🌊 Flotillas Adrift
New Commander's Handbook

How to Play Flotillas Adrift

A real guide, not a marketing page — everything below matches what's actually in the game. Read it before you cast off, or keep it open in another tab while you learn. Fair winds, Commander.

⚓ Fastest way to learn is to just be there. Try a fully-built flotilla right now — no sign-up, nothing saved.
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Founding your flotilla The daily loop Feeding, watering, housing Growing your city The ocean's moods Defending yourself War basics Trading and alliances

Founding your flotilla

You start with nothing but a name and the will to keep it afloat. Founding asks you for a handful of choices, and every one of them has real, ongoing effects — there's no wrong answer, only a different kind of flotilla:

Once you've founded, the game shows you exactly what got rolled before you land on your bridge — a "charts drawn" moment, so you know your starting hand before you start spending it.

The daily loop

Flotillas Adrift runs in real time. A tide is one real day — the whole ocean rolls over together at 9 PM Central every day, whether you're online or not. When a tide turns:

If you fall behind on your own real-world days, the game catches you up the moment you return — every missed tide is simulated in order, not skipped.

Between tides, your Dashboard shows every timer currently running on the flotilla — troop training, construction, mine sowing, a wonder's keel, mothball/recommission transitions, the rudder, expeditions, readiness locks, all of it in one place — and an honest forecast of tomorrow's tide: the projected net, what's about to complete, tomorrow's weather, and your projected population change. No guessing what you'll come back to.

Don't want to keep checking back? Opt into Signal Flags in Settings for at most one push notification a day — when the tide turns or something you set in motion completes. Strictly opt-in, no streaks, no FOMO.

Bill-lock. Bills are real debt, not a suggestion — if you can't cover what's due, the shortfall carries forward as arrears, and after a few days of unpaid arrears your flotilla is bill-locked: most actions freeze until you pay down what you owe. Collect your levy and pay bills every time you check in, or set auto-pay (it only ever pays in full, never partially into debt).

Feeding, watering, housing your people

Every soul aboard eats and drinks once a tide. Fall short and people starve or leave; keep them fed, watered, and comfortably housed and your population — and your happiness score — climbs.

Growing your city

Beyond food and water, three levers grow your flotilla's power over time:

The ocean's moods

The ocean isn't a static map — it has its own weather and its own wildlife, and every flotilla out there rides the same one, at the same time. None of it requires you to do anything; it's daily-life texture that occasionally hands you a decision.

Weather fronts

Every day the whole ocean shares one of four weather states — calm, chop, squall, or fog — the same for every player, so nobody's weather-lucky. Squalls blunt helicopters and ground drone swarms outright, and add a small toll to seaborne assaults crossing that day; fog degrades naval defense and blurs how fresh your intel on a rival reads. Deck catch (your food/water production) also varies a little with the front. Check the forecast strip before you commit to anything weather-sensitive.

The current waters

Separately, every flotilla drifts through a slow global cycle of eight named ocean waters — the Rustgyre, Coldmarch Strait, the Long Fetch, Glasswater Sound, the Salt Meridian, the Slackwater, the Deepwake, and Bloomreach — each lasting about ten tides before the tide carries everyone into the next. Every water gives something and costs something (trade income, tech-buy cost, birth rate, happiness, pirate/refugee/salvage-boom odds, even salvage-expedition yield) — there's no strict best water. You can pay a fee and wait out a real-time rudder turn to steer yourself into a specific water early for one cycle, then you drift back onto the shared clock.

Flotsam & message bottles

A guaranteed daily pickup — the tide always brings something to your deck: cash, a temporary resource-crate buff, or a message-in-a-bottle bit of lore. Miss a few days and you're never penalized; coming back after a gap just gives you one doubled welcome-back drop, not a stockpile.

Shoal Season

A weekly, shared fishing window — a shoal (lean, normal, or rich) appears on the Radar and you can send a detail of your own population out to trawl it for extra catch, optionally escorted against pirates. It's a real, finite pool shared with whoever else joins, and it settles with a "Trawl Log" receipt when the season ends.

The Leviathan

Once a month, something enormous surfaces near a flotilla — privately rolled per player, so it's your own encounter, not a shared spectacle. When it visits, you choose: pay tribute in cash, harass it to relieve some of the food/water toll it's taking, or hunt it outright for a cash reward and a trophy. It always takes a bite out of your food or water flow while it's around; how you respond decides how much.

Wreck expeditions

The wreck of the old world is still down there. Wrecks surface on the Radar as salvage contacts — send a detachment of your own military out to salvage one (real-time, they're away from home and can't defend you while gone) for loot, and sometimes prisoners, sometimes losses. It's optional risk-for-reward, not required progression.

Defending yourself

You don't need a standing army to not be defenseless. A meaningful share of your own population will fight in self-defense as militia even with zero soldiers — a bigger standing army just organizes more of that potential into an actual fighting force. Beyond that:

War basics

War is opt-in and bounded — you can't be blindsided by a flotilla wildly stronger or weaker than you, and no war drags on forever:

Trading and alliances

You don't have to go it alone, and most of the ocean's economy is built around not going it alone:

⚓ That's the shape of it — the rest you'll learn by doing. Jump into a fully-built flotilla, no sign-up required.
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Want the systems in more depth? See Features & Game Systems. Want the setting and the story behind it? See The World of Flotillas Adrift.