Seaborne Conquest

Turn-based island strategy

Start with one city on an uncharted map. Scout the coast, ship Rangers to distant islands, and take every rival city.

Coming soon

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Made by Exit Node Studio

Ten units on land, at sea, and in the air

Only Rangers can capture a city. Transports carry them across the water. Everything else scouts, escorts, or bombards.

Land

  • Rangers

    Fast ground troops. The only unit that captures cities.

  • Artillery

    Slow fire support. Bombards troops and ships from two squares away.

Sea

  • Transport

    Carries four ground units. Load at a shore or port, then unload onto adjacent land.

  • Escort

    Fast fleet screen. Finds submarines within two squares and defends against aircraft.

  • Submarine

    Hidden until an enemy is adjacent or an escort comes close. Strong against ships.

  • Carrier

    A mobile airfield for four aircraft.

  • Battleship

    Armored warship. Bombards ships and coasts from two squares away.

Air

  • Falcon

    Long-range scout and interceptor. Refuels at your cities or on a carrier.

  • Merlin

    Bomber for attacking ground armies and ships.

  • Tempest

    Heavy strike aircraft. Bombards from three squares away.

Campaigns and operations

Learn on three quiet practice islands, then take on missions with their own objectives: capture, hold, escort, or domination.

A battleship, a carrier, escorts and a transport sail at dawn toward a fortified harbour with cranes and warehouses.
A fleet off a fortified harbour.
Learn to play
Three short practice islands: capture a city, build an army, then carry troops across water. No rival and no deadline.
Operations and training
Three exercises, the nine-operation Greywater campaign, six Outer reaches assignments, and three historical studies. Medals are kept for each difficulty.
Farshore
Eight connected chapters about reopening a passage for isolated harbour towns. Your choices change later missions, deployments, and the ending.
The Common Sea
Channel watch, Northern relay, and The Bracken crossing: three branching campaigns with their own scenes and journals.

Skirmish against the AI, or with friends

Pick a seed, map size, and geography. Play a four-way free-for-all, add more opponents, or set up teams of different sizes. Every command has its own fleet, production, fog, and turn.

To play with people, host a private room on your own network and share the invitation. Each seat can be a person or the AI.

The AI plays at three levels: Relaxed, Standard, and Challenging.

A four-command skirmish on turn 2. Your Falcon is selected over your home city, a rival Falcon waits to the east, and a list shows one human command and three AI commands.
A four-command skirmish on turn 2.

Also in the game

Harbour control
Win by taking every rival city, or by holding two-thirds of the ports through three rival turns.
Scenario editor
Paint terrain, place cities and forces, write the briefing, and export the file to share it.
Eight themes
Command, Expedition, Island Board, Chart Room, Night Watch, Paper Atlas, System 8, and Compact Mac. The last two use pixel art units like the ones above.
Text chart
Play through written descriptions and buttons instead of the map. Production, orders, reports, and saves all work there.
Saves
Autosave, a checkpoint, twelve named slots, and save files you can export and import.
Offline
Playing alone needs no account, no server, and no connection.