  • Nao
  • Nau
  • Galleon
  • Spanish galleon
  • East Indiaman
  • Junk

The yard is where a ship becomes yours. Fit her guns, cut her canvas in your own dye and device, paint your house flag pixel by pixel — or sit at the drafting table and lay down a hull's lines yourself.

Sail in company

You and seven friends, one ocean

Host a voyage and invite up to seven friends through Steam. One economy, so the cargo your friend sells ahead of you really does move the price. One shipping lane, so the merchantman you both sight is the same ship.

Fight the same enemy from two decks. Then make port together, sit down across the felt, and play Liar's Dice for real gold.

In active development

Be there when she sails

Wishlist Project Seaborne on Steam so you're told the day she's ready, and follow the build as it happens in the Dev Log and on Discord.