ShipShaper feels like a “flow-state” tool, and it’s 100% my kind of creative game
I first interviewed Tomas Sala back in 2025 about Bulwark and his design philosophy. If you missed that conversation, read 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 was 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, and 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 simply enjoy shaping something cool.
Update, August 2026: The ShipShaper demo released on February 12, 2026, and the full game is currently scheduled to enter Steam Early Access on September 2, 2026. This article preserves my original hands-on impressions and Tomas Sala’s answers from our earlier conversation.
ShipShaper Gameplay Video
Gameplay recorded by Fix Gaming Channel.
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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

That mesh-generation breakthrough helps explain why ShipShaper feels more like a creative space than a conventional construction menu. You shape the hull directly rather than simply stacking predetermined pieces together.
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.

That trade-off is a big part of the appeal. There is enough control to chase a specific shape, but the interface still encourages experimentation rather than turning every adjustment into a spreadsheet of measurements.
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.
That is close to what happened during my own time with it. Once I stopped trying to make the “correct” ship and started shaping whatever looked interesting, the tool became much easier to lose time in.
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 😉
That creator-friendly direction is now reflected on the current Steam page, which lists FBX export and a license allowing players to use the ships they create in their own games, mods, 3D-printing projects, and other work.
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.. 😉
ShipShaper has moved forward since this conversation. The demo is available now, and the main game is heading into Early Access with Steam Workshop support, FBX exports, connections to Bulwark: Falconeer Chronicles, and community feedback continuing to shape development.
ShipShaper
Release: Demo released February 12, 2026; Early Access planned for September 2, 2026
Genre: Casual, Indie, Creative Ship Builder
Developer / Publisher: Tomas Sala / Wired Productions
Platforms: PC via Steam
Related Reading
ShipShaper Evolving Demo Impressions: A Good Start to a Chill Ship Builder
Written by Ronny Fiksdahl, Founder & Editor-in-Chief of Fix Gaming Channel.
Send interview pitches, corrections, tips, or developer stories to contact@fixgamingchannel.com.
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