
Shipolis (Demo)
A downloadable game for Windows and Linux
Download NowName your own price
WISHLIST AND FOLLOW ON STEAM!
SAIL THE SEAS AND EXPLORE ARCHIPELAGOS

- Procedurally generated world: each game will be different
- Several regions with their unique look and set of natural resources: lush forests, frozen lands, sand deserts, rock plateaus, and more
- Colorful and cute 3D pixel art with a perspective top-down view and dynamic lightning
BUILD CITIES AND EXPAND YOUR NAVAL EMPIRE

- Develop cities at predetermined spots and place buildings tile by tile
- Grow your population to have enough workers. Set up production lines to transform raw materials into advanced resources and collect tons of items
- Leverage adjacency bonuses and upgrade your buildings into more powerful ones
- Make the most of your available building tiles: carefully plan what to build where!
MANAGE YOUR TRADING NETWORK

- Set up export routes to automatize the transport of resources all around the world
- Use supply routes to get supplies from anywhere and never run out of resources to build
- Watch transfers of resources as your ship and each city automatically exchange items from their respective inventory to have everything where needed
PROGRESS THROUGH YOUR COZY ADVENTURE

- Upgrade your ship and your trading routes
- Complete quests and achieve the main goal of building great wonders in every region of the world
- Solve treasure hunts, play side minigames, and find journal notes to dive into the lore of the world and uncover mysteries
- Play at your own pace and enjoy a cozy journey of strategy and creativity
| Updated | 20 days ago |
| Status | In development |
| Platforms | Windows, Linux |
| Rating | Rated 4.2 out of 5 stars (4 total ratings) |
| Author | Radiant Sloth |
| Genre | Strategy |
| Made with | Aseprite, Godot, GIMP, Audacity, LMMS |
| Tags | 3D, City Builder, Cozy, Management, Medieval, Minimalist, No AI, Pixel Art, Sandbox, Top-Down |
| Average session | About an hour |
| Languages | English, French |
| Inputs | Keyboard, Mouse |
| Accessibility | Configurable controls |
| Links | Steam |
| Content | No generative AI was used |
Download
Download NowName your own price
Click download now to get access to the following files:
shipolis-demo-linux.zip 65 MB
Version 0.5d
shipolis-demo-win.zip 72 MB
Version 0.5d
Development log
- Major rework of routes and advancements, and ship customization!62 days ago
- Official Demo is Out Now!Jun 29, 2026
- Treasure hunts and lore!May 29, 2026
- Two new regions to explore!May 19, 2026
- Boring tutorial popups are gone!May 06, 2026
- Day-night cycle and building interface improvements!Apr 29, 2026
- New routes to transport goods in the world!Apr 22, 2026
- A New Quest System!Apr 13, 2026






Comments
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Saw your trailer--it's a gorgeous game with unique theme. Easy to pick up concept given real-life trade routes. You will succeed!
Thanks, I'm glad you like it!
I really enjoyed the new update, and I may write another comment like my last later about it. Anyways there were some bugs.
I was able to reproduce this bug indeed, I will fix it!
I found an infinite crate
Also I don't think the ui on the left shows properly here
Do you remember doing something specific to get this infinite crate going on? Next patch should fix it, but I'm still unsure how it was triggered, I can't reproduce it.
About the UI on the left, I'm not sure what to do when the list goes off screen. I could try to wrap it up into a second column, but then I feel it will eventually take several columns and a lot of space in the end game of the full version so that doesn't sound great either. Do you have any suggestions?
Not a bug but the coconut and clay textures look a lot alike and I accidentally put a city on an place with clay because I thought it had coconuts.
They indeed look a bit too similar maybe, I will make a change so that it's easier to tell them apart!
Sometimes I saw the red bubbles above the transport ships from another region. After I wanted to screenshot it it stopped happening and I couldn't replicate it.
Yeah, there are still instances where that happens but they are rare, and I'm not sure what triggers it. I'll have to look more into it.
Also one time the game didn't generate hemp on the starter islands.
This creates a softlock I believe, I will all a check in the generation to make sure that doesn't happen.
It crashes on launch howw to fix
Which operating system are you using? Does it crash right away or do you have time to see anything like the intro logo, the title screen, ... ?
You will find logs at the path below, maybe they contain something to help me understand what is happening.
Ok, so... Steam page when?
The Steam page is already up ;)
The current build is also available there as a Playtest so you can play it through Steam if you prefer!
Here's some feedback. Overall, once I got into it, I really enjoyed the game :)
Positive
I want to point out that the "positive" list will likely not be very long. This doesn't mean nothing was good, but rather the opposite. These are mainly points that really stood out to me. So far I am very impressed with the quality of the game.
Constructive Critisism
If at any point something comes across as mean or similar, please know I did not intend it that way. This part of the comment will probably be the longest, as it is easiest to notice things that do not work well (for me).
Points 1-4 are about the tutorial, so here's a TLDR: The tutorial box text I found to be not very readable due to horizontal spacing and/or font. Additionally, I think it can be implemented better with smaller bite-sized chunks, with perhaps some things locked at the start, that the user unlocks later to ease them into the game. Right now it gives ALL the information right at the start, which is overwhelming.
Personally, I'd prefer the camera stay at a set distance, or maybe it needs more smooth easing?I found myself liking the zooming out of the view when sailing, but perhaps it should wait longer before zooming back in, as changing direction zooms in real fast, causing a sort of jitter because it zooms out again. (This is something that I noticed less and less while playing, so maybe not that big if a thing)Bugs
Feature suggestions
Thanks a lot for your detailed feedback, this is very helpful!
I uploaded a patch to address some of your remarks, they are fixed right now. The text boxes in the tutorial now have more vertical space and should be easier to read. Also, I fixed the resume button not working, and the mouse cursor should now scale at large resolutions.
For 5 and 6, I decided to increase the reveal range on the minimap, and to make the camera a bit smoother, adding also a tiny delay before it starts zooming back. These changes will be live in the next patch.
Regarding 2, 3 and 4, this is all very interesting. I agree there is too much info given too quickly, and I really like your suggestion of breaking things down by locking some features. This goes on par with feeling a bit directionless in the beginning, not knowing exactly what to work toward. Taking inspiration from your suggestion, I'm thinking about implementing a quest system that could serve the game progression, giving hints to what to do and unlocking new features as a reward of completing them. First goal could be to reach a certain amount of population, and it could allow to settle new cities. And then reaching another goal gives access to ship upgrades. And then another to buy travel permits. And another to upgrade buildings, etc. And then the tutorial is split into many fragments that trigger only wen relevant, splitting the information across a significantly longer period of time. This is quite some work so it will take a bit of time but I think this would be very beneficial to the game. This is my next priority!
As for the waypoint system, this is possible but I would be interested in knowing more about the underlying motivation. What do you think it would be helpful for? Is it more of a nice option or does it feel very much needed from a quality of life standpoint?
A waypoint would be a small, I guess quality of life, feature. When I first got to learn my world, and wanted to travel to an island I saw had resources I needed, I tried clicking on it instinctively, to see if it would mark it, as that would prevent me from having to check the map if im on course.
It's not huge, and with the world size only takes travelling there once or twice to get it, but if you're planning on making a quest system, might be worth looking into it for the quests. But if you're making it for quests, might as well expose it to the player as well :)
I look forward to the quest system!
I agree it could be a nice addition. I already have a waypoint system partly working because this project was more of a trading / taxi game in an early prototype, so being able to pin cities on the map and move easily towards them was a core aspect. So I guess I can bring this feature back, I'll see what I can do once I'm done with the quest system!
Hello! The waypoint system is now there! When you hover a settled place on the map, you can press a button (R by default, same as pinning items) to open a pin menu:
Let me know what you think about this waypoint system, I hope you will find it useful!
Also i think some production buildings that use material to make another one should only be making things once a time cycle. This would make it so the player would prioritise only making the raw good in a island and then they would have to ship it to another island that has a ton of production buildings to refine that raw good. But i think not all production buildings should have that time cycle thing to keep the game varied.
Also I think the press should also need wooden barrels because it would tie in nicely with the progression because just after getting planks you get the obelisk which makes it easy to get barrels. Also grape juicy should be like a wine barrel thing.
Also while I was trying to taking one of the pics i found a bug where looms would boost eachother. I think it is a bug because it doesn't say that it should do it in its description, but having a building that would get a boost when next to the same building would be cool
But even in it's current state i really enjoyed it, and you don't have to do anything i said here since this is your game, and you should prioritise your own vision for it.
Anyways im looking forward to updates.
Take care!
Thanks for your feedback, this is very much appreciated!
Do you think it would look better without any box or with a different model like fences in square for instance? I'm afraid it could look very empty with nothing at all and make it more difficult to see instantly if there are empty tiles remaining without opening the city menu. Also, looking ahead, I'm considering adding a few 2x2 and 3x3 spots for the future prestige buildings and end-game wonders, and so I think having the tiles totally empty would not help to see the exact shape of the spots.
Having some production building craft only at the cycle ticks is an interesting idea, I like it! It would indeed add some variety in the way building works, I'm keeping this is mind for when I create more content!
I can add the wooden barrel in the press, this is a nice suggestion. I will tweak the grape juice icon to make it more consistent too.
There was indeed a weird interaction bug with the loom, thanks for noticing and reporting it. It is now fixed. And I'm taking note about a building boosting itself when adjacent to the same, that can be interesting for sure!
Maybe you could make it so some empty tiles have boxes, others have fences, etc... (just make it so not all empty tiles are covered in the same thing) that would i think fix how visually weird empty towns look. Also all of these things should be a lot smaller than the actual buildings the player already placed so you could easily see which is empty or not.
The size and the lack of variety are a good point, I will try to improve these aspects!
Can you get grapes to make the grape juice to upgrade the houses? I had a look around my world and couldn't see anywhere spawning grapes, is that something that will be added later?
Cool game I like it smiles :)
Thanks for playing, I'm glad you're enjoying the game! Yes, the grape juice is available in this version, you should be able to find an island with grapes and place vines. It you can't find any, that probably means you got unlucky with the generation seed. In the next patch I'm going to add a check to make sure nothing is missing in the generation.
A really smooth sailing experience :) I mean it, it's so satisfying to stear your ship from one city to the other! The game is so pretty, it's a shame there's so much fog you can't really enjoy the scenery fully, it's the only downside I can think of ~ This alpha is solid, the game has a lot of potential!
Thanks for your comment, much appreciated! I will increase the view range to have a bit less fog, I hope this will make it better to enjoy the scenery!
Love it, will definitively play next iterations
Thanks a lot! I'm hoping to release a patch soon with some bug fixes and very-requested quality of life improvements :)