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Sails of War is a fast paced, action heavy combat game giving you command of your own vessel. Dive into the waves of this golden age of large tall ships. Outmaneuver your enemies and sail to victory.

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Sails of War Dev Blog 7 Header

Last Blog I was able to share exciting news and the great potential that was Tobias joining Sails of War as its main coder. As the year draws to a close and we reflect on it we indeed see great progress, especially the last couple of months.

After quite some design discussion and great ideas to further shape gameplay and game design we set to work on what internally we called “Gameplay Alpha”. This milestone was to bring us actual online gameplay between multiple clients. Elevate the game from its loose prototype stage to something actually fully playable.

It is thus to my great enjoyment that I can present the following video, not only showing working online play but also talking about design and future goals.

To put what was mentioned in the video to paper. Sails of War will in its main Deathmatch Gamemode pitch teams of 4 against each other. Players will set sail either as a Pirate or Captain for the Coalition Forces.

Our main focus is to produce a fun and exciting but also deep and challenging game. Something to easily pick up and get into, but something that is also still just as fun hours in.
For this, each ship handles differently, some favor speed and maneuverability, some heavy arms and armor. Each ship is also equipped with multiple different shot, giving its captain a wide range of options. Fast ships maybe slowed down with chain; heavy ships may get their crews reduced by grape.


These core gameplay aspects are what we will focus on. That said, however, we are also thinking about, and looking into additional game modes. Anything from a free for all to a capture the flag style “Capture the Cargo”.

But let’s not get ahead of ourselves. First things first:

Now, everything you have seen thus far is a work in progress. Our next milestone “Buoyancy Alpha” will see us reworking everything to do with water.
In an effort to synchronize replicated CPU based waves for buoyancy calculations with their visual shader and GPU based counterparts we went to rewrite the material from the ground up.
I could write for hours and share technical details and ideas, I will, however, shorten it and sum it up like this:

As talked about in a blog earlier this year our water still makes use of Gerstner Waves. This math function describes surface points on the water and is great for making great looking moving bodies of water.

To detect shores we are looking to simply use our terrain height information. In an effort to create better - more realistic - looking worlds we are exploring options such as World Machine or Gaea. In industry standard programs as these one can author great looking terrain and use exported heightmaps straight within Unreal Engine 4.

Sails of War Online Play Screenshot Work in Progress

Once we get to a point where the water looks great and more importantly has an influence over ships, we will turn towards pacing and gamemodes. It is then that we will have to decide which ones we ship, and what ideas to cut.

Also to come - in the next months - will be proper Alpha testing. Both Tobias and me have worked on multiplayer games before and are keenly aware of the importance and need for extensive gameplay testing. We will turn towards our Discord and announce and select community members for Alpha testing there. We will also want and look at a wider more open beta test further down the line.

Discord has been amazing already. Join here: Invite Link.

Thanks for reading, until next time.

- Lukas

Good News, Updates and more - DevBlog #6 - Sails of War

Good News, Updates and more - DevBlog #6 - Sails of War


A couple months of hard work, coming updates, news and game ready Ship models.

All done and painted - DevBlog #5 - Sails of War

All done and painted - DevBlog #5 - Sails of War

News 5 comments

After more then 5 months of hard work we are finally ready to show some ingame screenshots!

Only missing paint - DevBlog #4 - Sails of War

Only missing paint - DevBlog #4 - Sails of War

News 1 comment

We explore the 3D model and process of creating a ship, and also look into the future and texturing workflow.

Inspired by History - DevBlog #3 - Sails of War

Inspired by History - DevBlog #3 - Sails of War


Learn how history actively inspires Sails of War and at the same time allows creative freedom.


So, another Naval Action sort of speak?

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PortsideInteractive Creator

Naval Action is all about simulation. Our game has more focused on a fun multiplayer experience. Sails of War will in many ways be easier and less complicated - less boring in places. Start the game, drop in a match, have fun.
I'll have a blog post about gameplay in the near future; keep an eye out for it.

Reply Good karma+1 vote

Damn, ship games are the real focus of indie games lately. Not complaining, ships are my favorite thing to make :)

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Ich habe mich gerade durch die Bilder geklickt und die Infos gelesen. Einfach nur wow. Sieht schon jetzt verdammt gut aus. Bin schon echt gespannt, was weiter kommt ;-)

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Latest tweets from @sailsofwar

RT @StratmannLukas: Missed our first @SailsOfWar video DevDiary? No worries I got you covered: Youtu.be #UnrealEngineT.co

Dec 12 2018

RT @StratmannLukas: Late night #UE4 Gerstner Wave Fun: Setting cos and sine period to 2π in the material to make it match c++ code. #UnrealEngine @SailsOfWar

Dec 10 2018

We are excited to share, including a video, this important milestone: Indiedb.com via @IndieDB @UnrealEngine #ue4 #Screenshots

Dec 9 2018

Teased a video coming soon back in August. It's coming soon - promise! T.co

Nov 15 2018

RT @StratmannLukas: Amazing reference images for future VFX work on @SailsOfWar cannons! Thanks @smartereveryday - truly awesome video… T.co

Sep 28 2018

Latest Sails of War DevBlog: Indiedb.com via @indiedb @UnrealEngine T.co

Aug 12 2018

RT @StratmannLukas: Sails of War - Dinghy. Detail for our Cutter ship via @artstationhq Artstation.com

Jul 27 2018

Last month @UnrealEngine and @NVIDIAGameDev selected us for their Edge program. Super stoked to find this… T.co

Jun 28 2018

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