Devlog #2
[h3]Hello Shipbreakers![/h3]
Not sure if you’ve seen it yet, but we’ve officially set the start date for the Ship Graveyard Simulator 3 playtests - April 15, 2026!
This is your chance to sign up, so don’t miss out. To join, simply head to the game’s main page and click the “Request Access” button.
Now, today we want to outline the core gameplay loop in Ship Graveyard Simulator 3 and clarify what has (and hasn’t) changed compared to previous games.
At a fundamental level, the loop remains the same:
You acquire ships, dismantle them, recover materials, and generate profit.
That structure is intentional. It’s the main part of the game, and SGS3 is built around reinforcing it rather than replacing it.
At the same time, we’ve introduced additional systems that expand how you can engage with that loop. These are optional and designed to sit alongside the core experience, not override it.

[h3]⚒️ Dismantling remains the primary system [/h3]
The shipbreaking process is still the central mechanic.
In SGS3, we’ve focused on increasing player control and flexibility during dismantling. The goal was not to complicate the process, but to remove some of the previous limitations and allow for more natural interactions with ship structures.
You can approach dismantling with more freedom than ever before in SGS.
Tools have been adjusted to support this flexibility. Their usage is less constrained, which should translate into a more consistent and predictable interaction with ship elements.

[h3]💼 Additional systems (optional layer) [/h3]
Beyond dismantling, SGS3 introduces optional activities such as side quests provided by NPCs and new interactive locations.
These systems are not required to progress but are intended to:
The design assumption is that different players optimize for different things:
The game does not enforce a single “correct” way to play. If you want to focus exclusively on dismantling, the systems will not block or redirect you.
More detailed breakdowns of these systems will follow in separate devlogs.

[h3]⚓ Continuity with controlled expansion [/h3]
The primary design goal for SGS3 is continuity with expansion.
The core loop: dismantle → collect → sell - remains intact and is still the most efficient and direct way to play.
What changes is the number of valid approaches around that loop:
The intention is to support different playstyles without fragmenting the experience.
More details soon,
Ship Graveyard Simulator Team
Not sure if you’ve seen it yet, but we’ve officially set the start date for the Ship Graveyard Simulator 3 playtests - April 15, 2026!
This is your chance to sign up, so don’t miss out. To join, simply head to the game’s main page and click the “Request Access” button.
Now, today we want to outline the core gameplay loop in Ship Graveyard Simulator 3 and clarify what has (and hasn’t) changed compared to previous games.
At a fundamental level, the loop remains the same:
You acquire ships, dismantle them, recover materials, and generate profit.
That structure is intentional. It’s the main part of the game, and SGS3 is built around reinforcing it rather than replacing it.
At the same time, we’ve introduced additional systems that expand how you can engage with that loop. These are optional and designed to sit alongside the core experience, not override it.

[h3]⚒️ Dismantling remains the primary system [/h3]
The shipbreaking process is still the central mechanic.
In SGS3, we’ve focused on increasing player control and flexibility during dismantling. The goal was not to complicate the process, but to remove some of the previous limitations and allow for more natural interactions with ship structures.
You can approach dismantling with more freedom than ever before in SGS.
Tools have been adjusted to support this flexibility. Their usage is less constrained, which should translate into a more consistent and predictable interaction with ship elements.

[h3]💼 Additional systems (optional layer) [/h3]
Beyond dismantling, SGS3 introduces optional activities such as side quests provided by NPCs and new interactive locations.
These systems are not required to progress but are intended to:
- Provide additional objectives
- Introduce variation in gameplay
- Offer alternative ways to generate income or resources
The design assumption is that different players optimize for different things:
- Efficiency and throughput
- Profit maximization
- Resource organization
- Task completion
The game does not enforce a single “correct” way to play. If you want to focus exclusively on dismantling, the systems will not block or redirect you.
More detailed breakdowns of these systems will follow in separate devlogs.

[h3]⚓ Continuity with controlled expansion [/h3]
The primary design goal for SGS3 is continuity with expansion.
The core loop: dismantle → collect → sell - remains intact and is still the most efficient and direct way to play.
What changes is the number of valid approaches around that loop:
- Additional structure for players who want it
- More freedom in how dismantling is executed
- Optional systems that can be ignored without penalty
The intention is to support different playstyles without fragmenting the experience.
More details soon,
Ship Graveyard Simulator Team