
ShipShaper is a creative game about the simple joy of designing ships. Nothing more. Nothing less. Export to Bulwark, 3D print, or use in your own games with a free commercial license.
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About

I’ve always loved ships and boats, tall ships, steamers, pre-dreadnought french monstrosities, I love em all.
ShipShaper is a explorative ship builder I made for the simple pleasure of shaping boats and ships. You pull, push, and drag forms into place, creating everything from humble fishing vessels to tall ships, ironclads, and early dreadnoughts.
You can create historical ships, fantasy ships, steampunk you name it.
It's a boat designer married to experimental interfaces that are intended to take away the tedium from designing boats. No 3D skills required, no endless stacks of cubes, just some organic shaping and attaching props and functional items to create whatever ship you want.
When you’re done, you can place your ships into a world and sail them, the game does a proper analysis of your creation, its propulsion, hull shape and weight, all in order so you can properly enjoy and test your creation.
ShipShaper is about creating a foundational technology that will power my own future games, connect my franchise but also empower other creators to have fun with ships and have a usable output, game-ready and usable.
Features:
Free-form building
Responsive shaping
Expanding library of details and props
Test your ship, get sailing behavior that is derived from your design.
Export FBX or STL 3d files with a license to use how you see fit.
Export to Bulwark: Falconeer Chronicles
Export to Future sailing game under development

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian +1 more
Engagement
Reviews
Themes across 206 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Intuitive, feature-rich, non-nonsense, and the results are quite pretty.
第一次:这什么破船。 第二次:有点意思。 第三次:别吵,我这个宇宙战舰还没调完。
Le eché 64 horas a la demo solamente, así que esta era una compra de día 1 para mí. Una herramienta de diseño muy versátil, con la que se pueden construir todo tipo de embarcaciones, dándole forma al casco y añadiendo todo tipo de partes y detalles de forma contextual; lo minimalista de los controles hace que el manejo sea muy intuitivo, aunque puede hacer que a veces sea difícil conseguir exactamente lo que quieres y ponerlo exactamente donde quieres. Pero la gracia del juego está en experimentar libremente y dar rienda suelta a la creatividad. Puedes recrear barcos reales o históricos con bastante detalle o construir la abominación flotante de tus sueños (o pesadillas). Además puedes exportar los modelos que crees a Blender u otro software de modelado 3D, o incluso a una impresora 3D, con la bendición del desarrollador para usar tus creaciones de Ship Shaper en cualquier proyecto, desde el desarrollo de tus propios videojuegos a miniaturas para wargames. Solo acuérdate de mencionar su procedencia en los créditos.
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Hours played at review time, across 207 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Even though I wasn't familiar with the Falconeer Chronicles, this game is pure sex. I definitely recommend buying it! The trailer really impressed me, and as soon as it was released, I bought it immediately. My expectations were almost met, so I’d like to suggest a few ideas that I believe would improve the game: 1. There are plenty of cannons, but you can't fire them. Seriously? I think this oversight needs to be fixed. Also, the ability to move cannons in the editor should be available in sailing mode as well. 2. There’s no 'delete' key function. I really miss having Ctrl+C and Ctrl+V when I need to place many identical objects. 3. Collision detection needs some tweaking so it doesn't look like models are just tapping against each other; adding sound effects for collisions would be a nice touch too. That’s all. I wish the developer the best of luck and hope my comment gets noticed. Sending hugs to everyone reading this! 😘 RU: Хоть я и не знаком с Falconeer Chronicles, эта игра - просто секс. Определённо советую к покупке! Трейлер произвёл на меня большое впечатление, и, как только она вышла, я тут же её приобрел. Мои ожидания почти оправдались, поэтому хочется предложить свои идеи, которые, по моему мнению, положительно скажутся на игре: 1. Немало пушек, но из них нельзя стрелять. Серьезно? Считаю, это недоразумение нужно исправлять. Также движение пушек в редакторе стоит перенести в режим плавания. 2. Отсутствует функция удаления клавишей delete. Очень не хватает ctrl+c ctrl+v, когда нужно поставить много одинаковых объектов. 3. Столкновение с препятствиями, нужно подправить, чтобы это не выглядело как постукивание одной модельки о другую; тот же звук был бы не лишним. На этом всё. Могу лишь пожелать успехов разработчику и надеюсь, что мой комментарий будет замечен. Всех читающих обнял!
My plan was to just build a small, simple ship. Then somehow it turned into a dreadnought. And now I’ve spent 5 hours on it and genuinely have no idea where the time went. Incredible ship builder!
ShipShaper: Falconeer Chronicles is a creative shipbuilding sandbox that puts construction, experimentation, and personal expression ahead of conventional objectives. Developed by Tomas Sala and published by Wired Productions and Gamersky Games, it expands the Falconeer universe from a very different perspective. Instead of centering the experience on combat or a structured campaign, the game gives players a virtual workshop where designing unusual vessels becomes the main attraction. It is particularly suited to players who enjoy construction systems but do not want to learn the complexities of professional 3D modeling software. The shipbuilding system is the heart of the experience. Rather than restricting designs to a rigid collection of blocks, the game allows hulls to be manipulated into different shapes by pushing, pulling, stretching, and adjusting their geometry. This approach makes construction feel more like sculpting than assembling a predetermined kit. Players can attempt anything from modest fishing boats and traditional sailing ships to ironclads, dreadnought-inspired vessels, steampunk creations, or entirely fictional designs. Historical accuracy is optional, leaving plenty of room for imagination. After establishing the basic hull, players can add sails, weapons, propulsion systems, structural pieces, and decorative elements. These components are not simply there to make a vessel look more impressive. Ship characteristics such as hull shape, weight, propulsion, and overall construction can influence how a creation performs once launched. This gives the building process a welcome engineering dimension without turning it into an overwhelmingly technical simulation. Experimentation becomes part of the entertainment because a visually spectacular design may not necessarily prove stable or practical on the water. The ability to actually sail completed vessels is one of the features that gives the construction process purpose. Watching a ship leave the workshop and enter the water creates a satisfying transition from imagination to functional creation. Physics and stability considerations encourage players to think about balance and weight distribution instead of treating every component as purely cosmetic. Poorly designed ships can behave awkwardly, while better-proportioned vessels feel more convincing. This feedback loop encourages repeated modifications, testing, and refinement. Players should nevertheless understand that this is primarily a construction sandbox rather than a naval warfare game. Weapons may be incorporated into designs, but combat is not the central attraction. Anyone expecting extensive campaigns, fleet strategy, competitive naval battles, or a constant stream of missions may find the experience comparatively narrow. The game is much more interested in answering the question of what kind of ship the player can create than providing enemies for that ship to destroy. For enthusiasts of model building, naval design, engineering sandboxes, and digital creativity, that specialization is a strength. Another impressive feature is the ability to take creations beyond the immediate game environment. Ships can be exported into common 3D formats, making the construction tools potentially useful for 3D printing, modding, tabletop projects, prototypes, or other creative activities. Steam Workshop functionality further strengthens the community aspect by allowing players to share their work and discover creations made by others. Integration with the wider Falconeer ecosystem also gives these vessels additional relevance beyond simply storing them in a personal collection. The Early Access nature of the game is important when considering its current scope. ShipShaper is designed as an evolving toolkit, with room for additional building components, improved interfaces, expanded testing systems, and broader construction possibilities. Planned ideas such as airship creation could significantly increase the variety available by introducing balloons, engines, wings, fins, and fantasy-oriented components. The concept has considerable long-term potential because almost every additional part or construction tool can create new possibilities rather than merely adding another disposable mission. Being in development also means players should expect some limitations. The available tools and component library may not accommodate every ambitious idea yet, while interface elements and simulation features can continue to mature. Those accustomed to long-established construction games may occasionally wish for greater depth or more specialized pieces. The experience therefore makes the most sense for players comfortable participating in a developing sandbox rather than expecting a completely finalized design suite. Steam Deck compatibility should be approached with some caution. There is no strong indication of full official Steam Deck verification, so it is best regarded as only Playable and not officially verified for the handheld at this stage. Its interface and detailed construction controls are also naturally better suited to the precision of a mouse and keyboard. Proton may allow experimentation on Steam Deck, but players wanting a completely optimized handheld experience should not assume that every aspect of the editor, controls, text presentation, and performance has been specifically tuned for Valve's device. Ultimately, ShipShaper: Falconeer Chronicles stands out because it concentrates on the satisfaction of making something personal. Sculpting a hull, adding machinery and decorations, considering stability, launching the result, and discovering how it behaves creates an appealing cycle of experimentation. The absence of a traditional campaign may limit its appeal for action-focused players, but creative builders can find considerable value in its freedom. With further development, a larger component library, improved simulation features, and expanded construction categories, it has the foundations to become an especially distinctive ship-design sandbox. Rating: 8/10
有一些建议: 1.可以扩大选中每个部件时候的UI 不然非常难以选中各个功能(移动 扩大 添加 复制)并且暂时屏蔽周围部件的选取 2.我知道整个游戏的风格偏向蒸汽朋克或者早期无畏舰的感觉 我也玩过猎鹰战记的其他作品 但是我还是希望有除了炮以外的东西。作者如果能够做出来这个风格下的导弹 雷达 或者哪怕是鱼雷发射架或者深水炸弹也行。 3.要是有办法把船变得更扁就好了 我很想做那种鱼雷艇或者导弹艇那样的小船大炮
Pretty unique game from a pretty cool dev. If you're on the fence about buying this, go check out Falconeer Chronicles. This will be an instant buy afterwards.
Easy to use ship creator, with it's ability to export to the creator's Bulwark game an excellent feature on top.
I found Shipshaper while trying to create a fantasy ship that's in my head (using Blender, Midjourney, Meshy) - it was a lucky surprise that this game was launching the week I started that project. This makes creation so much FUN! It's so flexible and forgiving that the fear of messing up my creation was totally gone. Wow, built the whole aesthetic but realize the deck wasn't the right dimensions or shape? Just drag that sucker around and all my original work just readjusts. Snapping on the premade pieces is just so darn satisfying. Then dropping it in the ocean is, well, sobering lol. Not a master shipbuilder yet, but I might be after a few more sessions. A notes for the Dev; when I'm placing a piece and cycling through options, like putting a door on a wall for example, I might be trying to get it juuuuuuust to the edge of where it meets the floor. But if I touch the floor at all, it switches piece sets, then when I move back to the wall, the part order is reset and I have to find my original piece again. Only takes a second, but consider making the part cycle selection persist if you move to another surface. All in all, a very fun way to flex one's creativity and imagination. Excited to take my ship to the Bambu A1 3D printer and see what happens.
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