Today we’re diving into the ship armament system of Neverseas. This topic turned out to be so broad and complex that it sparked numerous heated discussions and several complete overhauls and redesigns.
The main challenge was that the 16th–18th centuries marked a true revolution in the development of firearms and naval artillery. A vast array of weaponry emerged—from massive bombards and small-caliber mortars to falconets and demi-cannons. These technological advancements drastically altered naval warfare, opening new tactical and strategic possibilities. This revolutionary period was followed by relentless testing and field trials, where sometimes an admiral’s strategic brilliance was paid for by the lives of many brave sailors.
Our goal was to maintain historical authenticity and variety while crafting engaging game mechanics that would make each weapon feel distinct and genuinely authentic.
To implement such a wide variety of ballistic systems, we developed robust mathematical models and an intuitive user interface. Ship armaments were tied to specific slots, each corresponding to a particular deck and position on board.
While this approach allowed for extensive customization, it unfortunately turned out to be overly cumbersome, especially on ships equipped with numerous cannons. Setting up, managing, and keeping track of each cannon’s unique characteristics quickly became tiresome and uncomfortable for players.
In the image, you can see the initial interface prototypes for interacting with the weapon mounting system.
We were forced to retrace our steps and choose an entirely different path. We completely reworked the system: smaller weapons were handed over to the crew's control, requiring players to set priority targets. The main weapons were unified by ship sides and standardized. This decision greatly simplified installation and management, but unfortunately, gameplay lost depth due to lengthy reload times of the main weapons and limited flexibility for detailed combat adjustments. This forced us to rethink our approach once again.
We wanted to resolve this issue decisively, leaving no room for doubt. We studied how armament was arranged on real ships of that era:
On the main gundeck (lower gun deck), heavy demi-cannons and culverins were positioned to maintain a low center of gravity.
Medium-caliber weapons—falconets and lighter demi-cannons—were mounted on the forecastle and quarterdeck.
Small-caliber weapons were located on the upper decks (foredeck and stern), intended to target enemy crews and damage their rigging.
Our battleship in cross-section is still a work in progress, but as a demonstrator of the differences between weapons on different decks, it’s absolutely ideal.
The main distinction from previous, less convenient systems is that we’ve taken control of light armament away from the crew and implemented a convenient “360° view” when aiming. The primary guns have been divided into different groups by caliber. When a target moves from one sector to another, the game automatically switches you to the weapons on the appropriate broadside and selects the best type of armament.
We now consider this implementation optimal and hope it stays that way for a long time. =)
An illustration with cats perfectly demonstrates the variety of installed weapons.
Firing from small-caliber guns has eliminated the tedious wait for the main cannons to reload. Thanks to the precision and excellent ballistics of these weapons, you can effectively hit specific modules of enemy ships. We also added two new mechanics:
The ability to fire either in volleys or single shots.
The option to choose the firing sequence: bow-to-stern, stern-to-bow, or maximum rate of fire with minimal pauses between shots.
Additionally, we’ve introduced mortars, significantly expanding tactical possibilities.
Now players have four weapon types at their disposal:
Heavy artillery that not all ships carry, and acquiring such weaponry is always challenging since it’s reserved mainly for military use.
These or similar types are installed on almost all ships that have space for them.
The most widespread weapons, found on any ship. Deck armament is widely used on vessels ranging from small boats to battleships.
Weapons firing on a high trajectory, ideal for siege operations.
Players must plan their approach tactics for effective broadside salvos;
Precisely target enemy ship modules using small‑caliber armament;
Fire ahead at long range using mortars.
Although the main guns still have a realistic long reload time (30–40 seconds), the variety of weapons and well-balanced mechanics make the gameplay dynamic and virtually eliminate any sense of waiting.
A: A good question. As with many elements in our game, we had many ideas:
Different modes selectable when creating a lobby;
No choice—just press play;
Dynamically assigned mode depending on the quest.
Ultimately, since we maintain a networked lobby-based multiplayer model, we decided not to restrict players artificially. Therefore, when creating a lobby, you’ll be able to choose basic modes:
Team Battle on preconfigured maps and ships, where the mode may vary by map, but there will be no meta‑progression to pre‑prevent unfair play.
Standard Coop Mode, where players will have access to all available progression and content we can create.
A: Since we mentioned unfair players, the next question was this one. For a game primarily focused on coop with friends, we consider it unnecessary. If players discover a not-too-obvious exploit and enjoy using it, it can be considered an undocumented mechanic. :) Of course, we will fix obvious code bugs and balance issues so the gameplay doesn’t become too easy and the game keeps its edge.
A: This question stumped us. Appetite, as they say, comes with eating. We have a set plan until early access launch and a tentative list of “wants” to implement afterward. It’s always tempting to add something new and interesting, but we mustn’t forget the content to support those mechanics. So, to summarize, for early access we plan to include:
An autonomous economy (functionally ready, but needs visual polish and player interaction points);
2–3 game regions, each adding specific challenges for players. Since regions are separated by foggy seas affecting communication, entering each new region will feel like a New Game+;
An boarding system and fort siege mechanics;
Full land gameplay tightly integrated with naval gameplay, though priority remains sea combat;
A ship customization system;
Around 10 unique “social” islands, 15 quest-related islands, and 20 “lost” islands, providing small activities and PoIs;
Naval battles of course;
AI crew management, since they’ll handle the routine, not the player.
This list isn’t exhaustive and will likely grow, but it’s our minimum program.
TL;DR:
Basic mechanics that let you feel like an adventurer and a ship captain!
Fair winds and bright victories in naval battles!
If you like our project idea and what we’re working on, please support us in the way that’s convenient for you:
💬 Boosty
🎁 Patreon
Thank you for reading to the end!
Sincerely, the Neverseas development team