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:
Mixed (87) - 55% of the 87 user reviews in the last 30 days are positive.
All Reviews:
Mixed (3,092) - 66% of the 3,092 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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Recent updates View all (58)

November 6

Hotfixes to patch 13.

Captains.. Hotfixes were deployed last week.

IMPORTANT CHANGE: Victory conditions/points for captured zones
  • Every port battle has 3 zones (objectives) that accumulate points if captured (as before)
  • Zones are still captured by the side that has more ships in the zone (as before)
  • But the captured zone points don't accumulate if even a single ENEMY ship is present in the objective (NEW FEATURE)
Expected effects
  • This means that you no longer need to have all the ships in the circle to win the objective.
  • You no longer need to brawl in the diameter of the objective.
  • You can maneuver normally around them and fight without the need to enter the zones.
  • You only need to send 1 ship to stop the points from ticking even if enemy has a numerical advantage (which still matters but matters less)
  • If enemy have capped the point with many ships (and your ship is blocking the zone) they must get you out of the zone to start getting points, promoting aggressive action (and not kiting)
Other significant changes
  • New ship - Le Gros Ventre Refit, with swivels. The ship is available for pvp marks in the admiralty.
  • Outlaw battles have been removed - they were a cause of multiple exploits that unfortunately could not be fixed in a reasonable time.
  • Deep water port battles now only accept ships of mortar brig and above (mb/cerberus and up)
  • BR limits for port battles rebalanced (mostly increased for deep water ports and decreased for shallow water ports)
  • Zone diameter reduced from 2km to 1.2 km to reduce efficiency of kiting on the edges the objective zones
  • Updated the swivel 2lb gun characteristics. It has very low damage to hull, very good penetration to represent their accuracy using current gameplay mechanics and has very good damage to crew (using ball). Basically it is only good against crew at 150 meters or less.
  • Minor changes for loot tables (some upgrades were dropping too much)
  • Temporarily, Updated the drop rates for ship notes in gold chests from epic events and increased chance for permit drops. Chests will be updated again in the next couple of days
  • Fixed the bot distribution (some regions did not have enough bots)
  • Minor tunings for some upgrades (for example fixed bug for trim by the stern providing incorrect bonuses
  • Fixes of several bugs with ship trade that were not clearing the knowledge slots for the traded ships (creating confusion as they did not work if you did not have the skill yourself)
  • Fixed spawns for hostility missions that sometimes spawned in locations closer to other ports which granted pvp kills to other cities.
17 comments Read more

October 30

Patch 13: Ship variety in port battles, epic event rework, swivels and other things.


Patch is being deployed today

Epic events reworked.
  • Epic events now allow only 6 ships to enter (spawning 9 enemies)
  • Epic events now spawn epic (strong) enemies. If you sink or board a ship in an epic event you can pick up a chest from a destroyed ship.†
  • Players will have to show strong coordination to be able to destroy those stronger enemies.
  • For first stage of testing we will run the Lineship event (that spawn in unprotected waters around the caribbean). After this initial test we will add a frigate event as well.
Port battle changes
  • Port battles now allow limited battle rating based on the city size. We used historical city sizes initially. Please comment on the port battles sizes in the comments and propose changes if any changes needed
Open world loot
  • Open world bots and hostility missions now drop better loot depending on ship size.
  • Mission bots drop less rare loot on average.
  • If you are searching for a particular rare book - you have a better chance to get it by hunting†NPCs in the open world.
Other changes
  • PvP marks have returned. PvP rewards added to the admiralty store.†
  • pvp kills now grant both pvp marks and combat marks
  • 2lb gun has been added to game for use on the ships with swivels. First ship with swivels will be added to game in one of the next hotfixes
  • Timers have been tuned slightly. Invisibility timer is now 30 seconds, cannot attack and be attacked is now 45 seconds
  • Reinforcement bot stats slightly changed
  • Speed cap has been increased to 15.5 knots
  • All % caps have been increased by 5% to provide more variability in fitouts
  • Turn rates have been improved for Endymion, Constitution, Agamemnon, Trincomalee, Indefatigable
  • Damage from fire slightly increased (for testing)
  • Explosions now affect ship structure
  • Shot logger has been switched off
  • Fixed the bug that some contested ports are not shown in the list of the contested ports
  • Fixed the bug that did not auto-repair the rudder on the Indefatigable and several other ships
In the next hotfixes
  • Ship stats†and BR rebalance†(more on this later)
  • Le Gros Ventre Refit
  • Epic event tuning and frigate epic pve event
  • Port battle BR limits tuning based on feedback
Next large patch
  • Tutorial
Le Gros Ventre Refit pictures

58 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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