Where the build is
Honestly, then
Where every system stands, what remains on each, and the target window — with the reasons it could move.
Where the build is
Honestly, then
Project Seaborne's systems layer is broad and largely built — sailing, combat, weather, a living NPC world, trade, progression, dynasty, co-op. The gap is content and finish.
Sea combat is playable today — its first milestone roughly 85% in, with the remaining gaps named. Every harbour in the world now has its painting. What remains is filling the game in: more hulls, a handful of measured visual targets not yet met, and the balance audit that turns deep systems into a fair game. That's a very different place than half a game — it's a whole game that needs filling in.
Where every system stands
As of 1 September 2026 — the full account, week by week, is in the dev log. "Landed" means built, tuned, and holding; "Playable" means you can play it today with named gaps remaining.
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The ocean
LandedAn FFT-simulated sea with GPU-driven buoyancy, analytic Kelvin wakes and measured foam. The signed-off open water is frozen; the wake is mid-retune against a brighter reference target.
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Sky & weather
LandedVolumetric clouds blended by weather profile, weather that drifts with the wind following it, storms that shred canvas left set. One shared sky lights both sea and port.
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The world
Land pass ~70%A circumnavigable 2:1 globe over real coastlines, a full ground-material pass, vegetation that streams in only where a sailor can see it. Open: the dominant-peak island silhouette, discrete offshore islands, and the foliage pass.
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Ships & sailing
Sails ~75%Three hulls with measured stats, an auto-helmsman, and a shipyard you walk into, with the drafting table inside it — and a hull-shaping bench built but not yet opened. Sail belly and leech are within a couple of percent of spec; triangular sails still carry a luffing crease at full draw.
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Sea combat
Milestone 1 · ~85%Helm, guns with recoil, chain shot, damage, flooding, striking the colours, boarding by force end to end, and prizes all work — and enemy squadrons now fight as squadrons. Still owed: pricing the endings, a distinct low-hull read, and more spectacle in the sinking itself.
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The living world
LandedEvery sail on the horizon is a real voyage. Pirates weigh the prize against the danger of you; naval hunters need a war or a reputation; merchants move stock that moves prices.
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Co-op multiplayer
LandedUp to four captains, one ocean, one economy — barter at sea, cards at the inn, and now shared battles: captains can fight the same enemy together, hearing the same seeded storm.
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Economy & trade
Deep, unbalancedProduction chains, tiered warehouses, ageing price books, treasure hunts and curiosities — and an untouched balance audit. The systems are deep; the numbers are not yet a game.
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Ports ashore
All 104 paintedPainted-backdrop ports under one dark-and-gold UI, and every harbour in the world now has its painting — the largest single content grind on the board, done. What's left is menu streamlining, guided by what testers actually found confusing.
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Captain & crew
Six of eight trees liveFame earned by doing, six live skill trees, mates with loyalties, the full dynasty arc. The Battle tree deliberately waits for combat feel to settle; the Dynasty tree is designed but unbuilt.
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Campaign
Portugal only, by designPortugal runs stat-gated story arcs up to King Manuel I himself. The other six crowns exist in the world, but their campaigns are locked at creation and labeled honestly.
When?
Targeting late 2026 into early 2027.
That is a target, not a promise. What decides it now is finishing combat's first milestone, more hulls, and the balance audit — so this window may move, and if it does it will be said here plainly rather than quietly dropped.
There is nothing to pre-order and nothing to buy. When the date firms up, the Discord hears first.
Presentation and comfort
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Music and sound
100%Separate scores for the sea, ports by region, and taverns, with shanties on demand and a full mixer.
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UI, saves and settings
100%Pause menu, multiple save slots, audio and gameplay settings, one-key windows that fit any screen, autosave, and a first-mate briefing on the ship's state before you leave any port.
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Onboarding
100%One-shot tips that teach the deeper systems the first time you actually run into them, and can be switched off.
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Ambient sound
70%The sea is no longer silent: wave beds mixed by the weather, surf only near real land, wind, thunder delayed off the flash by distance, and gear you can hear worked.
Remaining: a real mix pass by ear, creaking timber, and port murmur behind the paintings.
Join the Crew
Come aboard
The Discord is where the work happens in the open — build progress, screenshots, the things that broke, and the first call when there's something worth sailing. Come and say hello.
Join the Discord