ship happens
the game

it's a co-op party game.
the ocean is the punchline.

ship happens is a physics-based maritime delivery game for 2–4 players. you row, you balance, you panic. then you do it again on a harder map, once we've built one.

The starting dock, palm trees, mountain, dispatcher hut

the starting dock. this is where every voyage begins, and where most of them end.

mechanics

what's working, what's coming.

green pills are in the demo today. yellow pills are on the roadmap.

in the demo

directional rowing

each oar produces thrust on its own side. row both sides to go forward. row one side to spin in panicked circles. there is no rudder. (yet?)

in the demo

buoyancy that bites

the ocean uses a customizable wave system with strict buoyancy. the boat reacts honestly to every wave. so does your stomach.

in the demo

cargo handling

pick up crates on the dock, carry them on board, drop them at the destination. small crates slide. medium crates slide more.

in the demo

swim, slip, fall in

fall off the boat? swim back. miss the dock? swim back. penguins are good at this. you are not.

in the demo

vision-obscuring large cargo

large crates fully block the carrier's view. teammates become the eyes. arguments are part of the puzzle.

planned

oar as weapon

lift the oar out of the water and click. you swing it. crocodiles disagree with this design choice.

planned

wildlife with opinions

sharks chew the hull from below. crocodiles climb on board for the buffet. seagulls steal small cargo. nature is not your friend.

planned

weather that ruins plans

storms, fog, currents, and the occasional rogue wave. the forecast is always 'bad, but cinematic'.

planned

ship upgrades

bigger hulls, extra oar slots, sails, motors, reinforced decks. spend your hard-earned cash on slightly less catastrophic voyages.

planned

online co-op

playing locally on one couch is great. playing across three time zones while yelling about port and starboard is the dream.

regions

one island for now. more on the way.

in the demo

tropical shallows

the one and only map you can play right now. calm water, palm trees, a dock, a dispatcher hut, and roughly one minute of stress per crate.

A penguin on the starting island
planned

frostbite fjord

slippery decks. icebergs. narrow turns. sharks chewing the hull. for the post-demo build.

frostbite fjord, concept
planned

brimstone bay

storms, lava rocks, two enemy types at once. the endgame. very much not in the demo.

brimstone bay, concept
economy (planned)

risk it. earn it. lose it overboard.

the demo is a free-form delivery sandbox. the full game adds money, upgrades, and a debt to pay off, so you can decide how dangerous each run is by how much cargo you buy.

buy-in
pay upfront for cargo. more cargo = more chaos = more cash. (planned)
payout
intact deliveries earn the most. lost crates earn the least. capsized ships earn nothing. (planned)
debt
the whole game will eventually be paying off a vague, ominous debt. don't ask. (planned)
upgrades
bigger ships. sails. motors. reinforced hull. better oars. no rudder. (planned)
gallery

screenshots from the maiden voyage.

(more dropping as we play together. these are doing their best.)

The dock and dispatcher hut
The penguin on the starting island
cargo, briefly
penguin overboard
the dock at sunset
the inevitable