FIGHT hunt other ships; a sunk ship's bounty floats as a chest.
FARM anchor off an island and plunder it.
DOCK sail into port and cash the bounty out.
Next ship
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Colours ·
Your wallet needs a little SOL for network fees
Your ship is at sea: a new one can be commissioned once it docks or sinks.
Sunk
Gone to the bottom
Docked
Safe in port
Advanced: trustless exit (if the server is down)
Request exit, wait the on-chain delay, then exit. Your ship cannot fight while an exit is pending.
Your wallet needs a little SOL for network fees
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no ship sunk yet
No ship at seavisit the shipwright
Hull—
N000°
—knots
—wind
Bounty—
—ships at sea
How Sol Voyage works
Open seas where every ship carries real coin. Buy a ship, give its AI captain orders, and cash out in port when the hold is full.
1 · Buy a ship
Pick one of 24 ship types, each from its own seafaring nation, and one of 15 colour themes (they are only looks), name it if you like, then press Buy ship. You stake VOYAGE coins; that stake is your ship's bounty. An AI captain sails it on its own and starts out FARMING.
2 · Give orders
FIGHT hunts other ships and trades broadsides with them.
FARM sails to an island, drops anchor and plunders it. It returns fire if attacked but never chases.
DOCK sails for the nearest port and cashes out.
3 · Broadsides
Every ship is equally strong: type and colours change nothing. Each broadside is decided by the dice: a hit, a raking critical, or a shot that falls wide, short, glances off or flies over.
4 · Floating chests
A sunk ship's whole bounty floats where it went down as a treasure chest. The first ship to reach it hauls it aboard, less a 5 % kill fee taken from the chest.
5 · Islands
Islands come in six tiers, from Driftwood Cove to Buried Treasure: the higher the tier, the longer the plunder and the bigger the haul. Hauls are paid from the plunder pool within a daily budget, so an island pays what the pool can afford right now (see Live stats).
6 · Ports and docking
Order DOCK and your ship sails for a port. After six seconds moored in the harbour it cashes its bounty out to your wallet, less a 1.5 % exit fee. A hit meanwhile starts the count again; a miss does not.
If you disconnect your wallet or sign out, your ship sails for the nearest port on its own and docks; your coins still go to your wallet. A dropped connection gets 20 seconds to come back first. It still returns fire on the way.
7 · Where the money comes from
The plunder pool is fed by the coin's creator fees, the exit fees and the kill fees. The operator keeps none of the rake: it all goes back to the players.
8 · Privacy
While your ship is at sea you only see the ships near it, and nobody can pick out where yours is. Without a ship you can watch the whole sea and its fights.
9 · Network fees
You pay the Solana network fees for your own transactions (buying, exiting). Your wallet shows every one before you sign.
The seas today
Live numbers; they change as islands are plundered and the pool is topped up.