Buy.
Fill your hold at a port's market.

Captain a merchant ship in a world that never resets. Buy cheap, sail far, sell dear. Answer the raiders when they come. Play in your browser, a few minutes at a time.
Free to play. Runs in your browser. Nothing to download.
You start with a little gold and a small sloop.
Every port prices its goods differently. Timber is cheap where it's cut. Silk is dear almost everywhere.
So you buy where it's cheap. You sail. You sell where it's dear.
That's the game. The rest is what goes wrong in between.
Fill your hold at a port's market.
Pick a route and cast off: a short hop, a medium run or a long haul.
Make port, unload, count the difference. Then do it again with a bigger ship.
Voyages run in real time. Your ship keeps sailing while you're at work or asleep.
You don't need to stay logged in. Nothing sails faster because you're watching.
Check in. Sell. Reload. Cast off. Come back when she's in.
There's one world and it never resets. What you build stays built. What you lose stays lost.
Every trade moves the price. Dump a hold of rum on one port and the price sinks behind you. Other captains are doing the same. Read the market or get read by it.
Raiders stop you mid-voyage. Fight, flee, or hand over part of the hold. Take too long to answer and you've surrendered. Insure the cargo before you sail and a bad day hurts less.
Hire hands at the tavern: navigators, gunners, cooks and more. Each one sharpens one thing, and the longer they serve, the better they get. Pay them and keep them fed. Let their spirits sink far from port and they'll turn on you. Lose a veteran in a storm and you'll feel it.
Short hops are safe money. Medium runs pay more. Long hauls pay best, and the sea gets a say at every checkpoint along the way: a storm, salvage drifting past, a sail on the horizon. Home waters are calm. The frontier is not.
Tired of being the prey? Put guns aboard and sail a busy lane. Take prizes from the merchant traffic, or from other captains. They can do the same to you.
Some cargo never passes a customs house. Buy it quietly, stow it in a hidden compartment, and sail it past the inspectors. If they find it, they take it and fine you. Every nation keeps two tallies on you: how much it trusts you and how much it suspects you. You can be welcome in a port and wanted there at the same time.
The world is bigger than the charts you start with. Rise in rank and the chartmakers will sell you the way to waters most captains haven't sailed. Charts go stale, because the sea changes.
Every coin you trade raises your rank, from deckhand to baron, and it never drops. Rank decides which hulls the shipyard will sell you. After enough time at sea, choose a path: trader, privateer or smuggler.
Start in a sloop and work up from there. Every hull is built for a different way to sail. Pick the one that suits yours.

Quick, cheap, and the one everyone starts in.

Shallow draught, a fast hull and a place to hide things.

The workhorse of the long haul.

All hold and no teeth. The cheapest ton afloat.

Slow. Enormous. Hard to take.

Guns first. Cargo if there's room.
Your old hull counts toward the new one. The shipyard takes trade-ins.
Meridian Concord is free to play, with one ship at sea. Subscribers can sail more often and open slots for more ships, so they can run a fleet. Every ship is still bought with gold earned at sea. Nobody can buy gold or rank. Every coin in this world came off a ship.
In the works. Not in the game yet.
Companies. Band together, pool your capital, name your rivals.
A player marketplace. Sell to other captains directly.
A purse of gold. A small hold. A market that doesn't know your name yet.
Free. In your browser. A few minutes to your first voyage.