Persistent naval strategy
Joseon Blades: Gundo War
Islands left after the great flood. You start with one harbor.
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.
What makes it fun
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.
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.
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.
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
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Done
Economy and building
Each island produces steel, mana crystal and fuel, with 19 buildings and 16 shared research topics.
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Done
Sea and fleets
Map and settling, fleet movement, six-round battles, scouting and raids.
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Done
NPC factions and fortresses
Persistent NPC factions with their own economy, trade and expeditions; fog fortresses, tidal gates and alliances.
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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.
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