Beyond the Chart · Main game

One ship. One command deck. An ocean that refuses to stay known.

Read the next signal, issue the order and live with what it costs. Beyond the Chart is a turn-based naval roguelike about building one vessel through battles, markets, storms, wrecks and cursed waters.

In active developmentYour route waits here
Format
Single-player run
Combat
Turn-based commands
Build
Cards · Crew · Modules
Platform
Web browser

The player fantasy

The ship is not a vehicle between adventures. It is the adventure.

Every reward takes space. Every specialist changes what the crew can see or do. Every damaged system makes the next route harder to read. The vessel that returns is a record of the voyage that changed it.

One voyage · four pressures

Read. Command. Refit. Risk one more passage.

  1. 01

    Read the chart

    Choose between partially known signals: hostile sails, storms, markets, wrecks, islands or something the chart cannot classify.

  2. 02

    Command the battle

    Play fire, aim, brace, repair, boarding and specialist orders from a deck shaped by the current ship.

  3. 03

    Change the vessel

    Take one reward. Add a command, fit a module, recruit crew, store a supply or bind a relic to the build.

  4. 04

    Carry the damage

    Hull, morale, supplies and consequences persist. Continue toward the passage—or turn a survivable run into a wreck.

The build is physical

Five systems. One decision engine.

Cards do not float above the world as an abstract deck. They are orders a real crew can carry out because the ship, equipment and specialists make them possible.

  1. 01

    Command deck

    The orders available during combat and events.

  2. 02

    Ship and modules

    Slots, capacity and equipment define what the deck can support.

  3. 03

    Crew

    Specialists reveal routes, operate systems and change available decisions.

  4. 04

    Relics

    Rare rules that bend the voyage and create build-defining combinations.

  5. 05

    Supplies

    Limited physical answers to repairs, danger and opportunity.

Signals on the route

The sea changes genre without leaving the ship.

01

Naval battle

Read intent and survive the broadside.

02

Storm front

Spend resources now or accept consequences later.

03

Port and market

Refit under pressure; the strongest item may not fit the hull.

04

Wreck and island

Salvage, recruit, investigate or leave something untouched.

05

Cursed waters

Historical reality gives way to a clearly marked maritime fantasy.

Clear expectations

Focused by design.

It is
A compact naval roguelike centered on one evolving ship.
It is not
Not a seamless open world, real-time sail simulator or on-foot sword-fighting game.
Right now
A playable browser build still receiving systems, content, balance and interface work.

Current bearing

Built as a game, released as a living voyage.

The rules layer is deterministic and replayable; the interface and content can keep evolving around it. Development currently concentrates on complete run flow, readable ship systems, battle clarity, encounter variety and reliable version boundaries.

Current browser build

The chart ends here. The command is yours.

Set sail into the current development build. The route behind you will remain here, ready when you return.

Play the current build