$7.99ShipCrafter Build it, sink it, build it better
Stack blocks into a WWII warship, then let physics decide whether it floats or goes down fighting.
Is ShipCrafter worth it?
ShipCrafter is worth it if…
- you like building things and then finding out, explosively, whether they work
- you want a ship builder that is easy to learn instead of an engineering degree
- you enjoy short sessions that always end with one more redesign
- you and your friends want a lobby where the ships are the punchline
- you have fond memories of building blocky warships and want a grown-up version
Screenshots
Build any ship you can sketch
Ships come together from blocks, one hull plate and one turret at a time, and the parts you unlock widen what is possible: destroyers packed with machine guns, torpedo boats, armored battleships, even aircraft carriers with a flight deck. The editor shows your ship's density and center of mass, so you can tune a design before it ever touches water. Get the weight wrong and you will find out the hard way: pile on too much armor and you have built a submarine that never asked to be one. A lopsided fast boat can spend its whole life porpoising in and out of the waves. There is a real joy in launching a design and watching it either cut cleanly through a swell or immediately do something you did not plan.
Physics that keep score
Nothing here runs on a health bar. Shells fly on simulated trajectories, with drag that changes with air pressure and your own speed, and penetration is worked out from armor thickness, impact angle and the shell's mass and velocity. A hit that overmatches your plating punches through and adds weight where it lands, which is how ships actually go down: flooding, listing, settling by the bow. Turrets and engines lose performance when struck, so a lucky shot can leave you drifting with one working gun. Waves play their part too, since buoyancy is simulated in realtime against the sea state. When a ship you spent an hour building rolls over slowly and takes its superstructure under, it feels earned.
The campaign and beyond
The campaign runs to more than 50 missions across a WWII setting, and clearing them earns the cash and tonnage limits that unlock bigger hulls and heavier parts. Missions push you to build different answers: a sub-hunter needs depth charges and sonar patience, a fleet engagement wants heavy belt armor and big guns. Torpedoes hit hard, so a cheap boat bristling with launchers is a legitimate strategy. Outside the campaign, the custom battle editor lets you set weather, time of day and waves, pit fleets against each other in bots-only battles, or field your own design against your previous best. Manual or automatic gunnery is your call, and you can walk your own deck in first person.
Ships are better with company
The campaign supports co-op, so you and a friend can split the fleet: one builds the brawler, the other the torpedo boat, and you liberate Europe between you. Ship building itself is co-op too, which turns the editor into a workshop table where two people argue about where the second funnel goes. Up to 10 players share the sandbox, with damage you can switch off, so a session can be a proper naval battle or just everyone floating their latest creations side by side to show off. Given how the physics treat bad designs, half the fun is watching someone else's pride and joy capsize in front of the whole lobby.
Questions you might have?
Can you play ShipCrafter solo?
Yes, and the campaign is built for it: more than 50 missions, playable alone, with unlocks earned as you go. The co-op campaign and the multiplayer sandbox are there when you want company, but nothing requires them. Solo players get the full loop of build, fight, earn, rebuild.
Do you need to understand naval engineering to build a good ship?
No. The building system is deliberately lighter than most games in the genre: you place blocks and parts, and the editor displays density and center of mass so you can sanity-check a design. You do not manage engines, fuel or ammo feeds. The physics still punish a badly balanced hull, but learning that by sinking is part of the fun.
How does the game decide who wins a fight?
Damage is physical, not a health bar. Shells penetrate or bounce based on armor thickness, impact angle, speed and mass, and hits flood the hull by adding weight where they land. A ship dies when it actually sinks, which means a mangled wreck can keep fighting as long as part of it is still above water.
What can you do besides the campaign?
The custom battle editor lets you stage your own fights: pick weather and time of day, set the ocean state, and match fleets against each other, including bots-only battles where you just watch your designs go at it. There is also a multiplayer sandbox for up to 10 people, and a raytraced scene mode for setting up screenshots of your fleet in fog and sunset light.























