LengthOfRope presents

Jonah Flint made it. Now he has to make it off.

Wash ashore, craft from flint to iron and build a ship to sail off your island.

See the shots Read the story

In development for Android on Google Play and for Windows and Linux on Steam. Landscape only, fully offline, in English.

Shipwright Shore, a LengthOfRope game

A blocky survival game with a way out

A blocky survival game with a way out: the ship you build yourself. Wash up on an island with empty hands, work from flint knives to iron, earn the islands beyond your own, and keep a castaway with opinions alive long enough to sail away. Fully offline. No ads, no accounts.

Shipwright Shore is a blocky survival game with an end in sight. No dragon waits for you there. A ship does, and you build her yourself, part by part, on a slipway on your own beach.

The Shipwright Shore block lettering over a blocky hilltop in warm evening light: boulders, oaks and red earth slopes, with a small island on the misty sea beyond.
The Shipwright Shore block lettering above an upright view down a green island to a glittering sea, with red earth terraces, small ponds and a rocky peak.

The story

The Marigold had five men aboard: a captain at the wheel, a man up the mast, a cook in the galley, a lookout who saw the storm first, and Jonah Flint, who mopped. Nobody trusted him with more. Then a wall of black came over the sea, the rocks came up to meet the hull, and by morning the Marigold was gone.

The sea let one man go. Jonah swam until he couldn't, and luckily he was good at floating. Now he has an island no chart has a name for, a beach where driftwood washes up every morning, and a plan: build a ship.

The opening is sure he is the last of the crew. A logbook on a far island is less sure, and on an island farther still, something heavy is pointing out to sea.

The island does not care that you are busy

From empty hands to a ship of your own

The Crafts screen with the desktop interface: a Wooden Spade picked and described, filters for stations, tools, materials, building, clothing, food, light and sailing, and a Make button beside each craft.

Every craft leans on the one before it

You start with empty hands. Pull fibre from the grass, pick up sticks and loose stones, twist cordage, knap a flint knife. From there every craft leans on the one before it: a kiln before charcoal, bellows before bronze, a bronze saw before a single plank. Stone gives way to bronze and bronze to iron, and the Crafts screen shows what you can make now and what you are still missing.

A little lake at night: dark still water under a starry sky, the treetops black against it.

Hunger, thirst and cold nights all count

The island does not care that you are busy. Hunger, thirst and cold nights all count. Rain soaks you, a pond cut off from its source goes stale, and after dark a fossa prowls the lowlands, though never into the light of your fire. Dig too close to a lake and the water pours into your pit; build too wide a span and it comes down.

The captain's chart with the desktop interface, open on Setting Sail: wooden plank nodes for the cask, sloop, mast, rigging, keel, sail, hull, rudder and ship's compass, leading to the sailing ship.

Each boat takes you further

Each boat takes you further. A raft of logs reaches the islands around yours. A rowing boat crosses to the iron beyond them, and there is more past that. The captain's chart grows as you go, and the wreck of the Marigold waits on the seabed for anyone with a diving suit and a lamp.

A chest's storage screen with the desktop interface: what is in the chest above the backpack and the hotbar, with All in and Top up buttons.

Jonah talks back about all of it

Jonah talks back about all of it. Stuff two chests into your trousers and you may hear:

A chest in each pocket. Very sensible. Very normal.

Jonah Flint

Die, and you get a little show of it, narrated with all the sympathy he deserves.

A ship to build and a sea to cross

What you get

  • A ship to build and a sea to cross, not a world without an end
  • Crafts that follow from each other: no plank before you have a saw
  • A raft, a rowing boat and more, each reaching islands the last one could not
  • Hunger, thirst, warmth and sleep, with rain, wind, clouds and starry nights
  • Water that flows, floods and runs dry, and building that needs holding up
  • Goats, lemurs, bushpigs, crabs, fish and seabirds, and a fossa that hunts at night
  • Diving to a wreck and into flooded caves, with suits for going deeper
  • Farms of flax, yams and berries, fences for your goats, and chests you can name
  • Music written by the game itself, one song that follows you from day to night and under water
  • Every death its own little scene, narrated by the man it happens to

Pick how hard your world is

Pick how hard your world is, from Easy, where a gold compass needle points to what you need and a death costs you nothing, to Hardcore, where you get a single life. Stop when you like: save from the pause menu, or sleep in a bed and the game saves for you.

Made for phones first

Made for phones first, with two thumb sticks and a left-handed layout. On a computer it plays with keyboard and mouse, keys you set yourself, or a gamepad.

Fully offline

The game makes every texture, island and sound effect itself, and writes the music as you play. Fully offline. No ads, no accounts, no tracking, no in-app purchases.

Shipwright Shore has no folder of art

How it is made

Shipwright Shore has no folder of art. Every block texture is a recipe of colour and noise worked out when the game starts, every island grows from a seed (the same seed always gives the same world), and the animals, the boats and the castaway himself are built from cubes in code. Sound effects are synthesised too.

The music is composed in code while you play and sounded on one General MIDI instrument bank, GeneralUser GS, which holds the only recorded sounds in the game; the app icon and the splash screen are the only supplied pictures.

Water flows by its own rules, every block knows what holds it up, and the castaway walks on custom physics rather than the engine's. It is written in C# on Godot 4. The game's rules live in plain libraries outside the engine and are tested without it, and chunks are meshed on worker threads, away from the frame, because a phone comes first.

The studio

LengthOfRope

LengthOfRope, the trade name of Bas de Kort's one-person business in the Netherlands.

Shipwright Shore, a LengthOfRope game, created by Bas de Kort, with Thomas de Kort as first mate.

Website and press contact: www.basdekort.nl

Credits

Created by
Bas de Kort (game design, programming, world generation, art direction, audio direction, music composition, interface design, quality assurance)
First mate
Thomas de Kort (bug hunting, playtesting, ideas and design feedback)
Production
LengthOfRope
Sound effects
Synthesised in code and tuned in the Shore Sound Lab
Playtesters
Bas de Kort, Marenthe van S., Pepijn van Woezik, Thomas de Kort
Built with
Godot Engine
Music synthesis
MeltySynth
Instruments
GeneralUser GS by S. Christian Collins

Ready to publish as it stands

Press

A blocky survival game with a way out: the ship you build yourself. Wash up on an island with empty hands, work from flint knives to iron, earn the islands beyond your own, and keep a castaway with opinions alive long enough to sail away. Fully offline. No ads, no accounts.

  • Build your own ship, part by part on your own beach, and sail out of the islands
  • Craft the way it would really go: flint and fibre first, then bronze, then iron
  • Earn the sea one boat at a time: a raft, a rowing boat and more
  • Stay fed, watered and warm on an island with rain, night and a fossa beyond the firelight
  • Water that flows and floods, and building that falls down if you skimp on support
  • A castaway with a running commentary, and a little scene for every way he can die
  • Fully offline, with no ads, no accounts, no tracking and no in-app purchases

Press contact through the contact page (in Dutch, but easy to follow).

Facts

Title
Shipwright Shore
Developer
LengthOfRope, the trade name of Bas de Kort's one-person business
Based in
The Netherlands
Platforms
Android on Google Play, Windows and Linux on Steam
Status
In development; release dates to follow
Genre
Survival, crafting, building
Players
Single player
Controls
Touch; keyboard and mouse with keys you set yourself; gamepad
Screen
Landscape only
Language
English
Online
None: fully offline, no ads, no accounts, no tracking
Purchases
Paid up front; no in-app purchases
Engine
Godot 4, written in C#