
Or were you deaf or were you blind when you left your two fine legs behind, Or was it sailing on the sea when you got the cannonball to your knee, I too was young and I was slim and I had a leg for every limb, But now I’ve got no legs at all, they were both shot away by a cannonball.
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About

Admiral John Byng who spent his life sailing the seas for the British Navy, died in 1757, by bullets on the deck of HMS Monarch. Admiral Horatio Nelson, carrying on with the utmost duty, fell similarly to a French musket shot in 1805.
Now it is YOUR turn to sail the seas of the Age of Sail.
But it would be wise to approach the subject cautiously: practice, improve your skill and your ship and connections with allies. Then you can commandeer best vessels: crush your enemies, see them driven before you and hear lamentations of their women in global chat.
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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.
Age of sail combat is a personal affair with no dirty tricks, corner camping, or hiding in bushes: you see the enemy from 20km and so do they. Just like in boxing you have to get close; and use all your tactical knowledge of wind, your ship to slug it out face to face. Broadside weight matters, but even a smaller vessel can overcome the superior enemy by focusing on the enemy weak spots.
No game has come closer to the replication of the Age of Sail sailing mechanics and combat. Thats why Naval action was named one best releases from early access in 2019 by Valve!
Beautiful ships – We have been painstakingly recreating the beautiful ships of the Age of sail period. Accurate hull models, sail plans, guns, internal upgrades, historical speed trials were used in the creation of vessels. The game features 50+ ships from small cutters to large 100+ gun 1st rates allowing the player to experience every possible role of that era.

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 realistic sailing will help you win battles in most adverse conditions.
Conquest and PVP Activities Fight for the domination of the West Indies, recreated based on 18th Century maps and navigational charts. Build ships, trade, attack enemies of your nation almost everywhere and capture their ships and Open trading outposts in the ports governed by your clan.
Damage model – Every cannonball is tracked in the air and after it hits the target. Leaks, structural damage, torn sails, demasting, raking, fires, explosions 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 types affect strength of the hull and cannonballs will ricochet from the hulls at extreme angles.
Built for PVP: Absolutely no hackers.
Hacking is a killer of fun in PVP games. From the start we have built the tech around one main goal - complete elimination of hacking from PVP. Naval Action is one of the few games where hacking is made impossible by design. Every battle action is calculated on the servers, even water and wave shapes. Yes - you have heard it right: there is a special server that calculates and replicates waves to all users in battle. When fighting in Naval action you can be sure you are only facing skills and ship fittings.
Gunnery and weapons – Major types of naval artillery are implemented: from long guns to mortars to carronades and obusiers. Fort and land batteries will provide you with support during battles near shores. Mortar vessels can destroy fortifications, though they may require an escort.

Each gun has realistic ballistics and penetration performance based on historical gun charts and admiralty tests. Heel and wind affect the shooting distance and will require a change in tactics.
Thank you, Captains for Attention
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Reviews
Themes across 908 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Il y eut le fameux 'Pirates !' de Sid Meyer et Naval Action. Je ne comprends pas bien les critiques, peut être sont-ce des joueurs compétitifs qui les formulent. Beaucoup de bateaux différents, une carte des Bermudes bien dessinée, des ports, des marchandises... Tout pour devenir, corsaire, marchand ou pirate.
its a grind but its worth it the sim is great and the battles feel huge
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Languages: English, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 911 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Naval Action is a surprisingly deep and enjoyable sailing game, especially if you can get it for under 20€. The ship handling feels realistic, and the naval combat has a nice balance between strategy and action. I really enjoyed learning how wind direction, positioning, and cannon timing affect every battle. The world feels immersive, and sailing across the map can actually be relaxing. It definitely has a slower pace compared to arcade-style naval games, but that’s part of the charm. There’s still a dedicated community, and the gameplay loop can be very rewarding once you understand the mechanics. For the price, it offers plenty of value.
Ok
Si te gustan los grandes veleros de los siglos XVIII y XIX, este juego merece al menos una oportunidad. Ver por primera vez un navío de línea navegando con todo el aparejo desplegado, escuchar una andanada completa y comprobar cómo va cambiando el comportamiento del barco según recibe daños sigue siendo espectacular. Además, existe una variedad enorme de barcos, desde pequeñas embarcaciones hasta auténticos monstruos de tres puentes. Tiene una curva de aprendizaje considerable, pero también es precisamente lo que hace que dominar un barco resulte satisfactorio.
With the last update the devs made an already boring part of the game 10 times longer/harder, new player who want to level up crafting now dont have to spend alot of money but an insane amount, the devs have no clue how to listen to the community and are actually delusional enough to think they made a great game. Plus if you want to do PvP you are now basicly required to own ship dlcs (which cost alot of money) because otherwise you will spend 99% of your time in this game crafting and collecting resources and money instead of fighting.
Bueno, tras haber sufrido más de 200 horas en este juego a lo largo de unos dos años (con rachas donde le metía duro, meses donde lo dejaba botado y luego volvía a retomar el vicio) he visto casi todas sus facetas: lo vi de pago, gratis y de pago otra vez. A pesar de las malas reseñas, para mí no es un mal juego. Si te apasionan las batallas navales de época, es una maravilla: es realista, visualmente precioso, los barcos son hermosos y la simulación está muy bien lograda. Es de ritmo lento, ideal para quedarte horas navegando relajado con música de fondo o coordinando tácticas con amigos. Además, el multijugador se siente vivo con los clanes, misiones en puertos y la satisfacción de ir subiendo de nivel para reclutar tripulación y manejar flotas enteras, que ya de Almirante impones respeto donde te pares. Eso sí, las cosas como son: el juego está jodidamente difícil y la curva de aprendizaje no perdona a nadie. De entrada te sueltan en una cáscara de nuez casi sin munición. Al menos tienes una zona segura donde no te pueden atacar, lo cual sirve de malla inicial para no morir al segundo uno, pero ahí se crea una situación bastante fea: si hay 50 conectados en el servidor, terminan todos metidos en esa zona canibalizando los barcos de la IA y arruinando el PvE, mientras que afuera te esperan los desesperados adictos al combate listos para hundirte apenas asomes la proa. Hasta hoy no sé cómo logré perder un HMS Victory contra un Trincomalee, pero pasó; aprendí a las malas. Pelear 1v1 contra la IA para subir de nivel cuesta si no tienes bases, y el tutorial en vez de ayudar está horrible de complicado. El examen final es un sinsentido total: te meten a pelear contra dos barcos tú solo con un cronómetro ridículo de unos 10 minutos. ¿A quién se le ocurre poner una carrera contra el tiempo en un tutorial? En el juego real una batalla te da hasta 45 minutos y un combate chico toma unos 15; meterte semejante límite no ayuda en nada. Llevo 200 horas y después del octavo intento mandé el examen al demonio y me fui a aprender a los golpes al mar abierto. Ahora, reconocimiento a quien le corresponde: últimamente los desarrolladores se han puesto las pilas. Ya no tocan las cosas al lote ni reinician el progreso de la gente, que era lo que más jodía y por lo que muchos se iban. A mí me borraron el personaje varias veces en su momento (por suerte después se arregló solo y recuperé mi grado), pero hoy el juego está mucho más estable. Además, se agradece un montón que avisen con media hora de anticipación cuando van a reiniciar un servidor por bugs o mantenimiento; si justo estás entrando a una batalla que puede durar sus 30 minutos, ese aviso te salva la vida para huir o terminarla rápido. En cuanto a rendimiento, la optimización es tremenda. Me corre fluido en mi laptop, que es un PC patata de apenas 8 GB de RAM y cero gamer (nada que ver con mi computador de escritorio de 16 GB). Con gráficos altos, nubes y pólvora al máximo en batallas gigantescas, no da tirones; si acaso bajan un pelo los FPS dentro de una nube densa de humo, pero nada más. Directamente creo que nunca se me ha crasheado. El botón con forma de bichito para reportar bugs con captura y datos técnicos al instante es genial. Salvo un problema de internet donde al salir de una batalla me mandó afuera del puerto haciéndome perder 15 minutos de viaje, casi no he sufrido bugs graves. Aun así, han tomado decisiones bien raras que me tomaron por sorpresa y molestaron bastante, como cuando eliminaron varias naciones. Antes estaban España, Reino Unido, Estados Unidos y varios países más (hasta Alemania andaba metida, medio raro para la época), pero de pronto recortaron casi todo y ahora quedas limitado a cuatro: España, Reino Unido, Francia y Piratas. Un cambio muy extraño. A eso se le suma una interfaz básica y poco intuitiva; es fácil perderse y hay cosas incómodas como invitar gente al clan: no hay botón directo ni opción por nombre, tienes que esperar a que la persona hable por el chat global o de nación para recién cliquearla e invitarla, lo cual no tiene pies ni cabeza. La guía interna ayuda un poco, pero deberían expandirla. En micropagos y DLCs no es pay-to-win como dicen. Los barcos premium exigen experiencia: compré el Redoutable (navío de tercera clase) y no pude usarlo hasta días después al subir de grado por la tripulación requerida, lo cual me parece espectacular. En cambio, donde sí se jode la cosa y apesta bastante es con el DLC de pinturas: pagar plata real para que te claven un límite de cambiar el color solo una vez cada 24 horas es una tontería; debería ser cuando uno quiera, o mínimo cada media hora. El DLC de banderas sí es pura facha y vale la pena, aunque las texturas se ven algo pixeladas de cerca. De hecho, estaría genial poder personalizar los gallardetes largos que van arriba en los mástiles y vergas: juego bastante con Reino Unido y ver arriba una flámula azul y amarilla parece la bandera de Ucrania en un navío británico del siglo XVIII en vez de llevar la cruz de San Jorge comisionada. Para mejorar de verdad, la IA de flota necesita un repaso urgente. Tengo un barco de apoyo donde el juego le asigna rango de Comodoro al capitán, pero el tipo pasa más tiempo peleando contra el viento que contra los rivales; si es Comodoro, mínimo debería saber virar. Las órdenes son demasiado básicas (seis opciones: sígueme, para, retírate, destruir, mástiles...). Debería haber comandos de distancia (combate de cerca o de lejos), poder ordenarles disparar solo por banda izquierda o derecha, marcar objetivos prioritarios y permitir flotas de cuatro o cinco navíos en vez de dos o tres. Por último, le vendría increíble un toque más de identidad: poder bautizar a los capitanes de tu flota con el nombre que quieras en vez de nombres genéricos aleatorios, y que el nombre de tu barco se vea en las batallas. En grados altos casi no hay variedad (en grado dos hay como cuatro opciones), así que estaría genial que al apretar Tab en combate salga "La Perla Negra - Trincomalee" en vez del nombre estándar del modelo. El juego arrastra cicatrices del pasado, decisiones cuestionables y detalles molestos, pero los desarrolladores están haciendo las cosas mucho mejor ahora. Si le tienes paciencia, te buscas amigos para no sufrir solo y te apasiona la simulación naval histórica, vale totalmente la pena. Muy recomendado.
The last time I have played was... quite a while ago, so if I'm writing something wrong here, please tell me, so I can correct this. Let's ignore all the drama and controversy surrounding it for a bit... The naval simulator for all hardcore-fans, this offers the best ship combat in known history by a wide margin. Giving you no crosshairs or similar aids, each battle will prove to be a true test of skill by having to gauge distances first before preparing a broadside - only to find out that you miscalculated, wasted everything, and now the enemy has ample time to retaliate. And successful broadsides will even inflict debuffs on the target, rewarding good aim even more. To give you options, you can set the order of fire, the "firing cone" (spread) and fire single shots mainly used for testing. But if you really want to be a professional, you aim below the waterline to sink the enemy quickly and efficiently. Though only true masters can accurately shoot masts, until the enemy finally lies dead in the water. Speaking of masts: the game lets you control all sails manually, giving you even more mobility, and letting you sail backwards. This will be essential, as depending on angles, shots can bounce off. Yes, you can do it the old-fashioned way of simply sailing next to each other and exchanging broadsides until one of you sinks - usually the one with more guns winning -, or you can fully utilize your moveset and utterly destroy your target with barely any scratches. Don't get me even started on crew management, which you'll have to permanently contend with during fights, because they need to be directed towards the different stations and tasks on board. No need to worry, there is an extensive combat tutorial. It may seem overwhelming at first, but once you get the controls down, it pretty much plays like any other pirate game. Meaning you still sail around the Caribbean, trade and fight to gain money and level up, and build up your ships. Beware however that "hardcore" doesn't only extend to the combat. The world is positively huge. So huge, you need real-life hours to get from one end to the other, with nothing happening in between. Ship building might as well be a different game in itself (alts recommended), and boarding is more or less an enigma, and a very weird and complicated one that's never explained in-game. I never understood it myself and simply bought all ships from the auction house. There is a PvE- and PvP-server (beware of gankers!) available, both getting regularly wiped. Players who bought the game before it went F2P have exclusive access to a permanent PvE-server, which is honestly a very chill experience. To access it nowadays, new players need to purchase the galleon-DLC. Their DLC prices are really ♥♥♥♥♥♥♥ disgusting, though. [url=https://www.piratesahoy.net/threads/the-most-piratey-guide-to-pirate-games-that-has-ever-pirated-in-the-history-of-piracy.34594/] Want to discover more piratey goodness? Then check out our pirate game guide on PiratesAhoy! [/url]
The current economy in Naval Action simply does not work for players who want to play as traders. The game provides almost no basic economic information: there is no complete list of trade goods, no list of producers, and no clear indication of supply or demand. Players are told to “research the market”, but it is impossible to research something when you don’t even know which products exist or where they are produced. Even the official website lacks proper documentation. On top of that, goods that historically should have very high value and demand, such as spices (e.g. Indian spices), now generate extremely low profits. After port taxes, long distances, and dangerous routes, the final profit is often very small, sometimes not even exceeding 20,000 coins. This does not justify the time investment or the risk involved. The XP system makes the situation even worse. Trading grants a fixed amount of XP (5 XP), regardless of profit, distance, or risk. Meanwhile, combat provides significantly more XP, money, loot, and overall progression. In practice, the game clearly incentivizes combat while discouraging trade. As a result, leveling up through trade alone can take days, while players focused on combat can reach the same levels in just a few hours, earning more money and progression at the same time. With a much smaller active player base than in the past, a player-driven economy also struggles to function properly. Markets become stagnant, demand is low, and prices do not react in a logical way. At the moment, trading is not a viable main career path and exists only as a secondary activity to fund ships. This is disappointing for players who expected a naval game where trade, logistics, and risk matter as much as combat. This is not a matter of player impatience or lack of strategy, but a design and information problem within the economic system.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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