Naval multiplayer Β· Black-flag combat Β· Solana seas
Command your galleon across a living Caribbean. Master the broadside, sink raiders,
rob fat merchants, race rivals to sunken treasure β and build the most feared ship on the sea.
β PLAY NOW
Free in your browser Β· Phantom wallet to join the shared seas, or play as guest vs bots
β captains onlineπ΄ββ οΈ β captains this month
π₯
Broadside Warfare
Aim like a true captain β swing your camera to a flank, walk the fall-of-shot onto the enemy hull and let loose a thundering volley.
π
A Living Sea
Shared wind and rolling storms for every captain in the world. Calm sunshine turns to heavy swell, rain and thunder-dark skies.
π°
Plunder & Trade
Loot wrecks, chase treasure drops, and run trade routes β every port prices goods differently, and every deal moves the market.
π»
Your Wallet, Your Legend
Connect Phantom and your name, gold, levels, upgrades and cargo persist on the high seas. Guests train against bots in a private cove.
A free browser game: you captain a galleon on a shared Caribbean sea with other
players. Sail, fight broadside battles, loot wrecks, chase treasure, trade between ports and upgrade
your ship. No download, no purchase β just open Play.
Wallet or guest β what's the difference?
Connect Phantom and you sail the real shared worlds (up to 20 captains each):
you pick a captain name once and your gold, level, upgrades and cargo are saved to your wallet forever.
Guests get a private training cove against bots β nothing is saved. Connecting a wallet never
costs anything.
How does combat work?
Like Black Flag: swing your camera to a side of the ship and a glowing arc shows
where your broadside will fall. Move the mouse up/down to range it, turn the ship to point it.
When the arc turns red you're locked on β click to fire. Each side reloads separately, so
alternate your flanks like a real captain.
How do I earn and spend gold?
Sink raiders (red β they hunt you) and merchants (gold β they flee with
fat cargo), scoop the glowing loot, race everyone to the treasure drop, and run trade
routes β buy goods where a port produces them cheap, sell where they're in demand. Spend gold at
the Shipwright: cannons, hull, sails, gun crews and cargo hold. Sinking costs you 15% of your
purse, dropped right where you went down.
What about the weather?
The sea lives: wind holds a direction then swings (sail with it β watch the WIND arrow)
and storms roll in for every captain on the server at once β heavy swell, rain and dark skies. Great
time to escape⦠or to hunt.
What's the Solana plan?
The game runs free today with in-game gold. On the roadmap: a $TOKEN that buys
in-game gold (everything stays earnable by playing β the token is a shortcut, never an exclusive
advantage), plus a player marketplace. No NFTs. Your wallet is already your account, so your
progress carries into everything that comes.
W/S raise or lower your sails (3 forward notches,
2 reverse), A/D steer. The WIND arrow shows the
wind relative to your bow β sail with it for full speed; against it you crawl. The ship is heavy:
plan your turns early, and use reverse to slip out of harbours.
π₯ Combat
Swing the mouse to a side of your ship β a glowing arc shows where your broadside will land.
Mouse up/down slides it nearer or farther; turn the ship to point it. When the arc goes
RED, you're locked β click to fire. Port and starboard guns reload
separately (gauges at the bottom), so weave between targets and alternate flanks.
π° Gold & loot
Sink β raiders (they hunt you) or chase fat
π° merchants (they flee and drop 2.5Γ loot β and they get richer the longer
they live). Sail over the glowing barrels to collect. Every few minutes a treasure drops
somewhere on the map (π° X on the chart) β first ship there takes it all. When YOU sink, you drop 15% of
your gold where you went down.
πͺ Trading
Sail into a port's docking ring and slow down until it turns green. The Market tab shows
local prices: βΌ green goods are produced here (cheap),
β² gold goods are in demand (sell high). Buy low, haul across the sea, sell
dear β and mind that every trade moves the price. Upgrade your Cargo Hold to haul more.
β Ports
Docked ships repair for free and can spend gold at the Shipwright: Cannons (damage),
Hull (HP), Sails (speed), Gun Crews (reload) and Cargo Hold (capacity).
β¨οΈ Controls
W / S
sails up / down (below zero = reverse)
A / D
rudder
Mouse
camera & broadside aim
Click
fire the bearing broadside
Scroll
zoom
M
sea chart
Tab
scoreboard
Esc
menu (sound, wallet, leave)
Docs
π Worlds are living organisms
Every world is founded once and never deleted. World 1 is the oldest and always will be. Bots
live their lives around the clock β merchants haul cargo and grow richer, raiders hunt them β whether
anyone is online or not. Each world holds up to 20 captains; new worlds are founded by the
admiralty when the seas get crowded.
βοΈ Gold β the in-game economy
Gold is earned purely by playing: combat, loot, treasure races and trade routes. It's spent at the
Shipwright, and lost in part when you sink (15% spills into the sea where you went down β worth
fighting over). Port prices move with supply and demand, so the market is a living thing too.
πͺ $TOKEN β the plan
A single utility token on Solana (not launched yet). The design follows what works in proven
Solana games:
The token's core role: buy in-game gold β a shortcut, never an exclusive advantage.
Player marketplace: trade gold for tokens with other players β the market sets the rate,
the game never prints or redeems tokens itself. A small fee funds the treasury.
Premium cosmetics (ship skins, sail colours) payable in tokens β a share gets burned.
Everything stays earnable by playing. Free captains and token holders reach the same ceiling.
No NFTs. Nothing from the game gets minted β no ship NFTs, no item NFTs.
One in-game economy, one token, that's it.
β Shipwright upgrades, port repair, trading between ports
β‘οΈ Ammo types (chain shot, heavy shot), mortars
Ship skins & cosmetics
Player marketplace (gold β token)
$TOKEN launch β once the economy above is live and tested
βοΈ Fair play
Damage, gold, trades and upgrades are all computed and validated server-side. Fire rates are
rate-limited, hits are range-checked, and captain names are unique per wallet.