
Screenshots

Watch trailer on Steam ↗Sea Of Rifts
Out Of Bounds Games ApS · Published by Out Of Bounds Games ApS · Official site ↗
Last updated 27 Sept 2026
In this naval sandbox RPG you assemble a motley crew of misfits and sail into a broken ocean to solve the mystery of why the world is falling apart. Engage in tense ship to ship combat and experience a new unique story every time you play. The helm is yours Captain.
Action, Adventure, Indie, RPG · More free games
Assemble your crew of misfits and take command on the high seas in Sea Of Rifts. Navigate a broken world, solve puzzles, and engage in intense ship-to-ship combat, each playthrough offering a unique adventure.
About this game
Sea Of Rifts is a naval sandbox RPG with a focus on procedural storytelling set in a quirky dark fantasy world inspired by the age when sailing ships were clad in iron.
Reality has been torn apart and other dimensions are bleeding through. Venture into these rifts to seek fortune and fame and see if you can reach the epicentre where it all started but beware; The Sea Of Rifts leaves a mark on all those that dare enter it.
Inspired by the ironclad era, traverse the sea with both steam and sail. Make the ship your own with various armour plating, weapons, and auxiliary equipment to find the playstyle that reflects who you are as a captain. Engage in naval combat against other ships as well as the monstrosities that lurk beneath the waves.
Crew members are generated from many different traits that determine their capabilities and personality. Get to know them over time and do your best to manage the social interaction between them. Gain their trust to become a true crew that have each other’s backs but beware of Infighting. An unhappy crew is a sure way to have a mutiny on your hand.

Delve into the game’s systems to tell an emergent story of your crew’s journey. Experience great sorrow, dangers and triumphs as you explore the Sea Of Rifts and try to reach the horrors of The Great Rift, the place where the world broke apart.
The helm is yours captain.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7
- Processor: i7-8750H
- Memory: 8 GB RAM
- Graphics: Geforce GTX 1050
- DirectX: Version 11
- Storage: 2 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: I7-10700
- Memory: 16 GB RAM
- Graphics: Geforce GTX 1080
- DirectX: Version 11
- Storage: 2 GB available space
Supported Languages
Latest news
Community & EventsOfficial
New demo out for Party-Based RPG Fest!
Ahoy captains! We have released a new demo to celebrate we are part of Valve's official Party-based RPG Fest in the coming week!The new demo features:Improved monster AIAlmanac now provides categories and includes helpful hints Visual improvements to ocean renderingTweaked progression so it's easier to get hold of weapons earlyMap will no longer tank your framerate when it's openUI improvements, I think we write this every time but hey there's a lot of UI and we keep improving it!Other minor bug fixes The update is on the smaller side since we are focusing on designing and planning out the progression for the full game. In the meantime I hope you will enjoy the new build and as always let us know on Discord or Steam what you think of the game! Safe winds Skipper AlexRead full article on Community AnnouncementsAnnouncementsOfficial
How to not get stuck in lakes - World and island generation in Sea Of Rifts
Ahoy folks I'm back from holiday with another devlog! This time I talk about how the world and islands are generated in Sea Of Rifts and how the player getting stuck in lakes led to a redesign of the whole generation to fit the game better and make it easier to adjust to create the right gameplay experience. There's also a peek at the shader we use to automatically texture the islands. Enjoy!Read full article on Community AnnouncementsAnnouncementsOfficial
How to make a systemic indie game - Sea Of Rifts Devlog #2
Ahoy Captains!I'm back with another devlog. This time it's about my approach to making a systemic game as an indie developer. You can watch it here:Safe WindsSkipper AlexRead full article on Community AnnouncementsAnnouncementsOfficial
What time is it? It's time for an updated demo!
Ahoy ahoy captains! We have a freshly caught update to the demo for ya. New FeaturesSave slot system, you can now have multiple saves going at the same timeBug and feedback tool, Hit F4 to let us know if the game has sprung a leak and need some caulkingTime of day tracker, a much requested feature!More variation in quest difficulty, this one was a lot of work to get in! You can now find a larger selection of quests when going to the bulletin boards with varying difficultyEnemy levelling. You can now encounter more difficult specimens of Shiftlings if you venture out into the RiftsNew nighttime hazards: Gloom & ShredderMore quest types & eventsBug fixes and tweaksIsland generation & placement more naturalFlare effect on ramming weapons (no more red-nosed battleships)More additions to the AlmanacFitted cannons to the Marauder HideoutGeneral polish, typo fixing, and bug squashingBalancingRebalanced Ocean & Deep Ocean to even out the difficulty curveMade provisions & coal more expensiveAdded Rusty Carronade, a cheap, low-powered variant of the Iron CarronadeAlso I have made my first devlog for the game over on YouTube about how the initial concept came about. I'm no one take Schreier but I hope you'll find the video interesting!As always let us know over on the Discussions board or on our Discord if you have any feedback!Safe windsSkipper AlexRead full article on Community AnnouncementsAnnouncementsOfficial
Hoist the colours, sailors!
Art Director Sofie here to tell you about one of the systems we made that allows us to easily recolour ships and other assets in the game without having to make a new variant of a texture map each time. Not only would this be an inefficient way for the team to handle visuals, but importing color variants of texture maps would also eat up storage space. No, we needed a smarter approach!Therefore we made a custom shader we call HSV Offset Shader and a database asset the system picks a random offset set from. The values in the database are defined in the HSV colour space - hue, saturation, and value - to make it easier to recolour already existing assets. This is how it works: The shader grabs the colour from the base mapThe colour gets converted to the HSV colour spaceAn offset to the colour is then applied based on the Colour Shift MapThe colour gets converted back to the RGB colour spaceAs shown here, Red in the Colour Shift Map is shifted by HSV Offset 0, Green by HSV Offset 1, etc. The Colour Shift Map is basically a mask texture that maps each of the offsets into individual parts of the original texture, so for example the hull of a ship can be recoloured differently than the steering cabin. As an artist this system is really useful and easy to apply. I can create a database for each culture in the game, controlling which colours a base map can be offset to, to make sure that the colours generated for, for example, Shaped Folk ships can only be variants of purple, green, and orange hues.When I want to use the shader, I just add the HSV Offset Picker component to the game object, pick the color database I want to use for the offset operation, and add to the list what meshes of the game object should be affected by the operation.Using HSV Offsets, I can make ships and other models a lot more varied without losing their wider faction identity, and make the world more visually interesting to explore as a player without compromising the performance of the game.The pos...Read full article on Community Announcements






