
Expand your fleet and embark on a thrilling adventure across infinite seas! From serene healing voyages to strategic raids, carve your path. Use your spoils to forge a legendary route toward the unknown world beyond the horizon. Complete your destiny!
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About
From peaceful voyages admiring the horizon to ruthless raids annihilating enemy fleets, the ocean of Sailist is a truly infinite realm with no invisible walls to block your path. Venture beyond the horizon into the unknown and forge your own destiny. Experience every aspect of life at sea through seamless 1st and 3rd-person perspectives, and become the true sovereign of the boundless ocean.
Every port town possesses its own unique environment and specialty goods. Go beyond simple logistics—complete town requests to build trust and increase your Contribution. Higher reputation unlocks exclusive, high-quality trade goods that ordinary merchants can't even glimpse. Read the market, find the most profitable ports, and establish your own Golden Trade Route. The wealth you amass will become the foundation for a massive fleet and your mercantile empire.
When pirate flags crest the horizon, it is time to prove your tactical intuition. Combat in Sailist is about more than just firing cannons; it is about maintaining optimal formations and fleet maneuvers.
Direct your combat vessels to flank the enemy for a devastating broadside, while commanding your vulnerable transport ships into immediate evasive maneuvers. It is your role to designate actions for every ship and adjust formations in real-time amidst the crashing waves. A decisive victory is born from a perfectly executed formation and your flawless fleet management.
Your ship is more than a vessel—it is a sanctuary reflecting your personal taste. Decorate your cabin with a wide array of items, from essential compasses to fine masterpieces collected from across the globe. Use the free-placement system to transform your ship's interior into a space of true prestige.
Claim the vacant lands you discover as your own sovereign territory. Transport construction materials to build ports and structures, creating your very own town. As your settlement develops, you will secure vital resources and strategic advantages. Your vision and design will become the key to efficiently ruling the vast ocean.
Participate in Online Nation Competitions to form the strongest ties with key NPC towns. By completing town requests and hunting pirates, you contribute to your nation’s standing in the shared world, helping your country become the town's primary ally.
Allied Nation Selection: The nation with the highest weekly contribution points will be selected as the town's official ally.
Alliance Benefits: Enjoy powerful economic advantages, such as exclusive store discounts, and exert your influence over the world as a member of the presiding nation.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Turkish, Russian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
It's wants to be a game, but at the moment, it's more like a glorified tech demo than one. Has a good concept, but fails in multiple areas due to bad game design and/or lack of features that are a must have in a game of this nature, such as: ">" = Importance >>>A global map of any nature, the mini-map in the corner is all you get and it's extremely hard to read. >>>UI at sea that signifies what you're looking at (Ship types, allegiance, town name over the town as you are going to it, etc) >>>Sails as consumables. Considering hemp sails in this era could last up to 20 years and linen up to 6, it's a strange choice to make when no other sailing game worth it's weight has done that. Give them a quality rate that degrades over time if you need them to break that isn't them getting shot at. >No activities to do while actively sailing, you just stare at water. Uncharted Waters solved this with player skills at sea. At least it made it a little active. >>>No logbook of any kind recording what towns carry what, contribution levels, specialty, etc. I'm very sorry, but I will not be keeping a notepad close at hand. >No activities to do on land, at all. (Save for building villages if you really want to count that) >>No UI or visual representation for cannon arcs, effective distance, angle, etc >No UI for wind knotage or a compass >There is no difference between using a square-rigged ship or a lateen-rigged ship, their performance is almost identical, on top of windage that seems to do little to effect speed, on top of sailor veterancy effecting total speed, somehow. Guess they push harder or something. *Shrug* >>>Core elements of the gameplay loop are not explained at all or poorly if an attempt was made >The game claims to be "an adventure game" but that requires things to adventure to and find (Like treasure/loot, etc) I put 1000s of hours into Uncharted Waters Online back in the day (Clippers and SOTLs), so long voyages in a game don't really bother me, I find them soothing and relaxing, but I had things to do here and there and fighting the wind 100% of the time was not one of them, and, being a Korean game the grind was a grind. If you've played them, you know exactly what I'm talking about. Having tasted the sweetness that was FPS sailing in ATLAS (before it became dogwater), I've wanted a game like that for a long time and this could be that game, but it's a soup that hasn't even started boiling yet and they're already putting it in bowls. I'll check back from time to time to see the progress but as the game stands right now? Hard pass.
Not my cup of tea, sailing is slow and going anywhere takes forever. This might not be a negative to some but deal breaker for me. It is pretty though. There's no music, and NPCs dont make any sounds. Very basic right now. I may come back in a few years to check it out again after some updatres. Refunded for now
こんばんは、実際にやってみた思った事 良い点 *船内を歩き回ることが出来る *海の表現が綺麗 *船のデザインが良い *船員の動作細かい *大砲のグラフィックと動作が細かい 悪い点 *全体マップがない *ミニマップに地名(町の名前)がない *船のアップグレード装備品の耐久が低い *船の速度の遅さ 個人的にもう少し改善して欲しい事 :戦列艦の船員人数と積荷の数が少ないと思ったので、最大人数を500人くらい積荷の数を1200~1500くらい引き上げて欲しい 以上です。 ただ、個人的にはすごく面白く楽しいゲームなので出会えて良かったなと思いました。
This game has a lot of potential, to be fun and to satiate the apetite of the age of sails enthusiasts, now to see how it will turn out but from my gameplay I can say these positives points The sailing is satisfying Water physics is good The system of trading works, a bit confusing at time but it works I like being able to walk around the ship and see my crew working The crew management is an interesting features and has a real impact on the outcome of a situation Now about the bad points The camera is confusing at best, and frustrating at worst The combat system is not intuitive, the aiming system is nonexistant and require eyeball the target and pray that you didn't goofed The progression is long and clearly not for everyone, can be tiresome Lack of real objectives, aside from quests, but since it's an early access it's not really bad What I (in my humble player opinion) would like to see : More life More things to do (Like perhaps a hunting system on land to get furs or skins and sell them in settlements) A more intuitive camera A more intuitive naval combat system And finally, not appearing with only boxers on (Like what happened to my man, did he get mugged) To conclude : A nice game with great potential, Can't wait to see it grow. Not a game for everyone
Ahoy there! First things first, it's important to note, that at the time of writing, you would be purchasing a [b][i]concept[/i][/b]. Currently, there is very little in it, outside of [i]slooooooowly[/i] ferrying goods from A to B, and fighting pirates. If that already turns you off, then you can stop reading. Otherwise, feel free to continue. [b][i]Sailist[/i][/b] presents itself as a sailing-simulator in a vast open world. You start with a small ship (which are all fully explorable by the way), a bit of cash, no directions, the intentions of acquiring the biggest fleet that has ever fleeted, and money. Lots and lots of money. On your way to your own armada, you will buy and sell goods, fight pirates, upgrade your ships and character via equipment and clothing, and complete quests. Which involve selling specific goods and fighting pirates. Did I already mention how little there is? That's literally the whole game, and I could end the review right here. Now, why did I rate this positively? Because what's there, works [i]really well[/i]! With some exceptions and weird design-quirks of course, which will (hopefully) be ironed out in the future, but it has caught me! First, the sailing. Don't expect a realistic simulation, as the ships still handle somewhat like cars and can sail into the wind just fine. However, ships have weight. They are cumbersome and move slowly, and your ship's speed is completely affected by your unfurled sails. Meaning they aren't just for show, and your ship will only accelerate when they are set, not once you push the button. With their sluggishness, you'll also have to think ahead, as mistakes during maneuvering can and probably [i]will[/i] cost you clearly during combat. In the end it's arcadey enough to be accessible, but also challenging enough to keep you on your toes during fights. Then, there's crew management. Instead of just filling up your crew count to the max and be done with it, you akshually have to allocate them to different positions on the ship: sails, maintenance, and cannons. Sails affect your ship's general mobility (don't ask how that influences rotation speed and how many sails can be used, though) and will repair damages, maintenance repairs and protects the ship from random accidents like fires, and cannons... well, they man cannons. The more you allocate, the more guns you can use. All of that comes with the caveat that if you use more than half of your crew, then you'll rise fatigue. Fatigue temporarily lowers morale, hampering your ship's overall performance, and can lead to diseases, and thus dead crew. A disease during a fight is the last thing you'll want! Combat itself is a surprisingly challenging and tactical affair. Not only is positioning essential, you also can't turn guns, only set how high and low they should fire. Some guns on specific ships are placed in specific angles, so you can only fire diagonally, for instance. Unfortunately, there's no aiming reticle or lines showing where you're shooting, and there's auto fire available, so let the AI handle it. Does a decent job at it too. Of course there's grape and chain shot available, and you can board, so all your needs should be met. If the option to man only one specific side will be introduced, then it would be perfect. Upgrades provide a tactical component as well. Yes, they grant flat bonuses, but as you can only install/equip one type of item (armour, sails, clothing, etc.), you'll have to decide depending on the situation, as some items boost certain stats more. There are also tiers, akin to RPG-rarities that have better or worse stats. Fleets can be assembled, and from what I have gathered, your fleet can be literally limitless in size. Their AI is robust as well, as you can give them different formation orders, and they'll automatically defend themselves and join in your assaults. If only transferring goods and sailors wouldn't be so clunky, but hey, EA! Finally, good old exploration. The only things you'll find are towns and (always hostile) pirate bases that spawn pirate ships. But exploration is still worth it, because every town sells unique items, some better than others. You'll also not find every vessel everywhere, and questing not only enables more valuable goods for purchase, but also unlocks more ships. And all of that is a good thing, because the world is absolutely empty and not worth exploring otherwise, because outside of towns, there's nothing to see and find. Now to the game's current problems, that may or may not be rectified in the future: Trading. While goods have a +--value that shows how much more expensive/cheaper they are from standard, there's no way to know what you'll be selling for until you are finally there to sell your stuff. Also, when the tiers of goods available to buy increase due to questing, their value increases - as well as their buying prices, so all the potential profits get eaten up. Which is all null and void, because once you have found a town that sells jewelry, you have essentially found your infinite money glitch, as its profit margins are ludicrously high. Provided you can afford to buy them in the first place. There's also no supply and demand, so the prices are fixed. Combat: There are ten ships, but most are either very small and barely suited for a fight, or big hulking galleons with lots of guns, but piss-poor mobility. The brig is both heavily armed and sturdy for its size, and stupidly fast and nimble. Do the math. With enough ammo, it can even take down a ship of the line. Oh, and if you fight a brig yourself, and it decides to flee? GG, you're never going to catch it. Travelling: Remember at the start when I mentioned that you travel slowly? I mean that! Most of the time you'll go at a snail's pace between islands and ports, with nothing happening in between, and you can't accelerate time. Bonus points if you sail against the wind. The game is best played by Alt-Tabbing out during long voages, to be honest. UI: Some UI-elements are not explained, like the different stat bonuses, and morale itself is needlessly complicated. It only raises if supplies on the ship can get consumed, but is also capped by veterancy. What that is? Why is this? No idea. You also don't have a world map, only a locat map showing your surroundings. So load yourself the world map you can find in the guides, open paint, and mark the towns yourself as you find them. Supply consumption: Once you acquire the really big ships with 200+ crew, you better stuff your entire hold with nothing but food, water, cannonballs and repair planks, because all of that gets depleted like you have a black hole on board. There's clothing that helps reducing the consumption, but you have to find that first. Durability: Ship-equipment break by usage. Not a fan of it, but okay. What I'm [i]not[/i] okay with is how quickly it does so. Sails are the only items that constantly degrade because, well, you'll be constantly sailing, and thus break ridiculously fast. Looted sails will maybe last five minutes tops, with freshly bought new ones maybe 20. In a game with such slow travelling, this gets annoying and expensive quickly. Then, after getting the ships with 40+ guns, you'll just [i]burn[/i] through cannons, as they only have durability for 300 shots. Imagine the nightmare of having to lug around dozens of cannons just for the 74-gun-ship of the line. Luckily, inventories are endless, but still. Well, there you have it. Of course you can expect the usual grievances with Early Access. Technical problems, lacking optimization (it really heats up my system - not so awesome during summer) bugs (nothing gamebreaking so far), and it may or may not ever get finished. But the developer is very active and has already posted some coming content, so for now, I'm hopeful! Other than that, it's twelve €€, so maybe you can give this a shot. Or you keep waiting. You decide.
For what it is in its current state, it's pretty good. It fills a craving that Port Royale and other similar games give me but do not fill directly. It's a fairly good start but there's definitely some things I'd love to see changed/added. The main of which is better controls as currently it does feel quite clunky with the having to switch between camera mode and cursor mode, and better canon aiming as it's incredibly hard to really figure out where you're going to be aiming. Just a simple loose aim guide of "your canons will hit somewhere in this zone" would be good. Enough to know you at least have a chance to hit another ship rather then shooting 100 meters either side of it. The auto fire mode does help but with having to adjust the canon angle it's still fairly difficult. Additionally, having an option to turn this guide off in the settings would be good for those who want that extra challenge. All-in-all, for an indie game using the popular POLYGON characters, it's already fairly decent and good for the right audience like myself. Hopefully the devs will keep on improving and adding to the game so it can be one of the great sailing sims
Frankly, this is one of the most promising little independent early access pirate games that exists in terms of functionality. - The scale of the map is good. - The graphics are nice - The ships are cool - Exploration is good. For me, it lacks activities on the islands to do solo, being able to fight and more captivating quests. Otherwise big GG, because for the price, games double that don't give me such a good experience.
Idee und Grafik sind gut. Leider ist das Spiel momentan noch mit zu vielen Fehlern gespickt. Nach dem Landgang z.b. ist dein Schiff auf einmal weg, gerade das Objekt was existenziell für dieses Spiel ist. Da geht dann nur noch Neustart und alles von vorn. Menü Führung ist Semi OK, man muss mit ESC zwischen den ebenen permanent switchen. Aber das Wasser haben se Toll hinbekommen! Gebe trotz allen ein Daumen hoch, Seefahrts Feeling trifft den Nerv! Ach so, bitte an die Dev´s, in dem Menü/Einstellungen einen Regler für das ab und anschalten der Musik einrichten!
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What can I say? I'm in love. It's the perfect sailing game that I've been looking for for quite a long time. You can trade, fight, explore an infinite ocean, and I really think it's the best in its genre. Please give the dev some love and try the game out. Update: Help me. I've sailed for days just charting the seas with physical paper and pencil. I want to discover it all. I want to see it all. I am obsessed. Help me please.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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