News · Jul 24, 2026

Announcing SeaGods: a naval MMO you play in a browser tab

SeaGods is the new Phalangix project: a persistent naval MMO with top down combat, real ship progression and other captains in the same water, running in your browser with no install.

seagods announcement naval mmo browser game phalangix

The next Phalangix game is called SeaGods.

It is a naval MMO you play in a browser tab. Top down combat you steer yourself, persistent progression, nine seas to sail between, and other captains out there doing the same thing at the same time. No installer, no launcher, no store approval. A link and a login.

This is the project SeaWar was teaching us to build, and this post is the first real look at it.

The pitch in one paragraph

You start small, with a hull that barely deserves the name and guns that barely deserve the word. You fight, you trade, you explore, and you climb: better ships, heavier cannons, ammunition that actually changes how a fight goes. The water is shared, so the sail on the horizon might be a monster, might be a merchant, might be another player who has been having a better week than you. Everything that matters is decided by the server, so what you earn is real and what you lose is real.

What is in it

SeaGods is substantially larger than anything we have shipped before. The systems currently built include:

  • A world of nine seas, arranged as a grid you travel between, each with its own population and character.
  • Direct top down combat against sea creatures, hostile ships, and other players, with cannons, cannonballs, harpoons, shields, and repair.
  • Ship progression across a fleet of vessels, with upgrades, armaments, and loadouts that change how you fight rather than just scaling a number.
  • Quests and missions that give the early hours a spine instead of dropping you into open water with no reason to go anywhere.
  • A persistent island port with services: an armorer, trade, contracts, and mission boards.
  • Alliances, with ranks, roles, diplomacy, a treasury, and territory.
  • Social systems: chat, groups, personal messages, rankings, and profiles.
  • An economy with multiple currencies, a market, and progression that survives you closing the tab.

Not all of it opens at once. More on that below, because we would rather under promise here than repeat the oldest mistake in this genre.

Built the same way, for the same reasons

No off the shelf engine. No template. No asset packs. TypeScript on both ends, a custom client, and a server that holds the only copy of the truth.

Server authority is not a marketing bullet, it is the reason a shared world can exist at all. Movement, combat, damage, rewards, currency, and progression are all decided server side. Your client draws the result. A browser game where the client is trusted is a browser game that gets ruined in a week by one person with the developer tools open, and we are not shipping that.

Why the browser

Because the single biggest thing standing between a small studio and players is friction, and an install is friction.

We learned this the hard way. SeaWar on Windows needed an unsigned installer and a page explaining why the operating system was warning you about it. SeaWar on Android needed a side loaded APK, because a new developer account cannot realistically get through store requirements. Both were solvable. Neither should have needed solving.

A browser game has none of that. It also means SeaGods works on the machine you already have, without you deciding in advance whether it deserves disk space.

What we are not promising

This part matters, so it gets its own section.

SeaGods is not released. There is no date on this page and there will not be one until the date is real. The systems listed above exist in the build, which is a different claim from saying they are all finished, balanced, and open to players.

The first public test will be deliberately narrow. A limited slice of the world, a limited level range, and a limited set of systems, all chosen so that what is open is genuinely good rather than broadly half working. Everything else stays hidden until it earns its place. We would rather you play a small game that works than a large one that does not.

Progress may be reset between test phases. We will say so clearly, in advance, every time.

What happens to SeaWar

Nothing changes from what we already announced. Support for both platforms ends in September 2026, the installed game keeps working offline forever, and the guide stays online. SeaGods is not a replacement you are being pushed toward. It is a different game for a different reason.

The world, in a bit more detail

Nine seas, arranged as a grid you travel between rather than pick from a menu. Each one has its own population of creatures and hostile vessels, its own difficulty, and its own reasons to sail there. Crossing a border is a real transition, not a loading screen between levels.

At the centre of it sits a main island with a working port. You anchor, you go ashore, and there are things to do that are not combat: an armorer who deals in weapons and stock, trade, contracts, and boards where work is posted. A naval game needs somewhere to come back to, otherwise the sea is just a field.

Ships range from the barely seaworthy up to real warships, and the difference between them is not a single power number. Hulls carry different amounts, take damage differently, and mount different loadouts. Cannons vary in range and weight of shot. Ammunition types change what a volley is good for. Harpoons do something else entirely. The interesting decisions are in the combinations rather than in one upgrade track.

Questions we expect

Is it pay to win?

No. We will publish the monetisation model in plain language before the alpha opens rather than leaving it vague, and there will be no energy meters and no paid timer skips.

Do I need to download anything?

No. It runs in the browser. That is a core design decision, not a temporary state before a real client.

Will it work on a phone?

The client is built to be responsive, but the alpha is aimed at desktop browsers first. Phones come after the core is proven.

Is there a subscription?

No.

When does the alpha open?

When it is ready, and we will say so here first. No date until the date is real.

Does progress carry over from the alpha?

Assume it does not. Resets between test phases are likely and will always be announced in advance.

How to follow it

Everything real gets announced here first. If you want it sooner and rougher, the Discord link is in the footer of every page, and that is where alpha access will be discussed when the time comes.

Next up: what SeaGods owes to Seafight, and where it deliberately parts ways.