Skip to content
  • Discord
  • X
  • Fix Gaming Channel INDIE
  • YouTube Prime
  • Facebook
  • TikTok
  • press@fixgamingchannel.com

Fix Gaming Channel

Indie Game News, Reviews and Developer Interviews

  • Home
  • News
    • Industry News
    • Security & Scam Alerts
    • Videos
  • Indie Spotlight
    • Game of the week
  • Reviews
  • Interviews
    • Developers
    • Art in Games
    • Industry insiders
    • Fix Stories
      • Submit to Fix Stories
  • About Us
    • Support
    • Inside Fix Gaming
    • Contact
  • Fix Access
  • Indie Dev Guides
  • Toggle search form
ShipShaper logo above a stylized yellow ship with sails and deck cannons on a dark background.

ShipShaper demo launch — Tomas Sala on flow, minimalism, and creator-friendly exports

Posted on February 12, 2026February 26, 2026 By Ronny Fiksdahl

ShipShaper feels like a “flow-state” tool — and it’s 100% my kind of creative game

I first interviewed Tomas Sala back in 2025 (Bulwark and his design philosophy) — and if you missed that one, it’s right here: Innovation and Expansion: Tomas Sala on Bulwark’s Edge of the World update and game design philosophy.

So when Tomas reached out again — saying he’s back making something new after The Falconeer and Bulwark — I was instantly interested. This time it’s smaller, calmer, and nearly cozy: a relaxing boat design toy/tool/game called ShipShaper.

I’ve been testing it — and it’s for me. Totally. It hits that exact “just one more tweak” rhythm where you stop thinking about goals and just enjoy shaping something cool.

ShipShaper — Gameplay Video (PC)

Gameplay recorded by Fix Gaming Channel.


Join Our Newsletter

Stay updated with the latest interviews, previews, and indie gaming news from Fix Gaming Channel.


ShipShaper — Official Overview Video

Video courtesy of Tomas Sala.

Developer Q&A — ShipShaper, “flow-state” creation, and ships you can actually use

Answers provided by Tomas Sala.

ShipShaper started as a tool/toy for Bulwark users — what was the moment it became its own thing?

I think the moment I succeeded in making actual mesh generation worked, so the hulls aren’t a set of object stacked together (what bulwark mostly does) but rather a precisely welded set of hull shapes that get deformed and symmetrically mirrored. This was such a huge leap for me technically that I realised, this could be be more than just a little editor. It became fun to use just to mess around with

Stylized steamer ship with four funnels sailing on dark water, with misty islands in the distance.

A stylized steamer ship cruising through dark waters.

You’ve described it as relaxing and “nearly cozy.” What did you deliberately not include to keep it that way?

hmmm preciese selection menus, other apps of this sort have lots of lists and precision placement,, I wanted something a bit more minimalist (I always do) and exploratory. So that’s more or less the trade off, you can still be precise, but it’s a little bit more searching.

ShipShaper editor view showing a dark red ship with gold trim, smokestacks, and a color wheel palette.

“The Whispering Rigging” inside the ShipShaper editor, with the color wheel controls visible.

What’s the “click” moment you want new users to hit in the first 10 minutes?

Good question, I kinda need users to tell me this, for me its always the moment I make something cool and start to forget about what it’s for or why I started doing it.. getting into the flow of it.

For creators/modders: what does “ships are yours to use freely” mean in practice (exports / commercial use), and what credit line do you prefer?

I prefer nothing, I will include a license type that allows anyone to take the ships and use them for their own commercial projects such as games, mods, boardgame minis, 3d printing. I think there will be a limit to allowing a corporation to do that, but if you are just a small creator or team, then I want you to be able to use the models in your game, free of charge and without risk. I guess creative commons or something like that, but still looking into this if its free enough.. So I don’t neccesarly want some factory using my ships to create their own toyline, but on the other hand… perhaps who cares. Credit lines, in modding its something you ask but not demand,, if someone uses the ships they created in shipshaper a credit or link to shipshaper , but its not required. It’s a kindness. But you pay for ShipShaper you get to use it 😉

After the reveal, what’s the best way for people to support the project — wishlists, demo feedback, sharing builds, etc.?

Wishlisting is super helpful, and I love any kind of feedback, and sharing boats you made is always cool. To be honest, the app should be good enough that you enjoy buying the full thing and perhaps check out some of my other games or follow me on steam. But I always believe that the work should make you want to do that.. 😉


Related Reading

Innovation and Expansion: Tomas Sala on Bulwark’s Edge of the World update and game design philosophy.


Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.

Enjoy our content? Support Fix Gaming Channel with a donation via
Buy Me a Coffee to help keep independent game journalism alive.

Support Us
Developers, Indie, Interviews, News Tags:Boat Design, Bulwark, cozy games, game development, Indie, indie game, Indie Games, Interview, PC Gaming, Q&A, Ship Builder, ShipShaper, Steam demo, The Falconeer, Tomas Sala

Post navigation

Previous Post: Roots Devour Review — Horror Style, But the Card-Path Loop Feels Too Rigid
Next Post: Crimson Capes launch-day impressions: brutal timing-based combat and beautiful artwork

Related Articles

Funi Raccoon Game title image showing the game logo over an industrial in-game background Funi Raccoon Game Review | A Weird Little Game With Big Personality Featured
Fix Gaming Channel Game of the Week 45 featured image for Kritter: Defend Together Game of the Week #45: Kritter: Defend Together Featured
Pizza Slice key art showing Tonio, a large pizza logo, and the game’s colourful restaurant theme Pizza Slice launches on PC today via Steam Featured
Whirlight – No Time To Trip title art showing two characters riding a red vehicle through a swirling time tunnel How Verice Bay Came to Life in Whirlight – No Time To Trip Featured
SULFUR milestone artwork showing 300000 made from cash above a damaged yacht on a beach SULFUR has now sold 300,000 copies on Steam during Early Access Indie
DOOMTRAIN artwork showing a DemonCorp memo beside a demon executive on the Steam page Pizza Club Games is shutting down, and development on DOOMTRAIN has officially come to an end. Indie

© 2023–2026 Fix Gaming Channel · Privacy Policy · Terms · Discord · Contact