Persistent naval strategy

Joseon Blades: Gundo War

Islands left after the great flood. You start with one harbor.

In development Web (desktop · mobile browser)
This game is in development. We are improving stability and refining these games. Public play is closed until they are ready to reopen.

The goal

From one harbor to a realm of islands

After a great flood, islands and sunken ruins remain. Begin with one harbor, produce steel, mana crystal and fuel, and grow through construction and research. Settle islands, connect supply lines and survive through fleets and diplomacy.

Each visit is a chance to review reports and harbor conditions, then plan your next construction, research and voyage. The focus is long-term production, trade, exploration and relationships rather than a single final victory.

Ship artwork used in Gundo War
Images used in the development version of Gundo War. Artwork may change during development.

What makes it fun

Shipyard artwork used in Gundo War

Harbor economy and colonies

Production, storage, building and research support growth. As your islands expand, transport capacity, fuel and voyage times determine whether supplies arrive when needed.

Ship artwork used in Gundo War

Merchants to trade with, pirates to face

Settler, merchant and pirate NPC factions produce resources, trade and send fleets. Relations, contracts and treaties shape whether a neighbor becomes a partner or a rival.

Navigation research artwork used in Gundo War

Reading the unseen sea

Gather intelligence through scouting and wake observation before choosing trade, expeditions or raids. Fog fortresses and tidal gates are being developed as bases for concealment, observation and fleet redeployment.

Cultural ruins artwork used in Gundo War

Culture, population and diplomacy

Cultural buildings and research, population and food affect harbor management. Discovery missions seek ancient documents, while NPC relations and multiplayer alliances open further paths to growth.

From harbor to voyage

01 · Review reports and threats

Review production, returning fleets and neighboring factions to choose priorities.

02 · Plan construction and research

Allocate limited resources between harbor expansion and technology, preparing the next production cycle.

03 · Trade, explore and deploy

Assign transports and warships to move supplies and investigate islands and ruins.

04 · Plan returns and the next visit

Account for voyage times and threats, scheduling returns and protecting resources and fleets.

World structure

With NPCs alone, or alongside other rulers

Single-player worlds contain one player and persistent NPC factions. They are being developed to support harbor management, trade, exploration and combat on your own.

Multiplayer worlds place several rulers and NPC factions on the same sea, adding alliances and joint operations to trade and competition.

Both world types share economic, sailing and combat rules. NPC actions are designed around their own production and resources.

World transfers and operational rewards are also in development. Eligibility and availability will be announced after validation.

What sets it apart

Your islands cannot be taken

There is no rule for permanently capturing a base. A special fortress can be destroyed, but its owner never changes.

No ambush at sea

Battles happen only on arrival at a base, in joint defense and in expedition events. A fleet under way is never caught anywhere along its route.

NPC relationships that accumulate

Past trade, support and conflict influence later relations. NPCs are intended to be neighboring powers with their own lives and resources.

Battles prepared through fleets and intelligence

Prepare six-round battles through ship and defense combinations. Scouting, cargo and fuel planning, and return times matter alongside the battle itself.

How far along

  • Done Economy and building

    Each island produces steel, mana crystal and fuel, with 19 buildings and 16 shared research topics.

  • Done Sea and fleets

    Map and settling, fleet movement, six-round battles, scouting and raids.

  • Done NPC factions and fortresses

    Persistent NPC factions with their own economy, trade and expeditions; fog fortresses, tidal gates and alliances.

  • Now Integration and development build

    Culture, diplomacy, alliances and operations are connected, and the development build is playable in a web browser. Economic balance and long-running worlds keep being checked after opening.