ShipShaper does not include an interactive in-game tutorial during its Early Access release. Solo developer Tomas Sala confirmed that dedicated tutorials will not be added until the end of Early Access, as rapid mechanical updates would quickly make pre-recorded guides and instructions obsolete.

The game instead relies on a floating on-screen help prompt and intuitive experimentation. Learning how to shape hulls, position specialized components, and balance buoyancy against weapon weight will allow you to construct sea-ready vessels, export 3D models, or navigate the sandbox ocean without capsizing.

Hull Shaping and Deformation

Every project begins with a blank hull foundation. ShipShaper does not use a rigid grid or CAD interface; you click and pull control handles directly on the vessel to push, pull, stretch, or widen individual hull segments.

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To expand your vessel, add extra sections toward the bow or stern, and drag outward to widen the beam. If you want to remove an unwanted section, click and hold on the segment for a second to delete it. You can sculpt aggressive dreadnought-style rams, rounded merchant bottoms, wide outriggers, or flat-bottomed river hulls.

To keep performance smooth when rendering meshes with hundreds of thousands of triangles, the base hull is procedurally mirrored. The editor calculates only one half of the underwater and lower hull form in real time, automatically mirroring and bridging the mesh across the centerline. As a result, the base hull structure remains symmetrical even when individual surface components placed on decks or superstructures are positioned asymmetrically.

Placing, Rotating, and Adjusting Parts

ShipShaper uses contextual attachment surfaces. The items available to place depend on the exact surface your cursor hovers over, distinguishing between the hull centerline, regular decks, raised castles, and side hulls.

  • Placement Rules: Masts and heavy funnels snap to the vessel centerline. Secondary items such as deck guns, stairs, ladders, railing, and bridge windows attach to castles or side decks. Certain weapons require dedicated gun emplacements before the gun model itself can be mounted.
  • Selecting Parts: You can cycle through available items using the mouse scroll wheel when hovering over an attachment point, or open the bottom Library Mode menu to inspect and drag categorized parts with full-color previews.
  • Sliders and Handles: Newer component variations use dedicated slider handles rather than separate catalog entries. Adjusting a slider changes the geometry of standing lamps (switching between historical, cruise-ship, or futuristic styles) or modifies the scale of gun emplacements.
  • Rotation and Duplication: Rotatable objects feature designated rotation arrow handles. To mirror a component on the opposing side of the deck, use the clone tool. If you need to remove an item, hold the mouse button or press the delete shortcut.
  • Color Schemes: Ships can be colored manually, patterned using pre-saved color templates, or styled using the procedural "Nimble Rainbow" generator.

Rigging, Steam Engines, and Sailing Controls

Once your ship has its primary structure, you must configure its propulsion systems before launching into the world mode.

Sails require a forward sprit and vertical masts. When you stretch or reposition masts, procedural standing rigging and shrouds adjust automatically. The builder includes square rigs, lateen sails, gaff layouts, and jibs. If ladder rigging intersects with sail geometry, you can slide the ladder attachment points forward or backward along the deck.

Steam propulsion relies on boilers, deck boilers, engine blocks, bilge pumps, and funnels. Funnels and boilers add relative horsepower to the engine calculation, while paddle wheels or propellers convert that power into forward momentum.

In the sailing sandbox, navigation can be managed via WASD keys or dedicated steering telegraph dials:

Control SettingMechanismOperational Effect
Full SailUnfurls all primary, gaff, and square sailsMaximizes downwind speed based on current wind strength
Fighting SailsFurls lower sails while keeping upper canvas activeCuts speed to roughly two-thirds to clear sightlines and arcs for deck guns
Storm RiggingDeploys storm jibs and high canvas onlyProvides safe, low-speed navigation during heavy weather
Engine TelegraphOld-style signal dial (Full, Half, Stop, Astern)Applies mechanical horsepower from paddle wheels and steam boilers
WASD SteeringKeyboard-driven rudder commandsDirects the rudder with inertia-based turning rates

Physics Simulation, Weight, and Balance

ShipShaper includes both an "Unsinkable" physics toggle and a "Full Physics" simulation mode. In full physics mode, the game constantly evaluates hull volume, displacement below the waterline, and weight distribution above deck.

Turret guns are the heaviest components in the game, scaled by their bounding box and physical size. If heavy artillery is positioned too high above the waterline or pushed too far out along the broadside, the vessel's center of gravity shifts outward. When placed in water, an unbalanced ship will list heavily to one side, take on water, and capsize.

To stabilize a listing or unstable vessel:

  • Increase Buoyancy: Widen the hull sections directly underneath heavy machinery or extend the stern volume if the rear sits too low in the surf.
  • Lower Center of Gravity: Lower tall observation platforms and reposition heavy turrets closer to the vessel's centerline deck.
  • Install Leeboards: Mount leeboards (stabilizing side fins, historically known as Dutch swords) along the outer hull to steady roll.
  • Mount Diving Rudders: Placing diving rudders beneath the hull not only provides passive stabilization in rough water, but also unlocks a dedicated "Dive" interface button in the sandbox, allowing the vessel to submerge like a submarine.

Exporting Ships for Modding and 3D Printing

Ships crafted in ShipShaper are not confined to the sandbox waters. The game is designed to serve as a standalone modeling toy that exports clean 3D assets:

  • Bulwark Integration: Finished ships can be exported directly into Bulwark: Falconeer Chronicles, where they appear as active sailing vessels within the regional trade and strategic network.
  • 3D File Formats: You can export creations as FBX or STL files for use in 3D modeling pipelines or direct slicing for physical 3D printers.
  • Licensing Terms: Every ship you build carries a free commercial license granted by developer Tomas Sala. You are legally permitted to use your exported 3D ship models in your own indie video games, modding projects, tabletop miniature campaigns, or physical board games without paying royalties.

Frequently Asked Questions

Why is there no formal tutorial in ShipShaper?

Developer Tomas Sala opted not to spend early development cycles building a scripted tutorial because rapid Early Access feature updates would render voice lines and instructions obsolete within days. A complete guided onboarding system is planned for the conclusion of Early Access when systems are finalized.

Can cannons and guns fire in the sailing sandbox?

No. Cannons, blast-shielded siege guns, and anti-aircraft mounts currently function as structural and aesthetic props. The developer has noted that while sandbox combat and rotating turrets may be explored later in Early Access, ShipShaper is not designed to be a competitive naval combat game.

How do you rotate ladders, doors, and deck fittings?

Objects that support angle adjustments feature a visible rotation ring handle when selected. Clicking and dragging the designated arrow turns the piece. If clicking on the part simply repositions it, verify you are grabbing the circular rotation handle rather than the central movement pivot.

How do you make a submarine dive in ShipShaper?

Submarine functionality requires placing diving rudders on the hull. Once diving rudders are attached, launch the ship into the sandbox mode, and a contextual "Dive" button will appear on the interface, allowing the vessel to travel below the sea surface.