Madness Afloat

A cursed Polynesian colony teeters between industrial greed and cosmic horror. Pilot steam-powered ships through haunted sea routes, manage cursed cargo that erodes your crew’s sanity and survive 20–30 minute dives into procedurally remixed dread. Steer into madness. Trade your soul for power.

In Madness Afloat, 1–4 players pilot cursed steamships through nightmarish sea routes haunted by mutated wrecks, eldritch shrines and sanity-shredding anomalies. Every voyage is short, but every decision may leave a scar.

Haul volatile cargo through hostile waters. Each crate, be it fragile, cursed, hot/cold or explosive, must be snapped into your ship’s grid. Misplace one or take too many hits, and you risk chain reactions, melting sanity or a hold-wide detonation.

Sanity is shared across your crew. As fear mounts, hallucinations distort targeting, vision, and even commands. Ride the Edge for brief clarity and power or tumble into madness. Shrine bargains, officer traumas, and cursed cargo echo across dives.

Each 20–30 minute dive leaves lasting marks. Ships evolve with new hull modules and systems. Named officers, drawn from rival factions, gain traits, traumas and unique abilities. Your standing with these factions affects who will join you and who might turn away. Boons stack. Debts accrue. You’ll return stronger, but not unscarred.

Play solo or with a full crew, anyone can cover the essentials. Deeper coordination unlocks role synergies, kit combos and multi-ship strategies for high-tier anomalies.

In an alternate 1899, the Polynesian archipelago of Tuva’i is unraveling. Imperial ambition has awakened something ancient. Face warring factions, forbidden shrines and whispering seas in a world where every storm remembers and some voices never stop calling.