Ships

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Caravel ship in Alpha-2 phase-2.[1]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's skills: Let's say in combat or traversing just the world.[2]Steven Sharif

Ships (also referred to as Boats and Vessels) are vehicles in Ashes of Creation.[3][4][5][6][7]

You have to build up a ship or find somebody who has one if you want to get across the seas.[15]Steven Sharif
In the persistent alpha two environment we also want to test how players behave when that ship is lost and the cost is high to retrieve it. We need to understand how that gameplay loop interacts when destruction is a real thing. And we need to see how players interact with that. So, it's important on the alpha two environment to represent that persistence and that progression. And then on the PTR environment is where we get to hand them out for free and say, go break everything possible.[16]Steven Sharif
  • Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[4][5][6][7]
    • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[18][7]
    • Other ship permissions may include operating weapons, anchors, and utility items.[7]
    • A character may not have a ship and a caravan active at the same time.[4][5]
  • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[18]
    • If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[18]
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[24]
  • Ship speed ranges from 7 to 12 meters per second. Player swim speed is ~3m per second. Aquatic mount speeds range from 5-7m per second.[26]
  • Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[27][6]
We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[27]Steven Sharif

Naval content was introduced into Alpha-2 phase-2 in update 0.7.0.[3][4][29][30][31]

Naval will be the ability to acquire components, construct those components, acquire recipes, construct certain types of ships, navigate those ships on the water, and engage in certain ship-to-ship interactions and ship-to-player interactions and ship-to-content interactions. Now, it won't be the aspect of that, meaning all ships won't be present: all types of those ships, all attachments of those ships. And it will be maybe a little bit janky to start because it's going to be an alpha version of it. But the intent there is to provide the loop where players get to go and interact with content in the ocean. That won't be at the start of Alpha-2, but it will be in Alpha-2.[29]Steven Sharif

Ship classes

Ships are divided into classes of vessel, which relate to their size and capabilities in combat.[37][31][38][39]

Size Type Usage.[39] Crew.[5]
Small Personal vessels.[23] Solo/personal content.[31] 1-3
Medium Caravels.[1][11] Group content.[31] Group size (8)
Large Galleons.[40][41] Raid content.[31] Raid size (40)
We obviously have one type of potion launcher now, but that potion launcher might have different variants. Those variants might be higher caliber, and that higher caliber might require a unique class of ship to sustain that size of attachment.[37]Steven Sharif
  • The amount of crew required in order for a ship to be effective depends on the ship's class.[42]
    • All ship classes minimally require a captain to drive the ship.[42]
  • Certain ship classes will have the ability to render Crowd control (CC) effects on other ships, such as a harpoon effects.[43]
Ships have their own class of vessel and the class that is related to the vessel has a certain purpose both in battle, in PvE raids, in transportation.[38]Steven Sharif

Galleons

Galleons (also called Capital or Raid ships.[31]) is a class of ship in Ashes of Creation.[31][40][41][39]

  • These are targeted at naval raid content.[39]
  • Galleons have a crew size of 40 players.[5]

Caravels

Caravels (also referred to as Frigates and Group ships) are a class of ship in Ashes of Creation.[4][31][11][39]

  • In Alpha-2 phase-2 caravels are targeted at naval group content of around 8 players.[4][5][39]
  • Caravels have approximately 500,000 hit points. In-combat health regeneration is ~.01%. Out-of-combat health regeneration is ~.2%.[45]

Merchant ships

Merchant ships (also called Trade ships) are part of Ashes of Creation naval content.[37][47][48][49]

A merchant ship interacts with a harbor in a very similar fashion to the way that Caravans interact with the caravansary, but they have much larger capacity and they stop at other harbors in a very similar functionality to the way the caravans stop at caravansaries. Harbors have a disembarkation zone that lives near the harbor. So if you make your merchant ship to that zone as well, it will get guided into the harbor and will be safe. But when you launch that caravan from a harbor it is much like a land caravan. The only difference is that Merchant ships cannot become land caravans. They must stay as merchant ships.[47]Steven Sharif
There is an intent to have a merchant ship, which is very different from the raft and or the caravan itself, because it will be capable of holding large cargo containers. And large cargo containers, which will only be available within that merchant ship, will need to be turned in at certain harbors.[51]Steven Sharif
  • It is possible to launch decoy caravans and merchant ships.[53]

Fishing boats

Fishing boats in Ashes of Creation are utilized in deep sea fishing.[55][56][57][58][59][60][61][62]

  • Specialized fishing boat designs will enable better fish finding capabilities.[55]

Ferry services

Players can provide water-based transportation services (ferry services) but there won't be automated boats.[63]

Summoning ships

Ships (excluding raft caravans) can only be summoned from a harbor.[8][4][9][47][10][11][12][13]

You can summon your ships up but you'll need to summon them from land, which means that if something happens to your armada out at sea you won't have backups to just summon immediately in the middle of the fight... They'll have to do so from shore somewhere from some port or harbor.[13]Steven Sharif
  • A ship may only be launched from the harbor where it was last docked.[8][4]
  • Ships that are intended for the ocean cannot travel in rivers. Rivers may only be used by raft caravans.[64] In Alpha-2 phase-2 ships may be launched and travel on rivers for the purposes of testing.[32]
    • Previously it was stated that ships may be able to be summoned in rivers (or other bodies of water) depending on the depth of the water.[65]
Rivers can only be used by caravan rafts. Ships that are intended for the ocean cannot travel upstream in a river. It is too shallow.[64]Steven Sharif

Ship building

Naval concept art.[71]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[72]Steven Sharif

Ship building can be carried out by any player with suitable components, recipes, and an advanced enough node (coastal or not) that has a harbor.[73][74][75][9][76][77][78]

There's definitely going to be interfacing with a number of different artisanship professions in order to create all the components necessary 1) to completely craft a ship, but also 2) to equip the ship in its equipment slots. We will have more details on that as we grow closer to the naval systems coming online and being testable for A2. Right now there is still some design discussion around where certain components are going to live, but things like Arcane Engineering, things like Carpentry, absolutely are going to be sources of those.[75]Steven Sharif
You will have different attachment slots, some things that might relate to the hull or to the mast or to the sails; and those will all adjust the ship's stats.[73]Steven Sharif
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[89]
We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side.[90]Steven Sharif

Ship repair

Ships may be repaired but it will be a lengthier process than in other games.[91][92]

  • Ships can be repaired at sea if players have the correct materials.[91]
  • Ships that are completely destroyed will incur great costs to restore, and may only be re-launched from land.[91][92]

Harbors

Eastern Harbor in The Turquoise Sea in Alpha-2 phase-2.[93]

Harbors that are located in specific areas around the world along the coast and those are points of interest that get adopted by a node when they reach certain levels in proximity to that harbor, or if the node gets vasseled by a parent or sovereign node in relationship to their vassal owning that harbor.[47]Steven Sharif

Harbors are points of interest that appear in coastal areas where ships are able to be built and launched.[94][4][9][11][79][80][11]

Harbors are where ships get built and launched and harbors are essentially dilapidated points of interest that progress when a node nearby, coastal or not, adopts that point of interest or that harbor. Then the node can contribute towards building up the harbor; and players who may not be citizens of that node can still go to that harbor and access its services.[9]Steven Sharif
Something unique to note about boats, obviously, is that they must be launched from harbors.[8]Steven Sharif
  • Characters can dock their ship when in range of a harbor.[14][4]
    • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[47]
    • Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[47]
After you purchase your ship, there should be a little launch button that you can you can use the harbor master NPCs. The construction time before you can your boat becomes operational is about two minutes. So it does take a little bit of time. And then when ships are within the range of the shore, you should be able to dock them.[14]Margaret Krohn

Naming ships

Ships will be able to be named.[98][99]

  • Ship names may potentially appear on the ship's hull or as floating text above the ship.[22][99]

Naval combat

Alpha-2 Negalith naval raid boss.[30]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[30]Steven Sharif

Naval combat involves different classes of ships with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[37][100][30][39]

Q: Will there be any NPC ships in the world that people can attack like PvE?
A: We're investing in a whole bunch of new NPC factions that you'll encounter in the open water and along the shores of the various new areas that we're putting in. So, yeah, we want there to be a wide variety of PvE content in the ocean as well as the occasional release of a Kraken or something like that.[101]Bill Trost
We talked a little bit about ramming ships and whether or not there's an attachment for the front end of the ship and a certain gameplay mechanic that might be more conducive to ramming other ships as opposed to engaging in broadside ranged attacks.[37]Steven Sharif
Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[5]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[107]Steven Sharif

Naval PvP

Ships moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[100][108][109][110][111][112] Corrupted (red) players will remain red while in the open sea.[113][114][115]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[111]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[113]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[108][117]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[116]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[112]

Ship weapons

Ship weapons are used for both naval PvP and PvE.[74][119]

  • There will be projectile-based weapons that require leading the target and predicting the movement of the opponent.[119]
  • There are faster projectile weapons that have shorter flight times and thus require less prediction, such as harpoons, which impacts a target within within one or two seconds.[119]
  • Potion launchers are used in place of canons on ships.[120] These fire slower projectiles that can take upwards of three to five seconds to impact, depending on the angle of the firing.[119]

Guns and gunpowder

Naval PvP with Potion launchers between Caravel ships in Alpha-2 phase-2.[36]

The potion launcher idea will be incorporated as part of how cannons operate on ships; and these will be very large potion launchers obviously. The storage of this ammunitions are going to be very important as well... It's not going to be the same potion every time. You can equip the cannon with different types of potions that have different types of effects from a munitions standpoint; and I think that's going to provide a very cool gameplay because as you see the different color of the trail that's coming out of the potion launched, you'll be aware of what your adversary is using and how that affects your ship; and you'll be able to counter based on maneuverability, based on whatever you want to counter that with. I think that's going to present a very interesting dynamic to the attacks with these ships.[120]Steven Sharif

Gunpowder (black powder) weapons will not be present in Ashes of Creation.[32][121][122]

I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[121]Steven Sharif
As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[124]Steven Sharif

Ship status effects

Ships will have status effects based on the weapon types attacking the ship or the encounters that the ship is facing.[125]

Ship destructibility

Ship destruction assets.[126]

Players have to be careful about their ships, because losing a ship is something that is very very important- very costly, has a lot of resource requirements in sink, and it sets your raid or your group back to the start, which makes the ocean engagements definitive.[74]Steven Sharif

Ship destruction at sea will leave its crew stranded, since ships (excluding raft caravans) may only be summoned from a port or harbor.[74][10][12][13]

  • Ships that are completely destroyed will incur great costs to restore, and may only be re-launched from land.[74][91][92]
We don't have a recall... There is consequence for you losing the means of your mobility and if you lost the means of that mobility then those consequences are it's going to take you longer to get to where you need to go, or you're going to have to suffer some experience debt.[10]Steven Sharif
  • If a ship's navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[18]

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[106][48]

Mariner classes

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Artisan classes. As a player gains experience in these different skills they become more adept at using them.[129][130]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[129]Steven Sharif

Ship navigation

Ship navigation is enhanced by navigational instruments, such as spyglasses, that can be equipped on certain ship classes. These will give an "overview radar perspective" of the area surrounding the ship, with range based on the ship's class and the type of instrument.[132][133]

  • The render distance of other ships on the water will vary based on the class of the ship and the type of of navigational instruments being used.[132]
  • Other types of tools are available to allow ships to detect movement under the water, such as aquatic mounts.[132]
  • Players will need to take wind direction (and strength) into consideration when navigating the open waters.[134]
  • If a ship's navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[18]

Winds

Demonstration of wind effects in the Sandsquall Desert in Alpha-2 phase-2.[135]

We have a pretty intricate weather system that's intended in Ashes, which has unique values of wind throughout the world based off of weather systems. And as that wind gets dialed up, you can see a significant increase within the desert; and this allows for certain types of storms to occur; and those storms can have effects on the players.[135]Steven Sharif

The weather system can generate storms, which can have significant effects on the environment and players.[135]

  • Wind can influence the speed and direction that ships travel on the open sea.[125][134] Sailors will need to take wind direction (and strength) into consideration when navigating the open waters.[134]
Wind is an important component of the open sea- quote-unquote open seas- so that's all non-coastal areas; and that open sea, based on those the composition of wind and the open sea, will influence the speed directionally that a boat is traveling in, and how that speed gets influenced by the winds. That can be an important strategic component when discussing timing for trade runs, or timing for what your location is in relationship to your target out at the open sea; and it just creates a little bit more fluid and dynamic experience when you're at sea that. Like you're not in this cove and you always know how you're going to interact with the open water; and the speed that you have, so you can predict accurately what your intercept rate or distance will look like. If that is a variable and that variable changes, then you have to adapt your strategies for that variable; and I think that is very healthy and keeps things fresh from a perspective of a cat-and-mouse game that usually occurs between ships in the open waters.[134]Steven Sharif

Tides

Waves on a beach by Michael Bacon.[136]

There won't be tidal patterns in the ocean, but the ocean will not be static content all the time. Unique content will be represented at certain times with regards to certain climates.[137]

Ship physics

Ship physics may be simulated to avoid performance issues.[138]

Naval content

Naval content refers to content above and below the sea.[11][141]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[143]

There will not initially be naval content (such as a Dark Lake) in the Underrealm, but this may be something that gets added in future expansions.[144]

There won't be class abilities that are specific to naval content, but some utility skills (such as underwater breathing) may be of some benefit.[145]

Ship skins

Ship skins apply to certain ship types.[41]

Visuals

See also

References

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  94. Video, March 28, 2025 (9:17).
  95. 95.0 95.1 Interview, July 9, 2023 (1:18:49).
  96. 96.0 96.1 96.2 Livestream, October 14, 2022 (58:46).
  97. Livestream, May 19, 2017 (37:51).
  98. Interview, July 9, 2023 (1:32:45).
  99. 99.0 99.1 Livestream, October 31, 2018 (46:18).
  100. 100.0 100.1 100.2 100.3 Livestream, January 11, 2025 (1:45:25).
  101. 101.0 101.1 Video, March 28, 2025 (31:24).
  102. Livestream, April 29, 2022 (1:03:25).
  103. steven-ship-weapons.png
  104. 104.0 104.1 Livestream, February 24, 2023 (1:23:34).
  105. steven-island-castle.png
  106. 106.0 106.1 Livestream, May 27, 2022 (1:12:33).
  107. Livestream, December 2, 2022 (1:21:51).
  108. 108.0 108.1 108.2 Interview, November 10, 2024 (1:49:26).
  109. Interview, November 10, 2024 (1:46:01).
  110. Livestream, October 28, 2022 (24:28).
  111. 111.0 111.1 Livestream, August 26, 2022 (1:00:14).
  112. 112.0 112.1 112.2 112.3 Livestream, April 30, 2021 (1:06:41).
  113. 113.0 113.1 113.2 113.3 Interview, July 9, 2023 (36:56).
  114. jindrack-naval-pvp.png
  115. jindrack-pvp-events.png
  116. 116.0 116.1 Livestream, August 26, 2022 (1:03:43).
  117. Livestream, October 28, 2022 (1:41:55).
  118. steven-lawless-zones2.png
  119. 119.0 119.1 119.2 119.3 Livestream, October 28, 2022 (1:37:22).
  120. 120.0 120.1 120.2 Podcast, September 29, 2021 (56:50).
  121. 121.0 121.1 121.2 121.3 Podcast, November 15, 2020 (22:22).
  122. Livestream, June 16, 2017 (43:01).
  123. 123.0 123.1 steven-potion-launchers.png
  124. 124.0 124.1 124.2 124.3 Interview, August 17, 2018 (17:57).
  125. 125.0 125.1 Livestream, September 30, 2022 (1:15:56).
  126. Livestream, March 26, 2021 (47:14).
  127. Livestream, January 31, 2024 (1:07:42).
  128. Livestream, July 26, 2019 (1:07:22).
  129. 129.0 129.1 129.2 129.3 129.4 129.5 129.6 Livestream, September 30, 2022 (1:24:54).
  130. 130.0 130.1 130.2 130.3 130.4 130.5 130.6 Livestream, July 9, 2018 (36:05).
  131. Livestream, July 9, 2018 (36:05).
  132. 132.0 132.1 132.2 Livestream, October 14, 2022 (30:12).
  133. spyglass.png
  134. 134.0 134.1 134.2 134.3 Livestream, June 30, 2022 (1:04:30).
  135. 135.0 135.1 135.2 Livestream, January 31, 2025 (23:52).
  136. Livestream, June 28, 2019 (42:55).
  137. Livestream, July 26, 2019 (1:02:49).
  138. Livestream, May 17, 2017 (30:53).
  139. Livestream, March 30, 2025 (46:42).
  140. Livestream, September 30, 2020 (40:52).
  141. 141.0 141.1 141.2 141.3 141.4 141.5 Livestream, May 17, 2017 (30:53).
  142. Livestream, 2018-04-8 (PM) (1:01:28).
  143. Kickstarter - We Just Broke $1,500,000!
  144. Livestream, January 28, 2022 (1:09:00).
  145. Livestream, February 25, 2022 (1:04:29).
  146. cosmetic-levels.png
  147. Livestream, November 30, 2020 (57:50).