A trading game of the open sea

Every hold is a wager.
The sea collects.

Captain a merchant ship in a world that never resets. Buy cheap, sail far, sell dear. Answer the raiders when they come. Play in your browser, a few minutes at a time.

Free to play. Runs in your browser. Nothing to download.

The trade

You're a captain.
Gold is the point.

You start with a little gold and a small sloop.

Every port prices its goods differently. Timber is cheap where it's cut. Silk is dear almost everywhere.

So you buy where it's cheap. You sail. You sell where it's dear.

That's the game. The rest is what goes wrong in between.

Buy.

Fill your hold at a port's market.

Sail.

Pick a route and cast off: a short hop, a medium run or a long haul.

Sell.

Make port, unload, count the difference. Then do it again with a bigger ship.

Built for five minutes, not five hours.

Voyages run in real time. Your ship keeps sailing while you're at work or asleep.

You don't need to stay logged in. Nothing sails faster because you're watching.

Check in. Sell. Reload. Cast off. Come back when she's in.

The sea keeps score.

There's one world and it never resets. What you build stays built. What you lose stays lost.

Prices that answer back

Every trade moves the price. Dump a hold of rum on one port and the price sinks behind you. Other captains are doing the same. Read the market or get read by it.

Raids you answer

Raiders stop you mid-voyage. Fight, flee, or hand over part of the hold. Take too long to answer and you've surrendered. Insure the cargo before you sail and a bad day hurts less.

A crew worth keeping

Hire hands at the tavern: navigators, gunners, cooks and more. Each one sharpens one thing, and the longer they serve, the better they get. Pay them and keep them fed. Let their spirits sink far from port and they'll turn on you. Lose a veteran in a storm and you'll feel it.

The long haul

Short hops are safe money. Medium runs pay more. Long hauls pay best, and the sea gets a say at every checkpoint along the way: a storm, salvage drifting past, a sail on the horizon. Home waters are calm. The frontier is not.

Turn hunter

Tired of being the prey? Put guns aboard and sail a busy lane. Take prizes from the merchant traffic, or from other captains. They can do the same to you.

Contraband

Some cargo never passes a customs house. Buy it quietly, stow it in a hidden compartment, and sail it past the inspectors. If they find it, they take it and fine you. Every nation keeps two tallies on you: how much it trusts you and how much it suspects you. You can be welcome in a port and wanted there at the same time.

New waters

The world is bigger than the charts you start with. Rise in rank and the chartmakers will sell you the way to waters most captains haven't sailed. Charts go stale, because the sea changes.

A rank that only climbs

Every coin you trade raises your rank, from deckhand to baron, and it never drops. Rank decides which hulls the shipyard will sell you. After enough time at sea, choose a path: trader, privateer or smuggler.

Earn a bigger ship.

Start in a sloop and work up from there. Every hull is built for a different way to sail. Pick the one that suits yours.

Detailed antique naval plan of a sloop on aged parchment

Sloop

Built for: Starting out

Quick, cheap, and the one everyone starts in.

Detailed antique naval plan of a cutter on aged parchment

Cutter

Built for: Smuggling

Shallow draught, a fast hull and a place to hide things.

Detailed antique naval plan of a brigantine on aged parchment

Brigantine

Built for: The long haul

The workhorse of the long haul.

Detailed antique naval plan of a fluyt on aged parchment

Fluyt

Built for: Bulk trade

All hold and no teeth. The cheapest ton afloat.

Detailed antique naval plan of a galleon on aged parchment

Galleon

Built for: Heavy cargo

Slow. Enormous. Hard to take.

Detailed antique naval plan of a frigate on aged parchment

Frigate

Built for: Hunting

Guns first. Cargo if there's room.

Your old hull counts toward the new one. The shipyard takes trade-ins.

Fair play

Gold is earned.
Never sold.

Meridian Concord is free to play, with one ship at sea. Subscribers can sail more often and open slots for more ships, so they can run a fleet. Every ship is still bought with gold earned at sea. Nobody can buy gold or rank. Every coin in this world came off a ship.

On the horizon

In the works. Not in the game yet.

Companies. Band together, pool your capital, name your rivals.

A player marketplace. Sell to other captains directly.

Your sloop is waiting at the quay.

A purse of gold. A small hold. A market that doesn't know your name yet.

Free. In your browser. A few minutes to your first voyage.