spectre
Arcane
- Joined
- Oct 26, 2008
- Messages
- 5,603
I searched and found no thread for it. Too niche for the Codex? Well, there is one now.
The game's been in development for quite some time (the 2021 release date is ) by a single developer, which sorta explains the glacial pace of changes.
However, it's made some progress fairly recently, which is why this shit deserves your attention.
Some time ago, sail customization was added in a major update, which means you can try and recreate any historical sail plan. In my experience, this elevated the game
Just recently, the developer has dropped a new build in the beta branch for testing an overhaul of certain mechanics - new container system which finally lets you pack your shit in crates
as well as an overhaul in the nutrition system, introducing food spoilage and ways to prevent it (salting, drying, cooking - the latter was already in the game, but pretty rudimentary).
So far it still needs time in the oven, but it's getting there.
So, what do we got here?
Game looks to be forever in forever early access, but that's to be expected. Single developer, very niche subject. What is important, features are rolling out at their own pace.
Gameplay is simple, you get a boat and sail it across three main archipelagos (distance between the westernmost and easternmost bit of land is 2600 nautical miles).
You take on cargo delivery missions, do your own trading, make money to get more money, buy a bigger ship (6 boats available at the moment), pimp it out to your liking,
learn to navigate by the sun, stars and compass and explore the world.
Game is made in unity, for better or worse. Despite this, the modding scene is quite active, and modders are really able to fill in some of the blanks for the single dev.
From simple QoL, expanded shipyard options, to adding whales and floatsam to add some flavor to the sea voyages.
The graphics are spartan, but the style is actually growing on me, it's actually pretty uniform, though I am hoping the assets get a second pass at some point in time.
What matters are the waves, which are decently modeled, even though stuff like rain effects or the kilwater wake do look dated. Overall, it's able to achieve
Other than some dedicated training sims for modern boats, there's no other game like this. And even then, being able to customize your sail plan is what elevates it.
There are no "violent" activities, no fighting, no cannons to shoot. If that's what you're looking for, look elsewhere (and good luck, the genre looks a bit dead).
That's by design from the developer, so I wouldn't expect any changes here.
If you're looking for a game to make you appreciate "classic" sailing and navigational techniques, that's the one to try.
It's a chill experience, where you're welcome to enjoy the view, do some fishing, sweep the deck, trim the sails, get hammered and go to sleep as the sea underneath rolls by.
You can think of it as a "life at sea" sim, not necessary something to practice on while getting a certificate, but it still demands that you pay attention to the fundamentals.
The simulation is pretty accessible. It can be simplistic at times and in certain aspects (e.g. the ship can take in water, and will eventually sink, but the water "evaporates" on its own after some time),
but if you pick up a sailing technique from a book or video, the game will most likely let you employ it to some effect.
Sail control is handled through winches to adjust the sails, while looking similar Sea of Thieves, it's much more complex.
You get wind shadow, sail unbalance resulting in heeling.
When it comes down to it, you will be manning an up to three-mast ship on your own, so a certain degree of simplification is warranted. A simple sloop-rigged cog is easy,
but a three masted brig is really a handful for one person. The game could really benefit from multiplayer and it's declared to be in the pipeline, but I wouldn't hold my breath for it.
Weather is simplified (basically, the simulation restarts every time on game load), but good enough. There are storms and tradewinds (prevalent wind with a certain % of variation).
Tide fluctuation isn't in the base game, but there's a mod for it.
Cargo balance affects the way the boat handles. Put in too many crates and it sinks. Run into a storm while overloaded... well, this one depends if you've got them sea legs.
It's all calculated dynamically, so you can re-distribute some of the weight to compensate when a big tide comes in from a certain direction.
Tetris enjoyers will also get their fix. Smaller boats will get strained under 800 lbs of cargo, but bigger ships have proper cargo holds under the deck.
The physics is basically okay, the sails and the boat responds well enough to all the forces. Some liberties were taken for the sake of gameplay,
but the different points of sail will feel distinct. It goes teats up every now and then when mooring or on object collision
To sum up on realism, closest analogue I can think of is Sailwind is like the War Thunder of aviation (albeit in a different medium).
Not 100% realistic, and first and foremost a game. Will probably get better as more features roll in, e.g. sail and hull damage isn't in yet, but it's in the pipeline.
Going back to gameplay itself, the game is pretty much a sandbox. There are quite a few places to visit - four distinct archipelagos (no proper continents and going inland as of yet) and a few uncharted islands.
You can own six ships, three small ones (cog, dhow, kakam), three big ones (junk, sanbuq and brig) and customize them to your heart's content, from minor upgrades
like bigger rudder, to adding and removing the cabins, to changing the number of masts. You can add rigging to support extra jibs, add and remove extra square sails, jibs, gaffs.
(and if all this sounds all greek to me, the game will teach you all about those in practice).
Each major port has a different selection of canvas for you to hang, and it's possible to mix and match European-style sails with all kinds of Asian fins, just takes some running around.
So, why should you care?
Simply put, the magic is there. You fiddle with the winches to set the sail, the boat slowly (or violently, depends on the wind) creaks to life and starts moving away from dry land.
If that doesn't trigger some sort a response in your brain, I formally declare you dead inside.
You can make a short trip within the archipelago, or commit to one or two weeks out at sea with no reference point other than the stars, trying to keep yourself alive between the crashing waves.
That and the ASMR of waves and wind puts you in a contemplative mood.
The game's been in development for quite some time (the 2021 release date is ) by a single developer, which sorta explains the glacial pace of changes.
However, it's made some progress fairly recently, which is why this shit deserves your attention.
Some time ago, sail customization was added in a major update, which means you can try and recreate any historical sail plan. In my experience, this elevated the game
Just recently, the developer has dropped a new build in the beta branch for testing an overhaul of certain mechanics - new container system which finally lets you pack your shit in crates
as well as an overhaul in the nutrition system, introducing food spoilage and ways to prevent it (salting, drying, cooking - the latter was already in the game, but pretty rudimentary).
So far it still needs time in the oven, but it's getting there.
So, what do we got here?
Game looks to be forever in forever early access, but that's to be expected. Single developer, very niche subject. What is important, features are rolling out at their own pace.
Gameplay is simple, you get a boat and sail it across three main archipelagos (distance between the westernmost and easternmost bit of land is 2600 nautical miles).
You take on cargo delivery missions, do your own trading, make money to get more money, buy a bigger ship (6 boats available at the moment), pimp it out to your liking,
learn to navigate by the sun, stars and compass and explore the world.
Game is made in unity, for better or worse. Despite this, the modding scene is quite active, and modders are really able to fill in some of the blanks for the single dev.
From simple QoL, expanded shipyard options, to adding whales and floatsam to add some flavor to the sea voyages.
The graphics are spartan, but the style is actually growing on me, it's actually pretty uniform, though I am hoping the assets get a second pass at some point in time.
What matters are the waves, which are decently modeled, even though stuff like rain effects or the kilwater wake do look dated. Overall, it's able to achieve
Other than some dedicated training sims for modern boats, there's no other game like this. And even then, being able to customize your sail plan is what elevates it.
There are no "violent" activities, no fighting, no cannons to shoot. If that's what you're looking for, look elsewhere (and good luck, the genre looks a bit dead).
That's by design from the developer, so I wouldn't expect any changes here.
If you're looking for a game to make you appreciate "classic" sailing and navigational techniques, that's the one to try.
It's a chill experience, where you're welcome to enjoy the view, do some fishing, sweep the deck, trim the sails, get hammered and go to sleep as the sea underneath rolls by.
You can think of it as a "life at sea" sim, not necessary something to practice on while getting a certificate, but it still demands that you pay attention to the fundamentals.
The simulation is pretty accessible. It can be simplistic at times and in certain aspects (e.g. the ship can take in water, and will eventually sink, but the water "evaporates" on its own after some time),
but if you pick up a sailing technique from a book or video, the game will most likely let you employ it to some effect.
Sail control is handled through winches to adjust the sails, while looking similar Sea of Thieves, it's much more complex.
You get wind shadow, sail unbalance resulting in heeling.
When it comes down to it, you will be manning an up to three-mast ship on your own, so a certain degree of simplification is warranted. A simple sloop-rigged cog is easy,
but a three masted brig is really a handful for one person. The game could really benefit from multiplayer and it's declared to be in the pipeline, but I wouldn't hold my breath for it.
Weather is simplified (basically, the simulation restarts every time on game load), but good enough. There are storms and tradewinds (prevalent wind with a certain % of variation).
Tide fluctuation isn't in the base game, but there's a mod for it.
Cargo balance affects the way the boat handles. Put in too many crates and it sinks. Run into a storm while overloaded... well, this one depends if you've got them sea legs.
It's all calculated dynamically, so you can re-distribute some of the weight to compensate when a big tide comes in from a certain direction.
Tetris enjoyers will also get their fix. Smaller boats will get strained under 800 lbs of cargo, but bigger ships have proper cargo holds under the deck.
The physics is basically okay, the sails and the boat responds well enough to all the forces. Some liberties were taken for the sake of gameplay,
but the different points of sail will feel distinct. It goes teats up every now and then when mooring or on object collision
To sum up on realism, closest analogue I can think of is Sailwind is like the War Thunder of aviation (albeit in a different medium).
Not 100% realistic, and first and foremost a game. Will probably get better as more features roll in, e.g. sail and hull damage isn't in yet, but it's in the pipeline.
Going back to gameplay itself, the game is pretty much a sandbox. There are quite a few places to visit - four distinct archipelagos (no proper continents and going inland as of yet) and a few uncharted islands.
You can own six ships, three small ones (cog, dhow, kakam), three big ones (junk, sanbuq and brig) and customize them to your heart's content, from minor upgrades
like bigger rudder, to adding and removing the cabins, to changing the number of masts. You can add rigging to support extra jibs, add and remove extra square sails, jibs, gaffs.
(and if all this sounds all greek to me, the game will teach you all about those in practice).
Each major port has a different selection of canvas for you to hang, and it's possible to mix and match European-style sails with all kinds of Asian fins, just takes some running around.
So, why should you care?
Simply put, the magic is there. You fiddle with the winches to set the sail, the boat slowly (or violently, depends on the wind) creaks to life and starts moving away from dry land.
If that doesn't trigger some sort a response in your brain, I formally declare you dead inside.
You can make a short trip within the archipelago, or commit to one or two weeks out at sea with no reference point other than the stars, trying to keep yourself alive between the crashing waves.
That and the ASMR of waves and wind puts you in a contemplative mood.