Ship

Frozen Ship Your Moving Base at Sea on Ice

Buildings, crafting, research, and expansion order for the expedition ship

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Ship Hub

In Frozen Ship by Nionetix, the ship is not a loading screen between zones — it is the heart of your run. You captain a constantly moving vessel across a procedural frozen wasteland on Windows PC, balancing construction, crafting, and research while roughly twenty crew members depend on what you build aboard. Early Access is planned for August 7, 2026 on Steam (app 3423990), and every hour you spend understanding ship systems pays off before your first long expedition.

Why the ship matters

Unlike static base builders, Frozen Ship ties survival to motion. The ship carries your hospital, kitchen, workshop, storage, and research facilities while the world scrolls past outside. You leave on foot to scavenge, hunt, and trade, but you must return before nightfall or face lethal cold. That loop means ship upgrades directly shorten future outings: better crafting unlocks warmer gear, a stronger hospital reduces downtime after illness, and organized storage keeps expedition prep from eating half your day.

Hope — the crew’s belief that the mission can succeed — reacts to what they see on board. Cramped quarters, empty larders, and broken workshops erode morale even when the hull is intact. The build priority guide explains which structures stabilize a fresh save, while crew management covers the people filling those rooms.

Core ship systems

Buildings and infrastructure

Ship buildings are the backbone of mid-game progress. You construct and upgrade rooms that handle food, medicine, fabrication, and science. Each building consumes materials you haul from the wasteland and crew time to operate. The dedicated buildings page breaks down known facilities such as the hospital, kitchen, and workshop, plus how they interact with laws and daily schedules.

Crafting and equipment

Crafting turns raw scrap into expedition kit: weapons, tools, clothing layers, and ship components. Recipes typically chain through the workshop and sometimes require research unlocks. Read crafting on the ship for material priorities, bench requirements, and how crafting supports surviving the cold once you leave the deck.

Research and long-term power

Research is the slow-burn multiplier. Technologies can improve fuel efficiency, medical outcomes, construction speed, or unlock new building tiers. Because research often needs a dedicated room and skilled crew, timing it wrong can starve your kitchen of workers. The research guide maps when to spin up the lab relative to your first settlement contact.

Planning your first weeks

New captains routinely overbuild exploration gear before the ship can feed twenty mouths. A practical sequence looks like this:

  1. Secure food and beds so Hope stops free-falling — see manage Hope for mood triggers.
  2. Stand up the workshop so crafting is not blocked by a single multitasking worker.
  3. Add medical capacity before you push deeper into blizzards; health and illness explains why.
  4. Open research once daily chores run without micromanagement.
  5. Specialize rooms when trade income from world trade can pay for rare imports.

If you have not played the demo or prologue, start with Getting Started and How to Play so the day/night return loop is automatic before you spend timber on optional rooms.

Ship management and the outside world

Ship systems do not exist in isolation. Exploration feeds crafting with metals and textiles; settlements offer blueprints you cannot find in snow drifts; crew assignments decide whether rooms actually run at capacity. Link your build plan to work assignments and exploration routes so gatherers bring what the workshop needs next.

Laws and captain decisions — rationing, discipline, expedition risk — also touch infrastructure. A harsh rationing law might save food but chip Hope unless the kitchen is upgraded enough to keep meals dignified. When factions offer deals, weigh ship storage against diplomatic risk on the settlements and factions page.

Tools and updates

Use the expedition checklist before leaving the ship, and the prep wishlist if you are still waiting for the Steam unlock. Track building additions and balance passes on the Early Access roadmap and release timeline so you know when new rooms or recipes land.

Heating and fuel

Furnaces turn wood and processed fuel into survivable nights when external temperatures plunge toward −60°F in preview coverage. Crew can freeze indoors if heat lags behind expansion — not only when the captain stays out too long. The dedicated heating and fuel page covers furnace queues, wood pipelines, fuel floors, and how thermal failure interacts with Survive the Cold and build priority. Treat every log as both construction material and overnight insurance.

Where to go next

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Can you stop the ship and build anywhere?

The ship is a constantly moving base. Construction and management happen aboard while the vessel travels; you disembark to explore on foot and must return before nightfall.

How many buildings can the ship hold?

Steam materials describe multiple upgradeable buildings — hospital, kitchen, workshop, and more — forming a mobile city. Exact slot limits may change during Early Access; check patch notes on the updates hub.

What should I build first on a new save?

Prioritize food, shelter, and a workshop before luxury research. The build priority page lists a stable Early Access order tied to Hope and crew assignments.

Does ship progress carry into survival mode?

Nionetix plans a survival mode after the story campaign. Treat ship upgrades as core knowledge for any mode where you manage the moving base.