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 (49) - 44% of the 49 user reviews in the last 30 days are positive.
All Reviews:
Mixed (3,586) - 62% of the 3,586 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 (74)

June 21

Patch 25: Open world user interface (UI) - updated 22nd June

Patch is being deployed today 21st June 2018.
Contents of the patch
  • MAIN Feature : Open world UI updated to a new version.
    • Open world UI will update to a more traditional MMO window based system.
    • Port UI remains on the old version. We decided to deploy OW UI first to help to uncover missed bugs and problems faster. Also your initial feedback on the visuals will allow us to deliver better port UI based on your comments. Apologies for the inconvinience that might be caused by the 2 versions of UI
    • Expect bugs and glitches.
  • Name change added to Prolific Forger DLC
    • Separate item will appear in your redeemables
    • You will be able to change name once in every 30 days
  • Admiralty connection added as DLC
    • Will permanently increase dock space, warehouse slots and economy buildings.
  • Two imported ships will be added as DLC (time of appearance subject to Valve's approval)
    • Le Requin
    • Hercules
  • Ability to trade in the open world added to game.
    • Trade is possible with your nation
    • Trade is possible in the radius of attack
    • If one of the parties to a trade exits this radius trade will stop
    • Trade is only possible from hold of the ship
  • Patrol battle exit (escape) option added (to remove trolling and griefing)
    • After a certain time exit will be possible if there are no enemy players in your radius
    • Damage stops the ability to exit (just like the normal exit timer)
    • Being outside of the circle stops ability to exit
  • Experimental feature: Open world attack button now has a coold down (60 seconds).
    • This was done to remove constant re-click to get better positioning
    • You have to be careful how and when you attack.
  • Exams now show the following information in pop ups for motivational purposes
    • Best time and name of the player
    • Your time
    • Average time for all players
  • Rules of Engagement (ROE) changes
    • For reinforcement zones
      • Battle is always open for the nation of the reinforcement zone
      • Battle closes in 10 minutes for all other nations (not owners of the reinforcement zones)
    • For Capital waters
      • Nation of the capital water cannot be attacked as before
      • All other nations can be attacked (removing unnecessary protection for enemies). This means that other nations will not be protected by your capital waters.
      • Battles of other nations in capital waters will be open to all
  • Smuggler flag removed
    • Trader ships now have automatic smuggler flag and will be able to enter any port in the Caribbean
    • Player in the combat ship wont be able to enter enemy ports
    • You will now be able to switch ships in enemy ports if you have an outposts and docked ships there (to remove weird lockouts caused by legacy rules
    • Military ships can now sail out of enemy ports to remove lockouts if your port was captured or changed state from open to all.
    • Exit from enemy and contested ports gives you a 30 min port battle lockdown
    • Free for all ports do not give the port battle timer.
  • Battle sails now give bonuses to
    • Ship turning
    • Yard turning
    • Sail resistance
  • Fire changes
    • Fire now affects structure and planking differently. Planking will burn faster than structure. This is done to bring back more epic explosions as fast fires burn the structure too fast (ship sinks faster than it can explode).
  • Structural leaks and penetrating leaks water intake speed dependence increased. Changes are as follows
    • 50% speed – standard leaks (current)
    • 100% speed – leakage is increased 2x
    • 0 speed – leakage is reduced 2x
  • Control perk changes
    • Perk control can be switched off in the beginning of the battle, if you do not want to use it.
    • There will be a button for the first 5 mins that will let you decide if you want to control on or not.
  • Tuning
    • All blueprints were removed from the admiralty and added to player shipyards for simplification (some of them of course will require permits to build)
    • NPC can rarely sail a 4/5 or 5/5 vessel
    • Capturable ports now give better chance to build a exceptional vessel.
  • Fixed bugs:
    • Multiple bugs fixed thanks to player reports
    • Several tutorial bugs fixed
    • Fixed bug not allowing you to destroy an item in the hold if your computer time was set in the future.
    • Fixed the bug that did not let you take back Hercules if NPC was assigned to it.

Update 21st June
  • Le Requin
    • HP lowered slightly
    • Battle sail mode added
    • Speed of raising lowering sails decreased
    • Ship declassed as 6th rate
  • Hercules
    • Broadside time tweaked
    • HP increased according to size
    • Ship re-classed as 5th rate
  • 2 group statuses removed
    • Group status automatically converts to battle group once it exceeds 5 players
  • Mission cancellation limit increased to 50
  • Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased

Update 22nd June
  • Fixed the bug blocking the trade of ships in port
  • Fixed bug that blocked UI for some time after sending the bug report
  • Fixed bug causing incorrect display of national ranks
  • Fixed bug that sometimes did not display the type of combat on combat selection screen
  • You can now redeem the imported premium ships only if you do not have the same ships in docks
  • Use rum now properly works if you drink rum on the Basic Cutter
  • Replaced the icon for Carpenters to something more appropriate (remember that icons are not final)
  • Reduced the fire damage to structure even more (as ships were still sinking before exploding).

Open world UI has undergone significant changes in systems and code, please expect bugs and problems and do not forget to report them in this topic:

UI Teaser

23 comments Read more

April 26

Patch 24: Properly depowering your staysails.


Patch is being deployed today 26th of April

  • Mast hits are only shown for successful penetrations
  • Depower (T) command has been reworked: It is now partially separated from the main sail control.
    • If depower (T) is ON then your W / S command will only work with square sails
    • If depower (T) is OFF then your W / S command will work as before. (raising all sails including staysails)
    • This means you will have more precise speed management controls without the need for too many annoying clicks.
  • Visuals of sail damage for some tutorial ships has been fixed
  • Reset of Pursuit and Capture tutorial now also resets chain shots stock
  • Fixed the bug with negative speed affecting the boarding ability
  • Fixed indications on marks and battle stats after tutorial battles
  • Reduced the minimal sail damage threshold back to the old level (we increased it to 40% last patch and it allowed too many escape options due to limited chain shot). Sail still cannot be destroyed fully (as even fully torn cloths still possess some driving power). The limit is now 28%.
  • Fixed the bug that was allowing to receive rewards in the enemy port when passing the tutorial (getting you stuck in that port). From now on you can only receive tutorial reward if you have the warehouse in the port.
11 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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