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Wishlist on SteamSeaforge: Shores of Atlantis — Deep Dive Strategy Guide
What Is Seaforge: Shores of Atlantis?
Seaforge: Shores of Atlantis is a 1-4 player open-world survival crafting adventure from Glowbug Games, a small independent studio based in Seattle, Washington. Led by a couple building their debut title, the studio describes their game as combining "the satisfaction of building a cozy home with the thrill of deep-sea exploration." You awaken shipwrecked on a forgotten island chain that hides the lost ruins of Atlantis, and your only path forward is to dive into flooded temples and glowing trenches, haul ancient technology back to the surface, build a seaside villa, and reclaim the sunken civilization's power island by island.
The game's elevator pitch is simple: spend daylight hours diving into sparkling coral reefs, overgrown ruins, and underwater caves in search of gems, ancient technology, and long-lost magic. Oxygen is your ticking clock — the deeper you go, the stranger and more powerful the discoveries become, but every dive demands a return trip. At night, corrupted creatures emerge from the underworld, turning exploration into a constant balance between discovery and survival. Make it home before nightfall or face what crawls out of the dark.
The hook is the sun. Plants power your entire progression. You grow dozens of types of unusual plants on the surface, condense them into energy, and use that energy to fuel Atlantean weapons. You start with scavenged blades and scrap-tier tools. By endgame, you channel solar energy through mystical weapons to take out fearsome bosses like powerful sand-worms and venomous spitters. The deeper you want to dive, the more you need the surface garden you built — a loop that makes farming feel like survival, not busywork.
Mechanically, Seaforge sits at the intersection of Subnautica's oxygen-timed diving, Valheim's combat-and-building loop, and Stardew Valley's plant-to-power economy. The official press kit explicitly names Subnautica and Valheim as touchstones. You are not a marine scientist or a viking — you are a survivor on a hostile shore, and every dive is a calculated bet against your lungs.
Game Details
| Field | Detail |
|---|---|
| Genre | Open-world survival craft, adventure, co-op |
| Developer | Glowbug Games (Seattle, WA — debut title) |
| Publisher | Glowbug Games |
| Platform | Windows (PC) |
| Price | TBA (paid, not free-to-play) |
| Players | 1-4 players, solo or online co-op |
| Release | To be announced (Early Access) |
| Engine | Unreal Engine (per Steam metadata) |
| Co-op | Online co-op, shared home base, divided tasks |
| Languages | English (full audio), Japanese (interface) |
| Age Rating | Brazil: 14+, Germany: 16+, Indonesia: 18+ |
| Estimated Size | 10 GB minimum, 20 GB recommended |
| Website | seaforgegame.com |
| Steam | store.steampowered.com/app/4712440 |
Target Audience
Seaforge is built for players who love survival crafting with a strong exploration hook and co-op play. If you enjoyed the oxygen management and underwater terror of Subnautica but wished it had proper co-op and base building, this is aimed directly at you. If Valheim's loop of building, gearing up, and pushing into progressively harder biomes clicked for you, Seaforge's island-by-island conquest structure will feel familiar. The plant-fueled economy will resonate with Stardew Valley and Palworld fans who appreciate farming that feeds combat progression rather than existing as a parallel mini-game.
The crafting system progresses through distinct material tiers — starting with rustic thatch and fiber shelters, advancing to polished wood and decorative ceramics, and culminating in an extensive building set with paintable walls, tiled mosaic floors, and charming furniture. If you are the type of player who spends hours perfecting your base between expeditions, Seaforge rewards that impulse.
It is not for players who want combat-first survival or fast-paced action. The trailer and developer descriptions center diving, building, farming, and exploration. Fighting corrupted creatures is part of the loop, but the game's heart is the surface-to-depths resource cycle. If you need constant combat or a confirmed release date, this may not be for you — the game is early in development with no launch window announced.
Getting Started — First 30 Minutes
1. Get your bearings on the beach. You start shipwrecked with nothing. Scout the immediate shore for basic resources — wood, stone, and scrap-tier materials. These feed your first tools and your first shelter. Do not wander inland before you have a blade.
2. Gather thatch and fiber first. Your earliest building tier uses rustic materials. Thatch and plant fiber let you throw up a basic shelter. Do not skip this for something prettier — you need a safe zone before nightfall, and thatch is the fastest path to one.
3. Build a simple shelter before nightfall. Night is dangerous. The developer description is blunt: "make it home before nightfall." Even a basic hut with a door gives you a safe place to recover health while corrupted creatures creep across the sea. The shelter blocks hostile spawns and lets you heal — without it, your first night is a death sentence.
4. Test your oxygen limit on a shallow dive. Do not swim straight into a deep trench on your first dive. Learn how long your oxygen lasts by exploring a reef or shallow cave near shore, then surface before the meter hits half. The penalty for drowning is not worth discovering the hard way, and the most valuable discoveries lie far from safety — you need to know your range before you push it.
5. Plant your first crops immediately. Sun-loving plants are your advancement engine. Get a few seeds in the ground as soon as you have a basic shelter, even before a greenhouse. Every in-game day they grow is a day of free energy toward your arsenal. Delaying your garden is delaying your combat effectiveness.
6. Mark and activate the lighthouse on your starting island. Ancient lighthouses are fast travel points. Finding and activating them early turns every later island conquest from a long sail into a fast travel click. A lighthouse chain is your map backbone — ignore them at your own pace penalty.
7. Craft a scavenged blade before you explore inland. Your starting tools are scrap-tier. A blade lets you harvest more efficiently and gives you a fighting chance against the corrupted creatures and insect-like enemies that emerge from the underworld. Bare hands will not cut it.
8. Bring a friend if you can. The game supports up to 4 players with a shared home base. Dividing tasks — one farms and cooks, one dives for gems and ancient tech, one builds and fortifies the villa — accelerates the early game dramatically. Solo is viable, but co-op is the intended experience.
Beginner Mistakes to Avoid
| Mistake | Why It Hurts | Fix |
|---|---|---|
| Diving deep before upgrading oxygen capacity | Oxygen drains fast at depth; deep ruins have no air pockets near the entrance and the return swim is longer than you think | Upgrade oxygen first, learn air pocket locations on shallow dives, and never push deeper than half your oxygen bar allows for the round trip |
| Ignoring the garden entirely | Plants are not decorative — they power your weapons and unlock gear tiers. No crops means no condensed energy, which means no Atlantean weapons | Plant early, build a greenhouse to boost growth, automate watering to remove the daily chore, and mix fertilizer for accelerated yields |
| Staying outside after sunset | Corrupted creatures and insect-like underworld enemies are stronger at night, and more of them spawn. The sea itself carries additional dangers after dark | Build a shelter on day one and plan every expedition so you return before the sun sets. If caught outside, stay near a lighthouse |
| Hoarding rare resources instead of crafting | Rare gems and ancient tech sitting in a chest do nothing — they unlock blueprints and gear that make every subsequent dive easier and safer | Craft and upgrade aggressively. Every unused rare resource is a missed power spike |
| Skipping lighthouse activation on conquered islands | Fast travel routes stay locked, making island hopping painfully slow. You will waste real-time hours sailing routes you could teleport | Activate every lighthouse the moment you clear its island. Treat lighthouses as mandatory map objectives, not optional landmarks |
| Exploring deep ruins alone in co-op | The island chain and deep trenches are dangerous. A buddy can revive you, split aggro from corrupted creatures, and carry extra loot on the swim back | Stick with at least one partner for deep dives. Solo scouting is fine for surface resource runs and shallow reefs |
| Building your villa before securing food and oxygen upgrades | A beautiful base with no food supply and base-level oxygen capacity traps you on the surface. You need to dive to progress, and you cannot dive without upgrades | Prioritize function over form in the first few hours. Upgrade oxygen and establish a food garden before expanding your villa's footprint |
Core Mechanics Deep Dive
Oxygen and Diving
Oxygen is the central tension in Seaforge. You dive through glowing trenches, overgrown ruins, sparkling coral reefs, and underwater caves hunting gems, ancient technology, and rare materials. The deeper you go, the stranger and more powerful the discoveries become — and the faster your oxygen drains. The game rewards planning: know where the air pockets are, know your oxygen capacity, and never push one more room deeper than you can swim back from. The most valuable discoveries consistently lie far from the safety of home — the game is designed so that the best loot demands the longest, riskiest dives.
Underwater biomes are varied and handcrafted, not procedural. The press kit mentions sunny coastal ruins, glowing underwater caverns, deep trenches, and reef systems — each with unique threats and resources. The return trip is not just a swim back; it may involve navigating through territory that corrupted creatures have moved into while you were looting.
The Plant Economy and Gardening
Sun-loving plants are the backbone of progression — not a side activity. You grow dozens of types of unusual plants, some for food and others to condense into energy that powers your arsenal. The gardening system has real depth:
- Greenhouses — dedicated structures that protect crops and boost growth rates
- Automated watering — removes the daily chore of manual watering once you build the infrastructure
- Fertilizer mixing — custom fertilizer blends accelerate growth and increase yields
- Energy condensation — plants are processed into fuel for Atlantean weapons and gadgets
The loop is deliberate: to fight the deep, you must farm the surface. If your garden stalls, your combat power plateaus. This ties the cozy farming fantasy directly to the progression system — you cannot out-grind the garden by just diving more.
Base Building and Villa Customization
Your seaside villa is your home base, safe zone, and creative canvas. The building system progresses through distinct material tiers:
- Tier 1 — Rustic: Thatch and plant fiber. Quick to build, functional, but minimal protection. Your first-night shelter.
- Tier 2 — Wood: Polished wood structures with better durability and aesthetics. The workhorse tier for early-to-mid game.
- Tier 3 — Decorative: Tiled mosaic floors, paintable walls, charming furniture, and houseplants galore. This tier is where the "cozy home" fantasy fully delivers — the press kit emphasizes the sunset-from-your-deck moment.
In co-op, the villa is shared. You build together, divide rooms and responsibilities, and each player's contributions — whether farming, diving, or crafting — feed the shared progression pool. The villa is also where you recover health safely, store resources, and plan the next expedition.
Island Conquest and Lighthouses
The world is a chain of handcrafted islands, each with its own ruins, resources, secrets, and biome identity. To expand your reach, you battle corrupted creatures and insect-like enemies that have emerged from the underworld, reclaiming the sunken civilization's ancient power.
The conquest loop works in stages:
- Scout an infested island to identify its resources, enemy types, and lighthouse location
- Clear the island by defeating the corrupted creatures guarding it
- Activate the ancient lighthouse to open fast travel routes back to your home base and previously conquered islands
- Exploit the island's unique resources to feed your crafting and gardening pipelines
Each conquered island permanently adds new resources, tougher enemy types, and more territory to your map. The meta-progression is geographic: the map literally opens up as you push back the decay.
Combat and the Arsenal
Combat escalates through distinct weapon tiers, each unlocked by blueprints discovered through exploration and combat:
- Scrap Tier: Scavenged blades and basic tools. Your starting loadout. Serviceable against basic corrupted creatures but struggles against anything larger.
- Crafted Tier: Weapons forged from rare resources gathered on dives and island conquests. Stronger materials, better reach, higher damage.
- Atlantean Tier: Energy weapons that channel solar energy — condensed from your garden — to deal massive damage. These are required for bosses and endgame threats.
Named enemy types include powerful sand-worms (likely ambush predators in beach and desert biomes) and venomous spitters (ranged threats that punish static positioning). The press kit also mentions "strange insect-like creatures" emerging from the underworld, suggesting a varied bestiary that mixes corrupted wildlife with supernatural Atlantean constructs.
The weapon tree is tied directly to the farming system: you cannot fuel Atlantean-tier weapons without a productive garden. This makes farming a combat resource, not a side hustle.
Advanced Strategies
The Two-Shift Co-op Split
In a group of 3-4, split into a surface shift and a deep shift. One or two players handle farming, cooking, base expansion, and crafting while the others dive for rare materials and ancient blueprints. When the divers surface with new technology, the surface team converts crops into energy and processes raw materials into upgrades. This keeps the base producing continuously — food never rots, energy reserves never hit zero, and the exploration front never pauses while someone tends the garden.
Lighthouse Chain Optimization
Activate lighthouses in a deliberate chain rather than hopping to the richest-looking island first. Each lighthouse connects back to your home base and the previous lighthouse in the chain, so a linear island-clearing path creates an uninterrupted fast-travel corridor. Once the chain is established, pick the island with the highest-value resource (rarest gems, most blueprints, best farmable enemies) and set it as your expedition hub. The chain also creates safe retreat routes — if a dive goes wrong, you can fast-travel to the nearest lighthouse rather than swimming the entire distance.
Energy Banking
Do not condense every harvest into weapon fuel immediately. Bank a reserve of at least one full greenhouse cycle's worth of condensed energy at all times. Boss encounters and deep expeditions burn through fuel faster than you expect. An empty fuel tank mid-boss fight means you are fighting with scrap-tier damage against an Atlantean-tier enemy. Treat your energy reserves like a shield — if the gauge empties, your damage output collapses.
Day Cycle Discipline
Time every expedition so you surface at your home island or a lighthouse island before sunset. The press kit explicitly warns that "darkness brings new dangers" — corrupted creatures are more aggressive and more numerous at night, and the insect-like underworld enemies may have nocturnal spawn patterns. If you must operate at night, stay near a lighthouse (the light may deter some enemies), stay shallow, and stay within swimming distance of an air pocket. Night diving is a desperation move, not a strategy.
Garden-First Progression
After securing your first shelter and basic tools, invest every spare resource into your garden before upgrading your weapon beyond scrap tier. The reasoning: Atlantean weapons require plant energy to function, so a large garden enables sustained high-damage output, while a mid-tier crafted weapon with a tiny garden runs dry after one fight and reverts you to scrap-tier effectiveness. A greenhouse with automated watering and mixed fertilizer is more valuable than an extra damage tier on your blade — it enables every future upgrade.
System Requirements
| Component | Minimum | Recommended |
|---|---|---|
| OS | Windows 10 64-bit | Windows 10/11 64-bit |
| CPU | Intel Core i5-8400 / AMD Ryzen 5 2600 | Intel Core i5-10600K / AMD Ryzen 5 5600X |
| RAM | 16 GB | 16 GB |
| GPU | NVIDIA GTX 1060 6GB / AMD RX 580 8GB | NVIDIA RTX 3060 / AMD RX 6700 XT |
| DirectX | Version 12 | Version 12 |
| Storage | 10 GB available | 20 GB available |
| Sound | DirectX-compatible | DirectX-compatible |
The jump from 10 GB to 20 GB recommended storage suggests substantial asset quality differences between minimum and recommended settings. An SSD is strongly recommended given the open-world island-hopping structure and frequent diving transitions between surface and underwater environments. 16 GB of RAM is required at both tiers — this is not a game you can run on 8 GB.
FAQ
Is Seaforge: Shores of Atlantis released? No. The Steam page lists it as unreleased with Early Access planned. There is no announced release date or Early Access launch window yet. The official website notes the game is "early in development."
Is there co-op? Can I play solo? Yes to both. The game supports 1-4 players with online co-op. Solo play is fully supported — the entire game is playable alone. However, co-op lets you share a home base, divide tasks, and tackle tougher threats together.
What platforms is it on? Windows PC only. The Steam API confirms no macOS or Linux support. Console versions have not been announced.
What is the price? TBA. The price has not been announced, but the Steam API confirms it is a paid game (not free-to-play).
Does it have controller support? The press kit and Steam page emphasize keyboard and mouse controls. Controller support has not been confirmed but is expected given the co-op focus and Valheim-style gameplay.
Is there base building? How deep is it? Yes, and it is one of the game's pillars. You progress from rustic thatch-and-fiber shelters through polished wood structures to decorative villa builds with paintable walls, tiled mosaic floors, furniture, and houseplants. The building system is designed to be both functional (health recovery, resource storage) and creative (full customization).
What are the enemy types? Confirmed enemies include sand-worms (likely ambush predators), venomous spitters (ranged poison attackers), and "strange insect-like creatures" emerging from the underworld. Corrupted creatures guard infested islands and become more aggressive at night. Bosses require Atlantean-tier energy weapons to defeat.
Is there farming? Yes, and it is mechanically essential, not cosmetic. You grow dozens of plant types for food and to condense into energy that powers Atlantean weapons. The system includes greenhouses, automated watering, and fertilizer mixing. Your garden directly determines your combat ceiling.
Are there vehicles or mounts? Boats are implied by the island-hopping structure and "set sail" language in the official description, but specific vehicle mechanics have not been detailed. Lighthouses provide fast travel between conquered islands.
Is there a demo or playtest? No demo is currently listed on Steam. No playtest or beta sign-up has been announced.
Who is making this game? Glowbug Games, a small independent studio based in Seattle, Washington. It is a couple-led team working on their debut title. The studio cat, Boris, is listed as a "very important employee" on the press kit.
Will there be mod support? Not confirmed. As an Early Access title from a small indie studio, mod support has not been discussed publicly.
Final Tips
Seaforge rewards patience. The loop — farm, build, dive shallow, upgrade oxygen, dive deeper, repeat — is not a suggestion; it is the game's entire rhythm. Rushing past a tier because you found a rare blueprint does not work if your garden cannot fuel the weapon and your oxygen cannot reach the biome where the materials spawn. Every system feeds every other system.
If you plan to play solo, invest heavily in oxygen upgrades and lighthouse activation before pushing into mid-game islands. Co-op groups can afford to spread upgrades and take more risks, but a solo player who skips oxygen capacity and loses a deep dive to drowning loses everything carried on that run.
Verdict: Wishlist this if you love co-op survival crafting with meaningful base building, gardening that matters, and underwater exploration that channels the best parts of Subnautica. Wait for the Early Access launch announcement if you need a confirmed release date, combat-first gameplay, or solo-only play. The game is early in development, but the design vision — a cozy surface life powering dangerous deep-sea expeditions — is compelling and mechanically coherent.
Last reviewed by Game How To Editorial. We play each game, verify controls against official sources, and update guides when game mechanics change.








