SCCEarly Access
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Welcome Aboard

The first entry in the Ships, Colonies & Commerce dev blog. What we're building, why, and what comes next.

March 27, 2026 · The SCC Crew

Setting Sail

Welcome to the Ships, Colonies & Commerce dev blog. This is where we’ll share development updates, design decisions, and the occasional sea story.

What Is SCC?

Ships, Colonies & Commerce is a 2D sailing simulation set in a procedurally-generated world. You captain a ship in an Age of Sail setting where trading companies — not kingdoms — rule the seas. Every port has a living economy. Every company has ambitions. Every war has a price tag.

The game is built from the ground up with an Entity Component System architecture, which means emergent behavior is the default. AI ships play by the same rules you do. There are no scripted quests — just systems interacting in interesting ways.

Where We Are

The game is in active development. Here’s what’s already working:

  • Procedural world generation with terrain, climate, wind, and currents
  • Full economic simulation with production chains and supply/demand pricing
  • Trading companies with personalities, diplomacy, and warfare
  • Naval combat with broadsides, boarding, and crew-level melee
  • Settlement system where villages grow into cities
  • Convoy system for fleet formation and coordination
  • Procedural languages unique to each region of the world
  • Mail delivery between ports with trade reports

What’s Next

We’ll be posting regular updates here as development continues. Expect deep dives into specific systems, design philosophy discussions, and the occasional postmortem on things that went hilariously wrong.

If you want to stay in the loop, sign up for email updates on the home page.

Fair winds.