SeaWar - Guide

Everything you need to set sail.

World, ships, combat, gear, enemies and missions. Read what helps, skip the rest. The sea will not quiz you.

01

Story

You wake to floating wreckage and a door for a deck. A demon raid took everything you knew, and you are the only one left to answer for it.

The sea is empty, the horizon is open, and there is a Demon Lord waiting on a hidden island far to the north-west. Twelve missions, six ships and roughly thirty hours of play sit between you and him.

Tone

One-player adventure. No always-online, no rivals on your screen, no forced accounts. You play when you want, you save where you want.

02

The world

A 1000 by 1000 open sea. Procedural islands scatter the water, and three hand-placed hubs hold everything that matters.

World map of SeaWar
  • Quest Giver island

    Mid-east of the map. The job board lives here. Sail in, take a contract, sail back when it is done.

  • Trader island

    South-west corner. Swap bronze for pearls, browse the shop, refit between fights.

  • The Secret Isle

    North-west corner. Walled, towered, mission-gated. The Demon Lord lives here. Get strong before you knock.

Between the hubs: a navigable sea with monster lanes, pirate patrols, weather and a fog of war that hides what is too far to see. Coordinates run A to Z and 1 to 26, top-left matrix.

03

Your ships

Six ships to climb. Each one trades a bit of speed for a lot of hull, until the last one trades nothing at all.

Salvage Raft

HP
300
Shield
100
Speed
4
Level
1

A door for a deck. Where every captain starts.

Starter, free

Rowboat

HP
800
Shield
250
Speed
5
Level
2

A real hull at last. Slow, loud, but it floats and it fights.

5 000 Bronze

Log-Raft

HP
1 800
Shield
600
Speed
6
Level
4

Tougher salvage with proper mounts. First ship that survives a sloppy fight.

25 000 Bronze

Canoe

HP
4 000
Shield
1 400
Speed
7
Level
6

A proper warboat. Quick, mean, easy to refit. Carries you through the mid game.

100 000 Bronze

Armed-Boat

HP
8 500
Shield
3 000
Speed
8
Level
8

A warship in miniature. The first ship that can punch a boss in the mouth.

200 Pearls

Doomstroyer

HP
20 000
Shield
7 500
Speed
10
Level
End-game

The deck you earn, not buy. Awarded for finishing the Demon's Bait mission. The Demon Lord is the only fight worth bringing it to.

Mission reward
04

Combat

Cannons and harpoons fire in any direction around your ship. Pick a target, pick an angle, pick your moment.

Shield first

Hits eat shield before they touch your hull. Watch the shield bar, back off when it pops, give it a moment to come back.

Then hull

Once shield is gone, every hit takes hull HP. This is the bar that gets you sent home.

Armor cuts the rest

Armor knocks a flat number plus a percent off every hit. Big bosses hit hard, armor is what keeps you in the fight.

Weapons: three harpoon tiers cover early and mid game. Cannons hit harder and you need them for bosses with armor. You can mix and match across your weapon slots.

Crits add damage on top of the base hit. Pick equipment and crew that raise crit chance and crit damage if you like the swingy playstyle. Evasion rolls dodges enemy hits. Pick it if you prefer to take fewer hits in the first place.

Movement tip

Click a new spot mid-fight to break a path and dodge. The autopilot will not stop a cannonball, but a fresh course will.

05

Gear & crew

Twenty items across three categories. Slots are limited, so every choice changes how your ship plays.

Arsenal

Four weapon options

  • Harpoons
  • Harpoon-Bow
  • Harpoon-Cannon
  • Cannon

Harpoons climb three tiers. Cannons are the late-game answer for armored targets.

Equipment

Nine modules, three tiers each

  • Old Sails
  • New Sails
  • Elite Sails
  • Wood Reinforcement
  • Iron Reinforcement
  • Magic Reinforcement
  • Slave Figurine
  • Horse Figurine
  • Virgo Figurine

Sails buy speed. Reinforcements buy hull. Figurines buy luck and small edge bonuses. Mix to taste.

Crew

Seven specialists

  • Cook
  • Navigator
  • Gunner
  • Builder
  • Watcher
  • Captain
  • Priest

Each crew slot adds passive bonuses. Stack the right ones for your build: a Gunner-heavy ship hits harder, a Builder-heavy ship soaks more.

06

Enemies

Four pirate ships, three sea monsters, two bosses. Each one teaches you something the next one will test.

Pirate ships

Four types, found in patrols

Pirate Jack

The basic patrol. A good first kill, a steady source of bronze.

Cannibals

Aggressive, fast, light on armor. They will chase. Stay sharp.

Wild Savages

Tougher hulls and harder hits. A real fight by the time you meet them.

Merchant Boat

Slow, loaded, defensive. They run before they fight. Catch them anyway.

Sea monsters

Three types, three habits

Turtles

They flee. Catch them for easy drops while they run.

Dolphins

Faster than turtles, just as skittish. Bring something quick.

Piranhas

Aggressive shoals. They bite, you trim them down with harpoons.

Bosses

Two fights you have to earn

Charybdis

HP
15 000
Shield
2 000
DMG
40
Style
Chase & bite

A storm beast that hunts you when you come close. Brings the Maelstrom Falls mission to a close, then keeps spawning for anyone brave enough to keep coming back.

Demon Pirate

HP
50 000
Shield
10 000
DMG
80
Armor
30 flat + 15%

The Demon Lord himself. Lives on the Secret Isle, level 10, hits like a wall. The whole game is leading you to this fight.

07

Missions

Twelve story missions in a straight line. Three dailies on a real 24-hour cooldown for repeat income.

The story chain

Twelve missions, in order

  1. First Steps - find your bearings and your first kill.
  2. Pirate's Bane - clear a patrol that has been hanging around.
  3. Arm Yourself - put together a real weapon loadout.
  4. Captain's Stripes - reach level 3 to earn the rank.
  5. Pearl Exchange - learn the Trader, learn pearls.
  6. Cleanse Coast - take down ten pirate ships.
  7. Plague of Deep - thin out ten piranha shoals.
  8. Maelstrom Falls - find Charybdis and finish it.
  9. Pearl Trove - bank 100 pearls.
  10. High Captain - reach level 6, earn the title.
  11. Demon's Bait - five Charybdis kills unlock the Doomstroyer.
  12. Secret Isle - sail north-west, end the Demon Lord.

Daily jobs

Three dailies, 24-hour real cooldown

Wild Hunt

Bring down 15 sea monsters of any kind. Easy bronze, easy XP.

Pirate Patrol

Sink 10 pirate ships in the wild. Better pay, more fight.

Beast of the Deep

One Charybdis kill. Big payout, big risk, daily reset.

08

People

The faces you meet at port, and the deck you start on.

Quest giver portrait

Dockside contact

Quest Giver

Stands on the dock at his island and hands out jobs. Talk to him between fights to pick up the next mission and turn in the last.

Trader portrait

Port merchant

Trader

Holds the shop and the bronze-to-pearls exchange. Sells the ships you have not earned yet and the gear you have not bought yet.

Salvage raft, your starting vessel

Starting vessel

Salvage Raft

The deck every captain learns on. Slow, loud, barely afloat, entirely yours. Trade up when you can.