Ships that degrade
Vessels leak, warp, and fail under pressure. Maintenance is a resource decision that creates real crew tension.
A hostile living world. A ship that needs more hands than you have. A crew that has to figure out the rest.
Misfortune is a multiplayer survival game built around emergent systems — sailing, crafting, trade, and conflict between player crews in a world that never sits still. No scripted events. No quest markers. Just a ship, a sea, and decisions that compound.
Vessels leak, warp, and fail under pressure. Maintenance is a resource decision that creates real crew tension.
Ports, resources, and other crews create trade pressure without scripting it. Conflict emerges from scarcity.
Jobs, roles, and timing create natural division of labour. Every crew finds its own rhythm — or falls apart.
Currently building out core sailing mechanics, server-authoritative inventory, and the multiplayer layer that everything else depends on. Following the dev log is the best way to stay close to the build.
Read the dev log