SEAS OF SOLANA

Game Design Document

Version 2.0 — updated to reflect the implemented game

1. Game Overview

1.1 High Concept

Seas Of Solana is a blockchain-based strategy game where players build pirate empires through resource production, naval voyages, and tactical crew combat. Players own Crypto Coves that produce resources, command Crypto Captains who master switchable jobs and abilities, and captain Sea Rovers to explore, raid, and dominate the high seas. Every game action is validated server-side, and $DOUBLOON rewards settle on-chain with no per-action wallet signatures.

1.2 Core Pillars

1.3 Target Audience

2. Asset System

2.1 Crypto Coves

Crypto Coves are the foundation of the economy. Every one of a cove's five NFT traits is read directly from its metadata and mapped into gameplay: what it produces, how fast it produces, and how well it defends. Re-syncing an NFT never wipes accumulated progression.

Island Classifications

A cove's island class is derived from its overall trait rarity — rarer trait combinations grade into higher classes with more building slots.

Class Overall Rarity Building Slots
Atoll Common 2
Cay Uncommon 3
Isle Rare 5
Archipelago Epic 7
Citadel Legendary 10

Trait-Driven Production

Trait Gameplay Effect
Resource Sets what the island produces: Lumber Mill → Timber, Stone Mine → Iron, Shipyard → both Timber and Iron
Tavern Every cove with a Tavern brews Rum
Treasure Accessories Booty, Gold Skull, and Skull Island accessories trickle a steady stream of Gold
Defenses Sets defense level 1–5: Hideout < Retreat < Port < Fort < Stronghold
Location, Well & Windmill Modify the cove's overall production rate

Resource Types

Resource Category Primary Uses
Timber Building Material Ship repairs (10 Timber per repair)
Iron Building Material Ship repairs (5 Iron per repair)
Rum Consumable Voyage provisions — roughly 1 Rum per 10 minutes of voyage
Gunpowder Military Voyage ammunition — cost scales with mission risk
Gold Currency Trickled by treasure-trait coves; premium spending

Future trade goods (not yet in game): Spices and Cloth are planned as luxury commodities for the player-driven market.

Cove Buildings (Future Construction System)

Today a cove's production comes entirely from its NFT traits. Building slots (2–10 by island class) are reserved for a future construction system that will let players expand beyond their traits:

Building Function Upgrade Levels
Lumber Mill Increases Timber production rate 5
Foundry Enables Iron production and processing 5
Distillery Produces Rum from sugar cane 5
Powder Works Manufactures Gunpowder 5
Shipyard Repairs sea rovers, enables ship upgrades 5
Tavern Recruits mercenary crew, boosts morale 3
Warehouse Increases resource storage capacity 5
Fort Defensive structure, garrison bonus 5
Watchtower Early warning of incoming raids 3
Trading Post Enables NPC trade routes, market access 3

2.2 Crypto Captains

Crypto Captains are the active agents in the game. They crew voyages, fight in boarding battles, and grow through the job system. Each captain's stats are derived from their NFT traits, then multiplied by their current job.

Archetypes & Trait Effects

Each captain belongs to one of 16 archetypes with a distinct base stat spread — from everyday Pirates and Veterans up to legendary figures like Poseidon, the Skeleton King, Blackbeard, and The Child. On top of the archetype, three cosmetic traits carry real stat weight:

Trait Stat Effect
Archetype Base spread across all four stats (16 distinct profiles, Common → Legendary)
Eyes Modifies Luck
Floor Modifies Morale
Background Modifies Navigation

Crew Stats

2.3 Corsair Tactics — The Job System

Captains aren't locked into a class. Inspired by classic tactics RPGs, every captain can switch between 10 jobs, level each one independently, and mix abilities across jobs. Advanced and elite jobs unlock by leveling prerequisite jobs first.

The Job Tree

Tier Job Unlock Requirement Identity
Base Deckhand Versatile starter, martial path
Base Cook Support starter, sustain path
Advanced Swashbuckler Deckhand Lv 3 Duelist — 1.3× Combat
Advanced Cannoneer Deckhand Lv 3 Area damage specialist
Advanced Navigator Deckhand Lv 2 + Cook Lv 2 Voyage & speed expert
Advanced Surgeon Cook Lv 3 Healer
Advanced Sea Witch Cook Lv 3 Hexes & sea magic
Elite Voodoo Blade Swashbuckler Lv 4 + Sea Witch Lv 4 Lifesteal spellblade
Elite Corsair Captain Swashbuckler Lv 3 + Navigator Lv 3 Party leader & buffer
Elite Kraken Priest Surgeon Lv 4 + Sea Witch Lv 4 Deep magic — 1.4× Morale

The JP Economy

Abilities

There are 40 learnable abilities — 3 actives and 1 passive per job — purchased with JP (100–600) and gated by job level. The signature mechanic: your primary job grants its stats and abilities, while a secondary job lends every active you've learned in it. A Swashbuckler who moonlit as a Surgeon can heal mid-duel.

Sample Actives

Sample Passives

Voyage passives are not cosmetic — Hearty Rations, Star Reader, and Powder Discipline genuinely reduce voyage costs and duration when that captain is aboard.

2.4 Sea Rovers

Sea Rovers are the primary vehicles for player actions. They carry crews on voyages and into raids. Every ship's class and stats are derived entirely from its 9 NFT traits — two Sea Rovers with different hulls, sails, and accessories play differently in-game.

Ship Classes (derived from Hull trait)

Class Hull Traits Character
Sloop Oak, Birch Light and nimble all-rounder
Brigantine Walnut, Mahogany, Jungle Balanced hardwood workhorse
Ironclad Metal Armored bruiser, heavy hull
Interceptor Interceptor Built for the chase
Ghost Ship Cursed, Black Pearl Dread vessel of the deep
Crystal Ship Crystal Rare gleaming hull
Sol Galleon Solana The flagship class

Trait → Stat Mapping

Trait Gameplay Effect
Ship (hull) Determines class and base statline
Sail Sets speed; Merchant sails trade speed for extra cargo
Crew (painted) Adds crew berths and cannons
Bow Accessory Adds cargo capacity or cannons
Starboard Reinforces hull strength
Captain (figurehead) Grants a hull ward (protective bonus)
Sea Creature, Seabed, Background Feed into overall rarity

Ship Stats

3. Core Game Loops

3.1 Voyage System

Voyages are the primary active gameplay mechanic. Players dispatch sea rovers with crew on various mission types.

Voyage Types

Type Duration Risk Reward Requirements
Patrol 1-4 hours Low Low Any ship + 1 crew
Trade Run 2-8 hours Low-Med Medium High-cargo ship pays off
Exploration 4-12 hours Medium Variable Navigation-focused crew shines
Raid (NPC) 2-6 hours Medium High Resolved by a real boarding battle
Treasure Hunt 6-24 hours High Jackpot Longest odds, biggest haul
Raid (PvP) (Future) 1-4 hours High Very High Planned — not yet in game

Voyage Costs & Outcome Calculation

Every voyage is provisioned and resolved server-side:

  1. Provisioning: Costs Rum (roughly 1 per 10 minutes of duration) plus Gunpowder scaled to mission risk

  2. Success chance: A 40% baseline plus up to 55% more from the crew's average Combat stat

  3. Raids are the exception: Instead of a probability roll, claiming a Raid triggers a full boarding battle — win the fight to win the loot

  4. Crew passives apply: Hearty Rations, Star Reader, and Powder Discipline reduce Rum cost, duration, and Gunpowder cost respectively

  5. Rewards: $DOUBLOON (minted on-chain, with a Luck bonus) plus XP and JP for the crew

  6. Wear and tear: Ships lose durability each voyage; repairs cost 10 Timber + 5 Iron

3.2 Combat System

Combat is a server-simulated, deterministic ATB (Active Time Battle) system. Every battle runs from a seed on the backend — the same seed always reproduces the same fight, so results can't be manipulated and every battle can be re-watched. Your captains' jobs, abilities, and stats do the fighting; your strategy happens in the crew you build and the abilities you teach them.

Battle Mechanics

Battle Replay Viewer

The client is a full replay player: animated HP bars, floating damage and crit numbers, speed controls (1× / 2× / skip), and a reward screen. Battle history is stored, so any past fight can be re-watched.

The Arena — 5 PvE Tiers

Tier Enemy Fleet Victory Rewards
1 Wharf Rats 40 JP, 30 XP, 25 $DOUBLOON + resource loot
2 Cutthroat Crew 80 JP, 60 XP, 50 $DOUBLOON + resource loot
3 Royal Navy Patrol 120 JP, 90 XP, 75 $DOUBLOON + loot; boss with signature moves
4 Kraken Cultists 160 JP, 120 XP, 100 $DOUBLOON + loot; boss with signature moves
5 Ghost Fleet 200 JP, 150 XP, 125 $DOUBLOON + loot; boss with signature moves

JP is paid per surviving captain (40 × tier), with a 25% consolation on a loss. Arena fights are rate-limited to 10 per hour.

Naval Engagement Flow

A raid still plays out in the classic five beats — with boarding as the implemented crew-battle layer where the outcome is actually decided:

  1. Engagement: Your Sea Rover closes on the target during the raid voyage

  2. Positioning: Ship stats and crew passives set the stage

  3. Cannon Exchange: The softening-up before the decisive fight

  4. Boarding: The full ATB crew battle — this is where victory is decided

  5. Resolution: Win the boarding battle, win the loot; lose it, sail home empty-handed

4. Economy & Progression

4.1 Resource Flow

The economy follows a cyclical flow designed to create sustainable demand:

4.2 Sinks & Faucets

Faucets (Token/Resource In) Sinks (Token/Resource Out)
1,000 $DOUBLOON onboarding grant Crew level-up: burns 50 $DOUBLOON
Voyage rewards (base + Luck bonus) Voyage provisions (Rum + Gunpowder)
Arena bounties (25 × tier) Ship repairs (10 Timber + 5 Iron)
Cove resource production Future: building construction, market fees
Arena resource loot tables Future: premium cosmetics, alliance wars

4.3 Progression Systems

Crew Progression (Implemented)

Ship Progression (Implemented)

Future Progression

5. Social Systems (Future Roadmap)

Everything in this section is planned but not yet built. Current gameplay is PvE; PvP raids, factions/alliances, trade routes, and seasons are on the roadmap for after the public devnet beta.

5.1 Alliances

Players can form or join Alliances (guilds) for cooperative gameplay:

5.2 Territory Control

The game world is divided into regions that alliances can contest:

5.3 Seasons & Events