Skip to content
  • press@fixgamingchannel.com
  • X
  • LinkedIn
  • YouTube

Fix Gaming Channel

Indie Game News, Reviews and Developer Interviews

Fix Gaming Channel banner with the site logo and the text Gaming News and Reviews, Independent Coverage, Honest Opinions.
  • Gaming News
    • Gaming Lists
    • Industry News
    • Security & Scam Alerts
    • Gaming Events
    • E-Sports
  • Platforms
    • Mobile
    • PlayStation Games
    • Xbox Games
    • Nintendo Games
    • VR Games
    • Gaming Hardware
  • Videos
  • Indie
    • Game of the Week
    • Indie Game Showcase
  • Interviews
    • Game Developers
    • Art in Games
    • Industry Insiders
    • Fix Stories
      • Submit to Fix Stories
  • Reviews
    • First Impressions
    • PC Reviews
  • PR & Marketing
    • Fix Access Services
    • Client Testimonials
    • Developer Guides
  • About
    • Support Us
    • Work With Us
    • Contact
    • Inside Fix Gaming
    • Editorials
  • Toggle search form
ShipShaper key art showing a worker standing on a ship under construction

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

Posted on February 12, 2026August 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 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.


Want more conversations with indie developers like Tomas Sala?

Get more interviews, hands-on impressions, reviews, indie coverage, and developer stories from Fix Gaming Channel.

Join Our Newsletter

Stay updated with the latest interviews, previews, and indie gaming news.


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.

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.

ShipShaper editor 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.

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

Innovation and Expansion: Tomas Sala on Bulwark’s Edge of the World Update and Game Design Philosophy


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

Send interview pitches, corrections, tips, or developer stories to contact@fixgamingchannel.com.

Support independent games coverage on Ko-fi.

Developers, Gaming News, Indie, Interviews 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

More from Fix Gaming Channel

ZHAI warrior overlooking a fantasy world with an erupting volcano, waterfalls, giant mushrooms, and floating islands. Fix Stories: A Coma Sent Me to Another World. I Brought It Back With Me. Fix Stories
Zombie hands reaching toward a game controller in an editorial graphic for the Dead Rising 2 Case Zero and Case West PC recomp projects. A Fan Recompiled Dead Rising 2’s Xbox-Only Case Zero and Case West for PC, Then Restored Co-Op Gaming Culture
Shape of Dreams key art showing Lacerta aiming a rifle while other Travelers battle across a colorful dreamlike landscape. Shape of Dreams Hits Consoles and Game Pass With Starless Path Update Gaming News
Rift CV1 headset with text reading “GoldenEye 007 in OpenXR VR” GoldenEye 007 Is Now Playable in Native OpenXR VR Through GEVR Gaming Culture
Why Ultrawide graphic over a wide sunset landscape, highlighting the appeal of ultrawide gaming screens. Ultrawide Gaming Is No Longer a 1% Niche — The 2020–2026 Numbers Tell the Story Gaming News
Mr. Sleepy Man giveaway artwork with the game logo, two cartoon characters, and large yellow Giveaway text. Mr. Sleepy Man Giveaway: Win One of Two Steam Keys Featured
Free Newsletter

Stay Close to Indie Gaming

Get indie news, interviews, reviews, previews, recommendations, and giveaways from Fix Gaming Channel.

Featured Guides

Games Worth Your Time

Hand-picked games, recommendations, and regularly updated lists.

Best Mobile Games of 2026 Viking Games to Watch in 2026 Pirate Games to Play in 2026
Browse Gaming Lists
For Developers

Fix Access PR & Marketing

Playtesting, mock reviews, Steam page feedback, press kits, PR planning, outreach, and launch support.

Explore Fix Access
Gameplay & Trailers

Watch Our Gaming Videos

Gameplay, indie discoveries, trailers, first impressions, and 32:9 super ultrawide gaming coverage.

Open the Videos Page

Newsletter · Work With Us · Fix Access · Contact
© 2023–2026 Fix Gaming Channel · Privacy Policy · Terms