Naval Action is a hardcore, realistic, and beautifully detailed naval combat sandbox immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.
Recent Reviews:
Mostly Negative (57) - 35% of the 57 user reviews in the last 30 days are positive.
All Reviews:
Mixed (3,340) - 64% of the 3,340 user reviews for this game are positive.
Release Date:
Jan 21, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Sea Trials is a long age of sail tradition. Captains of that time had a chance to test their vessel and provide feedback to the Admiralty on what needs to be changed to make the ship perform better. Extensive sea trials are required by the Admiralty to fully test if the ships in the game are seaworthy and ready for fighting.”

Approximately how long will this game be in Early Access?

“We plan to stay in Early Access until core features of the game are finished and polished.”

How is the full version planned to differ from the Early Access version?

“The game is in alpha. We plan to focus on the following during the Early Access
  • Improved User Interface
  • New ships
  • More features like production buildings, officers and better crew management and many other exciting things.

for more information please visit our forums.”

What is the current state of the Early Access version?

“Excellent age of sail combat representation
Basic crafting
Basic trading
Basic conquest
Multiple playable nations
Large variety of age of sail vessels

User interface is purely technical and will be improved once more features get into the game.”

Will the game be priced differently during and after Early Access?

“Price will go up when Early Access ends.”

How are you planning on involving the Community in your development process?

“Naval Action community has been involved in the development from the start. We are very proud to say that many features the game has were proposed and designed based on community ideas. We plan to continue doing so going forward.

To share your voice and propose features please visit our Steam community forums or our company forums located here
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Downloadable Content For This Game


Recent updates View all (70)

March 9

Patch 19: Mega Patch with new patrol missions, victory marks for small clans, pvp loot drops, and many many

Mega patch with multiple changes has been deployed (with all hotfixes during thursday and friday.

PVP/PVE Patrols
Conquest Changes: Conquest for everyone
  • Conquest no longer favors only leading nation
  • Any clan can get access to victory marks, by just controlling one port
  • Victory marks distribution has changed. Lord protectors will now receive victory marks every week based on their port ownership on conquest round end (weekly). Victory mark distribution is tiered and has diminishing returns. You will get 1 mark extra mark for every 3 ports you control but the max number of marks that can be received is limited by 5.
  • Example
    • 1-3 ports: 1 victory mark
    • 4-6 ports: 2 victory marks
    • 7-9 ports: 3 victory marks
    • 10-12 ports: 4 victory marks
    • 13-15 ports: 5 victory marks
    • 16-18 ports: 5 victory marks
    • etc..
  • To promote more activity across all time zones, Port battle timer now costs 500,000 per day; old 100k price was ridiculously low and cost of the capture timer will continue to evolve
Hostility missions improvements.
  • NPC defence fleets in hostility missions now adapt to an attacker force. Responding with similar vessels both in rating and in numbers.
    • If one player will come to generate hostility on the enemy force he will encounter 1 defender.
    • If 10 players come to generate hostility they will encounter 10 npc defender ships.
  • The problem of the inability for the port owner to provide an adequate defence force is solved by limitation of player ships in the hostility mission. Both defender and attacker can only bring 10 vessels into the hostility mission.
  • Hostility missions now spawn 30% closer to the port

Reinforcement zones rules of engagement change
  • ability to pull the players to the battle using NPC attack - removed
  • ability to pull the players into battle using player attack - removed
  • if battle is created in the reinforcement zone only attacked player or battle group is pulled into battle all others will be able to join using positional reinforcement and can decline to do so.
  • This will remove the potential for grief and abuse in the reinforcement areas.
  • Positional entry rules mean battles are open until they end, which greatly help defenders to punish the hostiles
Battle groups reworked
  • Battle group will act as a battle group only when there are 6 players or more in the group. The status of the battle group is shown in the group interface and will tell you if your group is a battle group. This is done to remove abuse of battle groups mechanics allowing creation of solo battle groups to avoid screening.

Other changes and improvements
  • Clicking on a ship in the open world will now show the circle around him, that can help understanding who will be pulled into the battle if he is attacked. This will be very helpful in station keeping when traveling in the open world.
  • Unrated vessels without the chasers now have the control perk too
  • PVP Upgrade Drop. Player ships will now drop one of the installed upgrades into its hold if boarded or killed.
  • You cannot enter or exit shallow water ports with deep water ships. Use tow ship function to move the deep water ships out of shallow water areas.
  • Player names and ship names removed from ENEMY players in the open world identification. You will only know that it is a player and an approximate rank of the vessel/vessels. You will only be able to find out the name of the captain once you engage. Names of your nation's captains are not affected.
  • Checkbox to only show online clan members added to clan interface
  • Tow to port now creates a PB entry timer. Timer is the same as the PB timer created after normal battles.
  • Attack circle is reduced. You will be able (theoretically) to lay fire immediately after attack. This is done to reduce counter tagging.
  • Minimal speed in the open world is now 4knots, to provide better experience in long journeys.
  • Ship sinking time is increased by 30% for destroyed ships to make picking up loot easier
  • Side force no longer affects speed indication
  • Epic events no longer spawn very close to shallow waters
  • Brace command is reassigned to F10 - to remove accidental clicking (40% of new player bug reports were about brace)
  • Wasa, L Hermione, Santa Cecilia received a slight armor buff
  • Wasa, Hamburg, Ingermanland, L Hermione, Santa Cecilia received a turn rate buff
  • Leeway force from square sails, and staysails/jibs slightly increased
  • NPC ships HP buffed slightly to compensate lack of repairs
  • Barricades now have the attack penalty and are a pure defensive upgrade
  • Angle importance on penetration slightly increased (need more testing) to provide more options to control incoming damage into hull
  • Edinorog accuracy reduced to somewhere between carronades and medium guns. Vertical sector greatly reduced as it would be impossible to use edinorog howitzer firing through ports of the ship.
  • All other upgrades increasing vertical gun sector drastically nerfed
  • Rigging specialist perk nerfed as its bonuses were too high.
  • Acceleration/Deceleration formulas improved based on the wetted area calculations; which in general reduces tacking effectiveness for wider deeper vessels.
  • Ships created through admiralty notes can occasionally receive crafting bonuses and extra slots.
  • Tutorial button is temporarily removed for the final integration of rewards and final exams.
  • Leveling and rank progression and crew assignment for ranks will change in the next couple of weeks.

Plans for March/Early April
  • Integration of the open world UI into the game
  • Finalization of tutorial
  • Premium ship pack containing 3 ships (2 of which could be acquired in game by other means)
24 comments Read more

March 7

Important Reminder: redeemable clearance on March 15th

Captains, please make sure you do not forget about redeemable clearance/removal that will happen on March 15th that is described here:

The only redeemables that will remain on player accounts after clearance are:
  • XP redeemables if you have not yet used them
  • Crafting XP redeemables if you have not yet used them
  • Special content (like the yacht) will remain but will be moved to a separate category (described below)

Redeemables clearance will start on 15th of March.

If you want to get ships, items, cannons, mast upgrades, XP for ship slots (merged from Global PVP) and forged papers you have to login and redeem them BEFORE 15 March 2018

XP, Crafting XP redeemables are safe. If you don't feel like playing yet they will wait for you until the release of the game, for the servers you played on. We will also keep them for some time after release.

6 comments Read more
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About This Game

Naval action - open world multiplayer sandbox

Naval Action is a hardcore, realistic, and beautifully detailed naval combat game immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.


Exciting bugs – Because its still alpha we have an interesting selection of annoying, strange, and sometimes wonderful bugs. We are squashing them one by one, but it's Caribbean - they will keep coming for quite some time.

Enormous open world – Large open world, recreated based on 18th Century maps, historical harbors, positions, and town names. We do not believe in the various modern hand-holding markers, thus player position is not shown on the map: you will have to navigate yourself using compass, sun or landmarks. PS. battles are instanced to allow extremely complex sailing and fighting calculations for 50 ship battles.

Freedom – Build ships, trade, sink enemies of your nation. You can attack anyone almost everywhere. Remember that every action could have consequences. So don't attack everyone - or you will become a pirate. Conquer almost every port in the Caribbean, but remember! other adventurous captains will try to ruin your plans.

Beautiful ships – Accurate hull models, sail plans, guns, internal upgrades, historical speed, turning and heel performance. Ships from small cutters to large 100+ gun 1st rates will allow the player to experience every possible role of the Age of Sail period.

Realistic sailing – Advanced wind and physics model provides for realistic portrayal of ship’s performance in the age of sail. Yard angles, ship angle to wind, fittings and ship condition affects speeds and turning rates. Correct tacking, boxhauling, clubhauling and other elements of the age of sail sailing are possible. Hidden ship characteristics will allow to gradually uncover potential of the vessel – every ship in game will be unique.

Historical gunnery - Realistic ballistics and cannon performance of the period. Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side. Listing and wind affects the shooting distance and will require change of tactics.

Weapons - All major types of naval artillery are implemented: from long guns to carronades. Fort and land batteries will provide support during port battles. Mortars are coming soon.

Damage model - Leaks, structural damage, torn sails, demasting, raking, fires and all other hazards that were possible in that era. Damage is positional: hit the gun and you might destroy it. Gunnery crews are placed deck by deck. Shot can pass through the balcony, ricochet of the gun, hit a crew member and then fly out of the gunport splashing into the water. Armor thickness and wood type is implemented and at extreme angles cannonballs will ricochet from the hulls.

Community driven development - Players actively participate in development and many elements of the game have already been implemented based on the player feedback. Content is immediately given out to players for testing and improvement. Share your thoughts in comments or on the forums.

System Requirements

    • OS: 64 bit Windows 7 and above
    • Processor: Intel Core i5-4570 3.2 GHz or AMD Phenom(tm) II X4 B60 3.3 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 460 1GB or AMD Radeon HD 6850 1GB (must support shader 5 model)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: 32bit OS versions is not supported
    • OS: 64 bit Windows 7 and above
    • Processor: Intel Core i7-3770 3.4 GHz or AMD FX-9370 4.4 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 660 2GB or AMD Radeon HD 7850 2GB (must support shader 5 model)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: 32bit OS versions is not supported
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