The 12 documented ships on the progression ladder

The game description claims 24 ships. Twelve hulls have documented names across product listings, footage and player discussions. Progression runs sequentially at the Starter Port shipyard, and buying a hull opens a shipwright task, usually installing a module, before the next hull unlocks.
Two prices appear on screen: the Sloop at about 2,500 gold and the Ironclad at 100,000,000 with its purchase button locked. Hull gold comes from trade routes and chests, covered in how to get gold.
| Ship | Where it sits | Price or unlock | Evidence |
|---|---|---|---|
| Raft | Starter boat at Starter Port | Free, given during tutorial | Observed in gameplay |
| Dinghy | Early progression | Not shown on screen | Observed in gameplay |
| Sloop | Early progression | About 2,500 gold | Observed in gameplay |
| Cutter | Early progression | Not shown on screen | Reported in gameplay |
| Schooner | Mid progression | Not shown on screen | Reported in player comments |
| Junk | Mid progression | Not shown on screen | Reported in player comments |
| Clipper | Mid progression | Not shown on screen | Reported in player comments |
| Galleon | Mid progression | R$ 1999 voucher (gold price not shown) | Observed in gameplay and store |
| War Galleon | Late progression | Not shown on screen | Reported in player comments |
| Man-o'-War | Late progression | R$ 4999 voucher (gold price not shown) | Official store listing |
| Royal Corsair | Top tier | War Sigils, Imperial Iron, quest, and gold | Reported in store text and comments |
| Ironclad | Top tier | 100,000,000 gold (locked in footage) | Observed in gameplay |
Community discussions place the Junk and Clipper between early small craft and heavy late-game galleons. Queen Anne's Revenge is a limited store item at R$ 4999.
Picking the next hull depends on where you already are.
| Your situation | Next step | Why |
|---|---|---|
| Still on the raft | Buy the Sloop, about 2,500 gold | Price confirmed on camera, and four cargo slots is your ceiling |
| Mid-tier hull, gold arriving slowly | Fit a module and hire a 250-gold crew member first | Mid-tier prices stay unconfirmed, and crew fire the cannons to save planking |
| Buying with Robux | Weigh the R$ 1999 Galleon or R$ 4999 Man-o'-War voucher against grinding | Skips that hull's gold cost, but players report top hulls also want War Sigils, Imperial Iron and a route quest |
| Saving for the Ironclad | Bank War Sigils and Imperial Iron and run the route quest as gold builds | Players report those materials alongside the 100,000,000 gold; the recorded button sits locked |
Ironclad shipyard stats and high-tier baselines
The Ironclad panel, read line by line at the shipyard, is the fullest one in the recordings and sets the benchmark for this page.
| Stat | Ironclad value | Practical effect |
|---|---|---|
| Hull strength | 56,000 | Damage soaked before sinking |
| Speed | 41 | Cruising speed under sail |
| Acceleration | 5 | Pickup after turns or stops |
| Turning | 15 | Rudder agility and turn radius |
| Load capacity | 170 | Chests held in the hold |
| Mod slots | 40 | Attachment points for ship parts |
| Guns | 44 | Broadside cannons on both rails |
| Crew | 36 | Sailor slots that fire cannons, with perks |
| Wave resistance | 95% | Rough water slows the hull less |
Load capacity dictates route efficiency. The starter raft holds four chests, and loading past the hold takes on water until the ship sinks. At 170 slots you clear several islands before sailing back. Capacity gets its own breakdown in the cargo hold guide.
With 44 guns a broadside can sink a target, but turning 15 and acceleration 5 mean the Ironclad cannot dodge. Pick a heading before you commit.
Shipyard upgrade slots, swivels, and wood maintenance
Buying a hull is only part of the build. A dock shows an exclamation mark over the upgrade station when a module is available.
- Walk to the dock's upgrade station and open the module list.
- Select a module like the Lookout's nest to clear the shipwright task.
- Install deck weapons such as the swivel gun, which turns on Q and E so you can aim while the broadsides reload.
- Keep wood planks aboard. Hull damage needs wood to patch, and larger hulls burn more per repair.
Players report late-tier repairs reaching 150 wood planks per action, so sail with a timber reserve. Building high-tier hulls also needs War Sigils and Imperial Iron, covered in our bosses guide.
Store vouchers compared with gold progression
The store sells vouchers that skip the gold cost.
| Voucher | Robux price | Effect |
|---|---|---|
| Galleon Voucher | R$ 1999 | Unlocks the Galleon without gold |
| Man-o'-War Voucher | R$ 4999 | Unlocks the Man-o'-War without gold |
| Royal Warship Voucher | R$ 7999 | Unlocks the Royal Warship without gold |
Prices checked 2 November 2026, and a voucher removes the gold cost for that hull. The Royal Corsair and Ironclad still want crafted materials. War Sigils sell in packs of 10 for R$ 999 and 25 for R$ 2299, to players who can enter the Ironbound Sea; Imperial Iron, gold and route quests are earned in game. We weigh these purchases in game passes.
How crew size scales your hourly gold income
Crew are hired at tavern stations for 250 gold each, each recruit carrying a name, a rarity and a stat bonus. Footage shows Crooked Cedric, a deck hand with plus 0.5 cargo.
Crew capacity grows with hull size: early hulls hold four, the Ironclad 36. Crew fire broadside cannons on their own, so a full crew sinks hostiles faster and you take less damage. Roster-expanding store items add reserve storage in town and leave on-ship capacity alone.