Compare Ships 2017 prices across 50+ stores and find the best deal. Developed by FragOut. Published by Games Box. Released on 10/19/2016. Available on PC. Genres: Indie, Simulation.

Mostly Negative on Steam for a reason: three industrial vessels, 24 missions, and a slow-burn Baltic loop that will bore you off the bridge before it earns any goodwill. Niche patience-testers only.

I keep a personal shortlist of simulation games that promise operational depth and deliver it. Ships 2017 is not on that list, and after working through its 24 missions I feel obligated to explain why, because the gap between its concept and its execution is genuinely instructive. The premise is legitimately interesting. You start with a loan, buy one beat-up vessel from a roster of three, repair her system by system, and then take on contract work across the Baltic. The three ships each serve a distinct operational role: a massive container ship for crane-based cargo work, a deepwater construction vessel for mid-ocean assembly jobs, and a semi-submersible transport that functions like a seaworthy flatbed truck for oversized loads. On paper that is real mission variety, and the crew management mode, where you directly control individual sailors to fight fires, rescue man-overboard situations, and repel pirates using water cannons, reads like an actual gameplay hook. The problem is that each of those crew scenarios plays out exactly once across the entire campaign, which runs somewhere between four and seven hours depending on how aggressively you use the speed multiplier. That speed multiplier is the game's most important piece of interface design, and it is also an admission of failure. Without it, sailing point-to-point across open water is simply empty time. The ships move at realistic, glacially slow speeds, and there is nothing to manage while underway: no fuel consumption curve, no crew fatigue, no dynamic weather routing decision to make. You set a heading and wait. The crane work and container loading segments are more tactile and actually function as a precision mini-game that rewards careful input, but even those segments suffer from controls that were clearly not playtested under pressure. Speed and direction share overlapping inputs in ways that cause unintended corrections at the worst moments, and the game provides no option to rebind anything. The visuals were a genuine bright spot at launch and still hold up tolerably at mid-range settings. The water simulation looks convincing in calm conditions. Storm sequences are where the graphics budget runs thin, and the ship physics during rough weather produce an exaggerated, bouncy motion that feels less like North Sea chop and more like a bathtub toy. Docking, which should be a tense, skill-intensive maneuver given that ships have no brakes, is reduced to parking inside a marked zone with minimal consequence. The audio is functional and nothing more: engine rumble, crane motors, a background score that most reviewers had to reload the game to confirm was actually there. The Steam community verdict of roughly 32 percent positive across 154 reviews reflects a game that launched underbaked and never received meaningful post-launch support. There is no mod ecosystem to speak of, no sandbox or free-roam mode after you finish the linear campaign, and no replayability once the 24 missions are done. For simulation fans who measure value by decision density per hour, Ships 2017 scores very low. The renovation system and the progression economy of earning money to buy and repair vessels suggest a management loop that never actually materializes into one. Diego, Scout Team

Ships 2017
IndieSimulation

Ships 2017

Oct 19, 2016FragOutGames Box
GamerScout Says

Mostly Negative on Steam for a reason: three industrial vessels, 24 missions, and a slow-burn Baltic loop that will bore you off the bridge before it earns any goodwill. Niche patience-testers only.

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About Ships 2017

I keep a personal shortlist of simulation games that promise operational depth and deliver it. Ships 2017 is not on that list, and after working through its 24 missions I feel obligated to explain why, because the gap between its concept and its execution is genuinely instructive. The premise is legitimately interesting. You start with a loan, buy one beat-up vessel from a roster of three, repair her system by system, and then take on contract work across the Baltic. The three ships each serve a distinct operational role: a massive container ship for crane-based cargo work, a deepwater construction vessel for mid-ocean assembly jobs, and a semi-submersible transport that functions like a seaworthy flatbed truck for oversized loads. On paper that is real mission variety, and the crew management mode, where you directly control individual sailors to fight fires, rescue man-overboard situations, and repel pirates using water cannons, reads like an actual gameplay hook. The problem is that each of those crew scenarios plays out exactly once across the entire campaign, which runs somewhere between four and seven hours depending on how aggressively you use the speed multiplier. That speed multiplier is the game's most important piece of interface design, and it is also an admission of failure. Without it, sailing point-to-point across open water is simply empty time. The ships move at realistic, glacially slow speeds, and there is nothing to manage while underway: no fuel consumption curve, no crew fatigue, no dynamic weather routing decision to make. You set a heading and wait. The crane work and container loading segments are more tactile and actually function as a precision mini-game that rewards careful input, but even those segments suffer from controls that were clearly not playtested under pressure. Speed and direction share overlapping inputs in ways that cause unintended corrections at the worst moments, and the game provides no option to rebind anything. The visuals were a genuine bright spot at launch and still hold up tolerably at mid-range settings. The water simulation looks convincing in calm conditions. Storm sequences are where the graphics budget runs thin, and the ship physics during rough weather produce an exaggerated, bouncy motion that feels less like North Sea chop and more like a bathtub toy. Docking, which should be a tense, skill-intensive maneuver given that ships have no brakes, is reduced to parking inside a marked zone with minimal consequence. The audio is functional and nothing more: engine rumble, crane motors, a background score that most reviewers had to reload the game to confirm was actually there. The Steam community verdict of roughly 32 percent positive across 154 reviews reflects a game that launched underbaked and never received meaningful post-launch support. There is no mod ecosystem to speak of, no sandbox or free-roam mode after you finish the linear campaign, and no replayability once the 24 missions are done. For simulation fans who measure value by decision density per hour, Ships 2017 scores very low. The renovation system and the progression economy of earning money to buy and repair vessels suggest a management loop that never actually materializes into one. Diego, Scout Team

Tags

singleplayertier:sub-5Naval SimulationCrane MechanicsMission-BasedCrew ManagementSpeed MultiplierBaltic SettingNo Sandbox ModeLow Replayability

System Requirements

Minimum

OS
Windows 7
Memory
2048 MB RAM
DirectX
Version 9.0c
Storage
3700 MB available space
Graphics
At least 512 MB
Processor
Intel i3

Recommended

OS
Windows 8/10
Memory
4096 MB RAM
DirectX
Version 9.0c
Storage
3700 MB available space
Graphics
At least 1024 MB
Processor
Intel i5 3500k

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Game Info

Developer
FragOut
Publisher
Games Box
Release Date
Oct 19, 2016

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2026-06-101.69(lowest)

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Ships 2017 is available on PC.

When was Ships 2017 released?

Ships 2017 was released on 19 October 2016.

Who developed Ships 2017?

Ships 2017 was developed by FragOut and published by Games Box.