Ships in Sea of Remnants are not bought from a catalogue. They are assembled. That single design decision is what turns the fleet from a collection of stat lines into a system you actually build.
A ship in Sea of Remnants is constructed out of custom parts, fitted with cannons, and improved through modular upgrades. The progression runs from a single hull into a fleet — which is the core loop of the game expressed in one line. You do not acquire a better boat; you make your existing boat into a better boat, and then you make it into several.
This matters for how the game plays. Because the vessel is modular, the parts you fit are a genuine strategic choice rather than a stat upgrade you accept — a cannon layout built for turn-based island fights is a different layout from one built for real-time naval engagements, and the same hull can carry either.
The "Make it Loud" trailer revealed at Summer Game Fest 2026 showcased group fleets — the trailer's whole argument is about fleets operating together rather than ships sailing alone. A fleet is what you assemble when one ship is no longer enough to cover the passages you need to make, and it is the reason the game scales: more sea to cross, more factions to contend with, more routes that a single vessel cannot profitably run.
The same trailer introduced the game's six fleet factions, and they are worth knowing before launch because each is a different answer to the question of how a fleet should be built and run. There is a dedicated page for them. The short version: they range from the outlaw elegance of the Black Baron to the wandering restlessness of the Fireworks Wanderer, and your starting vessel — Drift Bottle — is deliberately the most modest of them.
The community wiki maintains dedicated Ships and Fleets and Crewmates sections with a revision history, which is the right place to check specific part combinations and crew stat lines as they emerge from testing. We will keep this page to the structure of the system, and the community wiki for the numbers.