DISTANT SEASNAPOLEON: TOTAL WAR
Admiral Nelson against a naval battle at sea.

NAPOLEON: TOTAL WAR

DISTANT SEAS

A TOTAL CONVERSION · IN DEVELOPMENT

Global campaigns.
Combined operations.

JOIN THE COMMUNITY ↗OVERVIEW ↓
OVERVIEW ⌄

THE TOTAL CONVERSION

Napoleonic warfare.
Worldwide.

Distant Seas is rebuilding Napoleon: Total War for a global campaign. New factions and theatres, full naval invasions, exploration, diplomacy and an overhauled engine.

Fight the War of 1812. Defend Caribbean colonies. Campaign in India. Send an expedition into the Pacific. Command the armies, fleets and overseas possessions that connect them.

THE GLOBAL CAMPAIGN

Europe. The Americas.
Africa. Asia. The Pacific.

New factionsNew provincesNew region typesWar of 1812

A spherical campaign map brings the whole world into play. Keep fleets supplied across long voyages, negotiate access to foreign harbours and protect the trade routes that finance your armies. Reworked diplomacy and campaign AI shape the competition overseas.

LANDSCAPES & SEAS

Cold coasts.
Tropical seas.

Grey light over Alaska. Mist in the Amazon. Dusty heat across the Sahara. Forested Pacific Northwest shores. Real geography guides the mountains, rivers and coastlines, with regional weather and seasonal snow changing the view as your campaign unfolds.

The land

Follow river valleys through forests and farmland. Cross mountain ranges with exposed rock and snow, then sail for tropical islands with a different climate, vegetation and shoreline.

The sea

Clear Caribbean shallows, Atlantic whitecaps and heavy seas around Cape Horn. Rolling surf, drifting foam and spray bring the shoreline into the battle. Waves and ship motion are being developed together.

Wildlife

Gulls follow the coast. A whale surfaces near your ship. An orca pod passes offshore. Birds, fish and animals add encounters during a voyage or a landing.

FULL NAVAL INVASIONS

Bring the fleet.
Take the fort.

Command ships and troops in the same battle. Bombard coastal batteries, ferry troops ashore in waves and assemble them on the beach. Choose how many sailors and marines to send from each ship, and how many to keep aboard working the guns.

Raid a port with a small landing party, or bring transports for an assault on its fort. The defenders use walls, buildings and terrain while your fleet supports the troops offshore. Better battle AI is being built around those decisions.

EXPLORATION & RESUPPLY

Send a party ashore.

Put crew into boats and search for fresh water and provisions. Explore the terrain to reveal it, find resources and get everyone back aboard. Local warriors and wildlife can turn a routine stop into a fight. Auto-resolve is available when you want to continue the voyage.

New coastal factions and units include Tlingit war bands and Polynesian warriors. Shore visits can involve trade, negotiation or fighting. A captain far from a friendly port has to consider the people who live there and the safety of his crew.

CLOSED GAIA

Trade from offshore.

AI nations such as China and Japan have diplomacy and may offer valuable trade nodes. Armies cannot land and foreign ships cannot enter their ports.

OPEN GAIA

A neutral harbour.

Use neutral ports to resupply. Enemy fleets can share the same harbour. They can also wait outside for you to leave.

UNEXPLORED GAIA

Find your own supplies.

Land an expedition in territory that cannot be conquered. Reveal the map as your party explores, search for resources and face local forces or wild animals. An Arctic stop may bring a polar bear encounter.

THE ENGINE & TOOLS

New terrain.
New water. New lighting.

The engine is being rebuilt to support the global setting, richer landscapes and larger battles. Rendering, battle simulation and world-building tools are all part of the work.

Rendering

New terrain rendering, water simulation and lighting, with a move to DirectX 12. A 64-bit engine is a longer-term goal.

World building

New battle and campaign map makers support the global setting, its coastlines, biomes and new province types.

Battle & campaign AI

Better land and sea tactics, coordinated invasions, reworked diplomacy and campaign decisions across distant theatres.

Larger armies and smoother battles are performance goals. The work targets how the engine draws and simulates the game, alongside the new visuals.

DISTANT SEAS · IN DEVELOPMENT

Follow the build.

Development updates, gameplay footage and community testing.