Open-world maritime survival, trade & navigation on the real globe.
Connecting…
Survive. Fuel burns with throttle³, load and headwind — bunker at harbour fuel docks. Hull condition decays under way; below 30 % steering goes sluggish and leaks start; at 0 % you take on water and sink. Repairs at the yard, or a damage-control kit (K) at sea. Run aground and you lose 5 % per bump.
Trade. Dock (T, under 3 kn, within about 1.5 nm of a harbour) to take freight, passenger and fishing contracts, buy low / sell high on the commodity market, or look around for the black-market contact whose runs pay 5× — with contraband aboard. While docked, T reopens the harbour panel; Cast off puts you back to sea.
The law. Coast-guard cutters patrol chokepoints and hail ships. Heave to (under 2 kn) within 30 s or become wanted. Caught with contraband: heavy fine, impound if you cannot pay, forced reset for repeat offenders. Port authorities also inspect at the quay.
Multiplayer. Everyone sails the same persistent ocean. Close to another ship (about 1 nm) or in the same harbour you can trade cargo, form a convoy (escorts halve boarding odds), or board a slow ship and take half its cargo — which makes you wanted. Sunk ships leave salvageable wrecks.
Navigation. Radar (bottom right), chart (M), telemetry (bottom left), waypoint + autopilot (P). The map is the real Earth at 1:13; ships move 39× real time so a Rotterdam–Hull run takes ~14 minutes.
Design document: GDD.md · Architecture: ARCHITECTURE.md