The game

A little seamanship.
A lot of gunpowder.

Third-person naval combat where your heading, your timing and the next relic can change the fight.

Heaven’s Barrage striking the ocean in the tropical arenaActual development gameplay
01

Make the broadside count

Bring the right guns to bear, aim your volley and fire. Change your spread to catch a turning rival or concentrate your shot.

02

Fight for the next relic

Relics scattered through the arena give you single-use tricks, ammunition and defenses. Carry four, choose your moment and use what the sea gives you.

03

Turn a chase into a mistake

Catch the wind, drop anchor for a tight turn or pull a rival into trouble with your harpoon. Position matters as much as firepower.

04

Finish it on deck

Bring a badly damaged rival alongside and challenge their crew. A fast boarding clash can sink them and put your own hull back together.

05

Leave room for the ridiculous

Launch a keg of rum. Send a saboteur beneath a keel. Call in a ghost galleon. Naval combat takes a few liberties here.

Pick your rules

Same sea.
Different grudges.

Five modes in the current development build. Host settings let you change the pace.

01

Deathmatch

Sink rivals and finish with the highest score.

02

Smuggler’s Run

Claim floating cargo and deliver it to the marked harbour. Everyone else has the same idea.

03

King of the Hill

Hold the marked stretch of water. Contested water earns nobody points.

04

Arsenal

Every sink advances your cannon ammunition. Fight through five stages to win.

05

Last Ship Afloat

One ship. No respawns. Be the last captain still afloat.

Cliffs and waterways of the multiplayer arena
MP Lagoon · In-engine capture

Know your waters

Arena, with
an escape route.

Islands break up the open water. Lagoons and channels bring ships together. Caves offer cover, but tight turns make heavy ships think twice.

Relics and repair pickups give you a reason to keep moving. Staying alive is more than sailing in circles.

Take the helm

The essentials.

Current keyboard and mouse controls. Bindings and balance are still being tuned.

W / S
Raise or lower sail power. Hold to move through the sail stages.
A / D
Steer
Right mouse
Aim the cannon bank you are facing
Left mouse
Fire
Space
Hold for an anchor turn, release to raise anchor
1–4
Use a held ability
5
Auto-fire harpoon at an eligible nearby target
Q
Ship signature ability. Press again to cancel a Galleon ram.
R
Hold to repair when out of combat

The next broadside is coming

Keep a weather eye.

New ships to sink. New tricks to try. Follow the game as it takes shape.

Follow development