The ShipShaper commercial license grants creators full permission to export custom vessels and use them across commercial games, tabletop RPGs, 3D-printed products, and modding ventures. Solo developer Tomas Sala created ShipShaper: Falconeer Chronicles as both a creative sandbox and a production asset tool, allowing builders to retain and monetize their designs outside the game's ecosystem without paying royalties.
Official Commercial License Terms and Permitted Uses
ShipShaper includes an unlimited royalty-free commercial grant for designs generated inside the builder. According to official Steam store announcements and direct statements from developer Tomas Sala on the Steam Community forums, creators are free to integrate their exports into paid commercial projects.
| Category | Policy Details | Official Source Status |
|---|---|---|
| Commercial Games | Permitted; models can be imported into game engines and sold | Confirmed by developer on Steam Discussions |
| 3D Printing | Permitted for personal display and physical production | Confirmed on Steam store page & FAQ |
| Tabletop & TTRPGs | Permitted for miniature design, rulebooks, and digital tokens | Confirmed in Early Access documentation |
| Modding Projects | Permitted for mod assets across external games | Confirmed on Steam store page |
| Bulwark Integration | Direct in-game export to Bulwark: Falconeer Chronicles | Confirmed on Steam feature list |
| Royalties & Fees | $0; no ongoing licensing fees or revenue cuts | Confirmed by developer |
The developer explicitly stated that creators can take exported models into Blender, apply physically based rendering (PBR) textures, and package them into indie titles for commercial sale. The developer's primary requests are to share finished projects with him and respect common-sense Creative Commons principles by not falsely claiming exclusive ownership over the software's foundational base assets.
Confirmed 3D Export Formats and Pipeline
ShipShaper provides built-in export functionality to bridge player creations with industry-standard development workflows:
- FBX 3D Files: FBX serves as the primary export format for digital game development. This format imports directly into major engines and modeling software, including Unreal Engine, Unity, Blender, Autodesk Maya, and 3ds Max.
- STL 3D Files: The live Early Access feature specification confirms STL support alongside FBX. STL files can be routed directly to slicing software for resin or FDM 3D printing.
- In-Franchise Exports: Completed vessels can be exported directly into Sala's city-builder, Bulwark: Falconeer Chronicles, where they function as active naval units, as well as an unannounced future sailing project currently under development.
- Steam Workshop: Completed ships can be published directly to the Steam Workshop, allowing other players to download, inspect, or test them in water environments.
In-Game Dioramas and Test Sailing
Beyond third-party exports, ShipShaper includes internal viewing and functional simulation modes for completed vessels:
- Ursee Sailing Mode: Unlike the pre-launch demo, which restricted ships to static design views, the Early Access version simulates hull dynamics across the Ursee ocean. The game evaluates displacement, hull geometry, weight distribution, and propulsion configurations to produce distinct handling characteristics.
- Ship-in-a-Bottle Display: Ships can be framed inside collectible glass bottles, including standard glass vessels and whiskey bottle styles.
- Atmospheric Scenery Controls: Builders can preview models in various environments, adjusting wave sizes, water splash intensity, lighting, and night-time harbor docks with operational deck lamps.
Hardware and System Requirements
ShipShaper runs on Windows 10+ and Linux via Proton. The software requires 2 GB of available storage space.
| Requirement Tier | Processor | Memory | Graphics Card | Target Performance |
|---|---|---|---|---|
| Minimum | Intel Core i3 or equivalent AMD | 8 GB RAM | Intel Arc A380, Nvidia GTX 1650, or AMD RX 6400 | 1080p at 60 FPS |
| Recommended | Intel Core i5 or equivalent AMD | 16 GB RAM | Nvidia RTX 3080 or AMD RX 7800 XT | 4K at 60 FPS |
Frequently Asked Questions
Can I sell video games that include ships made in ShipShaper?
Yes. Official developer statements and Steam documentation confirm that you can import your exported FBX models into third-party engines, texture them, and sell your game commercially without paying royalties.
Do I need to buy a separate commercial license?
No. The standard purchase of ShipShaper: Falconeer Chronicles on Steam (priced at $8.99 during Early Access) includes the commercial usage license.
Does the free demo include full commercial export rights?
Historical demo documentation specified that external FBX commercial licensing is tied to the full product. Players looking to use exports for commercial work should verify export settings within the live Early Access build.
Are airship parts included under this license?
Developer roadmap posts confirm that airship creation—including hull lifting mechanics, balloons, engines, and fins—is planned as a major feature update during Early Access, but existing builds primarily center on historical, steampunk, and fantasy watercraft.











