Naval Action is an exciting, 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.
User reviews:
Recent:
Mixed (87 reviews) - 63% of the 87 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (2,382 reviews) - 74% of the 2,382 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 http://forum.game-labs.net
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Recent updates View all (38)

December 23, 2016

Seasonal Greetings and Happy New Year!



Dear Captains. 

We wish you wealth, health and happiness and hope that 2017 will be amazing for you and your families. A special new year gift (a rare ship) will be added to all players on the 1st of January 2017.

Name of the gift ship is Wappen von Hamburg: a unique german convoy vessel.
 
To receive a gift you will have to have an account on that date. So if you bought the game and have not yet played - please log in and create a player before 1st of January. Ship will be added to the redeemables.

Merry Christmas and Happy New Year.

55 comments Read more

December 21, 2016

Hotfix for patch 9.97 - Land in port battles and the end of battle result screen camping

Hello Captains.

Land in port battles was deployed today.
This is an experimental feature and will require a lot of testing and tuning.

Key concepts.

What is removed
  • Removed - battle circle of death. It will be no longer necessary as we found the way to completely eliminate the need for kiting, running and griefing in port battles.
  • Removed - BR difference requirements. It is no longer necessary due to objectives in the port battles. Control objectives and you win the battle.
  • Removed - Tower requirements. If you controlled key points in real world port battle towers and forts would eventually surrender. Towers and forts are no longer a requirement for victory. But they are still going to be present and sometimes make things easier for the defenders. Tower and fort placement will be based on their current open world positions.
What is new
  • Port battles will be conducted in the harbors of regional capitals
  • Tower and fort placement will still be somewhat random but their number will depend on the city size. If new port battles will be fun some forts could be placed near objectives.
  • Entry to port battles. Entry to port battles will be purely positional from the open world. There will be two large circles around the port. Defenders can enter anywhere within the smaller circle. Attackers can enter anywhere in the large circle sometimes attacking from several different directions.
  • Initial wind will be determined from the open world on first entry to the port battle. That wind will stay static for a certain time and then will change based on the old proven formula sometimes providing equal opportunity for both sides. This means that timing the port battle start and entry matters and attackers have to carefully decide when to enter the port battle.
  • Capture zones (a-la BF3 conquest mode). 3 1.5km circles are placed in the harbor. Controlling those zones gives points.
  • Sinking enemy ships gives points to your side
  • Losing ships subtracts points from your side
  • Destroying towers and forts gives additional points (approximate time to destroy a large fort for a perked mortar brig = 12 mins)
  • The side which gains 1000 points first - wins
  • Alternatively you can get an immediate victory if you sank all opponents (or they all escaped exiting the battle).
To test the port battles properly we suggest the following
  1. To reduce the cool downs between failed port battles and won port battles to the minimum
  2. Provide ship chest reward for successful attacks or defensive action to all participants.
Concerns

Some port battles will be immensely fun due to harbor geography. Some battles will be very weird (especially in narrow passages). Some harbors will favor attackers, some harbors will favor defenders.

Example of entry circles and capture points:
http://i.imgur.com/MirSGfn.png

attackers will be able to enter anywhere from the outside circle, defenders will be able to enter anywhere in the inner circle.
Approximate time at good wind to sail through all capture points is 25 mins on the good speed frigate. Against the wind it will take up to an hour. Thus attackers will have to control wind carefully.

Points distribution

Kills/Sinkings

Sinking enemy ships or losing your ships grants points according the following scheme.
  1. Lineships 40 pts
  2. All other ships 25 points.
Because entry to battles is limited by battle ratings we believe that all ships are important to victory. The system with different points for ships is also supported. This also provides somewhat equal time for both battles (because if cutters are worth less - battles in light ships could last a lot longer).

Forts and towers.
  1. Towers 50 points
  2. Forts 150 points
Capture zones
  1. Captured zone ticks 2 points every 5 seconds. If attacker controls 1 zone and if defender controls another (with third being not captured) no points will tick for both sides. For points to tick your side has to control more zones than the enemy.
  2. 1 ship will capture the zone in 120 seconds
  3. 3 ships will capture the zones in 30 seconds.
  4. Zone can be captured if you have more ships in the capture zones than the enemy. It does not matter which size of vessels is in the zone - to promote diversity. So 2 frigates will capture the zone even if there is 1 enemy victory is present in the capture zone (of course 1 victory will not sail alone and will try to be in the main line with escorts easily sinking those frigates.

All numbers are initial and will require testing and tuning.

For testing purposes cool downs on port battles were reduced.
  • Failed PB can now be repeated in 1 day (instead of 3)
  • Captured regions now can be recaptured in 3 days (instead of 10)
  • Paints and Ship chests from events are added as victory rewards to port battles (both attacking and defensive victories)
To improve the ability to enter the port battle from distance if the port is behind land you can now click on buildings to bring the entry screen up. (you can still click on swords to enter the port battle).

Battle result screen camping fixes

Battle result screen camping options were reduced. For the discussions on this topic please visit this thread:
http://forum.game-labs.net/index.php?/topic/17803-battle-screen-camping-log-off-camping-final-proposal/

When the battle is over you will now have 2 options:
  • Exit to open world within 5 mins
  • Exit to the nearest friendly port
If you don't exit to the open world in 5 mins then you will only be able to exit to the nearest friendly port.
This feature solves 2 important problem - sitting in BR screen to deny battles, wasting time for you and those chasing you. And camping in BR screen to attack unsuspected players from the safety of the BR screen.

Other changes
  • Some upgrades, perks, regional bonuses increasing ship speed were reduced.
  • Speed adjusted for 2nd rates, 3rd rates and HMS Trincomalee
  • Mast HP was modestly increased (30% on average)
  • Speed penalty for reinforced masts was slightly reduced
  • Determined defender perk was removed. If you have DD it is a useless perk now.
  • Bot routes were changed to reduce dense NPC distribution in certain areas
  • Bot composition were changed to reduce numbers of line ships
  • Number of forts and martello towers now can depend on the city size (1 fort + 1 tower for smallest cities 3-4 forts + towers for largest cities) - this feature will be tuned further going forward.
  • Free camera (with some limitations) returned to the open world.
  • Fixed bug where towers were shooting at captured ships on your side
  • Several other minor bugs fixed

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About This Game

Naval action - open world multiplayer sandbox

Naval Action is an exciting, 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.

Features:


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

    Minimum:
    • 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 possible but not supported
    Recommended:
    • 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 possible but not supported
Customer reviews Learn More
Recent:
Mixed (87 reviews)
Overall:
Mostly Positive (2,382 reviews)
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