
BOMBANANA!: the mute has the manual, the blind one has the hands, and the deaf one has no idea what you are miming
Three-player defusal where everyone is missing a sense. You fail bombs for excellent reasons, then immediately start again.

A game that asks nothing of you: no score, no enemy, just hulls to shape. And a licence to take your ships elsewhere.
Alexandrosse
InsertCoins.press Score
8/10
Verdict
Recommended
I expected nothing from this game. Something for drawing boats, no objective, no enemy, no counter climbing. I launched it one evening to see what the interface looked like, told myself I would knock out a small trawler, and looked up several hours later with a flotilla of absurd pre-dreadnoughts on my hands.
It is the kind of discovery you rarely make any more: a piece of software dressed as a game, which reveals a creativity you did not know you had.
Early access starts today.

Start here, because this is what separates it from every other ship builder.
You do not place blocks. You pull, push and deform a hull as though working dough. You grab a point on the waterline, drag it out, the bow sharpens or thickens, the deck follows. No 3D skill is required, and above all there is no stack of cubes to align for twenty minutes to obtain something vaguely ship-shaped.
Tomas Sala describes it as an experimental interface meant to take the tedium out of designing boats. The claim is modest and exactly right: he removed the precise step that puts people off.
So the first boat takes three minutes. It is ugly, but it floats and it is yours. The second takes half an hour, because you have understood what the deformation allows.
The catalogue is wider than the franchise name suggests.
Humble fishing trawler, tall ship with its forest of masts, paddle steamer, ironclad, early dreadnought. The developer owns his taste for the French monstrosities of the late nineteenth century, those vessels with impossible superstructures that look like apartment blocks set on the water, and the game lets you make them.
Nor does it stop at history. Fantasy, steampunk, improbable flying contraption: the library of props and functional parts serves the serious and the ridiculous equally. A demo update this summer added a batch of period guns, a clear signal that the historical side matters as much as the Falconeer side.
That is where the trap closes, incidentally. You come to test one idea, and end up wanting the 1902 version of that idea, then the pirate version, then the version that exists in no world at all.

This is the detail that stops the exercise becoming decoration.
When your ship is finished you put it in the water, and the game analyses what you built: propulsion, hull shape, weight. Sailing behaviour derives from your design, not from a generic value handed to every boat.
In other words, your three-funnelled, two-masted horror will behave like the horror it is. A vessel sitting too high on the water moves like a vessel sitting too high on the water.
And that sailing is the headline addition of early access over the demo. The demo let you create; you can now set off across the Ursee, the sea of The Falconeer and Bulwark. The studio pitches it as an end-of-day activity after the office, which describes the pace well: nothing happens, and that is the point.
Here is what makes ShipShaper something other than a pleasant pastime.
What you create here you can export as FBX or STL, and use however you like. 3D printing, modding, board games, even your own commercial production: the licence that ships with the game covers all of it.
Read that sentence twice, because it is rare. Almost every creation game keeps your creations captive inside its own ecosystem. Here an independent developer hands you the files and the right to sell them in your own game.
Sala came out of modding, he says so himself, and the decision reads like a debt being paid. For a one-person studio in need of naval assets, or for anybody who owns a 3D printer and fancies a shelf of battleships, the appeal is immediate.
There is a strategic counterpart, and it is a clever one: ShipShaper also feeds its author's other games. One-click export to Bulwark: Falconeer Chronicles, and to a future sailing game in development. Steam Workshop is the backbone of both, carrying leaderboards and challenges.
He is building a workshop that stocks his own games and everyone else's at the same time.

Let us be precise about the state of the software, because early access is judged on its follow-up.
The demo lived in public for months, with a closed beta on Discord and regular updates fed by feedback. The developer's log sets the tone: the last pass before release improves deck-island detection to reduce jitter, stops a click on a sail from accidentally dragging the mast, and keeps sponson mounts inside the hull bounds.
That level of detail says two things. The tool is still being built, and somebody is genuinely listening to the people using it.
You also need to know what the game is not. There is no combat, no campaign, no progression, and the store page says so plainly: the joy of designing boats, nothing more, nothing less. It is single-player only. If you want a naval simulation, walk on by, you would be disappointed for the wrong reasons.
Good news for modest machines, on the other hand: it runs on an i3, 8 GB of memory and a GTX 1650, and takes 2 GB of disk. A free demo remains available if you want an idea before paying anything.

My first evening's flotilla will probably never serve any purpose. One decent trawler, two failed sailing ships, and a four-funnelled ironclad I find magnificent and nobody else ever will.
But I spent an evening creating instead of consuming, and did not notice the time go. For software sold as a simple pleasure of shape, that is already a lot, and for an early access that has only just begun, the foundation is solid.
The open question is the one every sandbox faces: the prop library will have to keep growing, or creations will start to resemble each other. The developer has made that his roadmap, so ask again in six months.

Show us your most questionable hulls on the InsertCoins Discord, we have a soft spot for ships that should never have left port.
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