Maps & Harbours

Maps & Harbours

Professional Ship Simulator maps and harbours: the Rügen region and the Strait of Dover, 40+ harbours, thousands of real seamarks, offshore installations and busy AI shipping traffic.

2
Launch regions
40+
Harbours

Introduction

Two large sailing regions ship with Early Access, and both are built from real height and depth data rather than hand-drawn approximations. Rügen covers roughly sixty by one hundred and twenty kilometres of the German Baltic, taking in the approaches to Stralsund, Sassnitz and Greifswald. The Strait of Dover is the larger of the two at roughly one hundred and forty kilometres square, spanning the channel between England and France with Dover and Ramsgate as its main hubs. Between them they hold more than forty harbours, around twenty of which offer radio-menu mission tasking, plus thousands of real-life seamarks and obstacles with functioning navigation lighting. Offshore wind farm and oil platform areas support logistics and firefighting work, dense commercial traffic fills the shipping lanes, and a tile-based map system is designed to accept future regions and scenery add-ons.

Regions at a Glance

RegionSizeCharacterGood For
Rügen60 x 120 kmBaltic coastal transits and island approachesTug work, ferry runs, buoy repair
Strait of Dover140 x 140 kmBusy channel with heavy commercial trafficFerry crossings and AIS avoidance practice
StralsundHarbourConfined marina and dock areasFirst berthings and line handling
SassnitzHarbourFerry terminal with RoRo trafficSchedule keeping and terminal procedures

Regions & Harbours

S

Rügen

The gentler of the two launch regions and the better place to learn coastal work.

Why start hereShorter transits, forgiving open water and plenty of harbours to practice berthing in.
Signature workTug assistance, ferry crossings, buoy repair and fishing in sheltered water.
Practical adviceBase yourself in Stralsund while you learn and explore outward from there. Check the harbour before you commit a large hull, because facilities and berth quality vary considerably across the map.
A

Strait of Dover

The traffic map, where situational awareness matters more than seamanship.

Why it is hardDense commercial shipping in defined lanes leaves little room for hesitation.
Signature workFerry crossings, pilotage transfers and rescue callouts in restricted visibility.
Practical adviceKeep the radar set and AIS overlay on before you enter the lanes, not after. Check the harbour before you commit a large hull, because facilities and berth quality vary considerably across the map.
B

Harbours and Tasking

More than forty harbours, with roughly twenty offering radio-menu mission tasking.

What mattersHarbour choice decides which contracts are convenient and how much empty transit you sail.
Vessel accessBerth quality and available facilities vary, so check before committing a large hull.
Practical adviceKeep a base near the middle of your preferred work rather than at the edge of the map.
B

Offshore Areas

Wind farms and platforms that exist mainly to give logistics and firefighting a home.

What happens thereCargo runs, offshore logistics and firefighting missions alongside installations.
Why visitExposure to open water, wind and a different style of station keeping.
Practical adviceWeather dominates here; pick your window rather than your route. Check the harbour before you commit a large hull, because facilities and berth quality vary considerably across the map.

Core Mechanics

Each region plays to a different skill. Rügen is the friendlier of the two: coastal transits are relatively short, the harbours are numerous, and there is enough open water to make mistakes recoverable while still offering confined berths for practice. The Strait of Dover is the shipping-lane map, where the challenge is not the water but the traffic — dense commercial movement in defined lanes means collision avoidance stops being theoretical, and the AIS and CPA workload rises sharply. Around twenty harbours across both regions issue mission tasking over a radio menu, which turns geography into an economy: your choice of base determines which contract families are conveniently available and how much empty transit you eat between jobs.

Advantages

Real survey data is the feature that makes these maps worth learning. Approaches, shoals, channel widths and depths behave the way the charts describe, so time spent studying a harbour genuinely transfers into a better first attempt. Seamarks and navigation lights are placed to real-world positions, which means night navigation is a test of chart literacy rather than of memory. The tile-based structure means the world is designed to grow, and because there are two very different regions available from launch, you can move between the forgiving Baltic coast and the demanding channel without buying anything extra. That economy of location is easy to underestimate until you notice how much of a session is spent repositioning.

Challenges

The map size is a double-edged feature. Long transit legs are genuinely atmospheric the first few times and then become pure overhead, which is exactly the problem Fast Travel exists to solve but which still shapes how you plan a session. Dense AI traffic in the Strait of Dover is unforgiving: a captain who is still learning collision avoidance will find the channel stressful rather than exciting. Offshore areas and scenic detail are also still developing in Early Access, and the more specialised installations are better suited to the logistics and firefighting mission families than to casual exploration. Planning around it is straightforward once you accept that Fast Travel exists to remove empty legs rather than to skip content.

Frequently Asked Questions

Which map should a new captain start on?+
Rügen. The transits are shorter, the harbours are close together and there is enough open water to recover from a mistake without a contract ending in dry dock. The Strait of Dover is the better map once you are comfortable with collision avoidance, because the density of commercial traffic there is the whole point of it and it will overwhelm a captain who is still learning to hold a track.
How many harbours are there and do they all offer missions?+
The developers state more than forty harbours across the two launch regions, with roughly twenty offering radio-menu mission tasking. Those tasking harbours are the ones worth basing near, because they are where contracts come from. The rest are still useful as destinations, repair stops and berthing practice locations, just not as sources of work.
Will more maps be added during Early Access?+
The map system is tile-based and described as moddable, specifically so that new regions and scenery can be added later. Further real-world areas have been discussed as part of the post-launch plan rather than promised for a particular date. For now, treat the two launch regions as the complete world and be pleasantly surprised if that changes.

Quick Tips

💡

Base yourself near a harbour that issues tasking and sits roughly in the middle of the work you prefer. Commuting thirty minutes of empty water at each end of a session is the most common way players quietly waste their own time. Note which harbours issue tasking and plan your base around them rather than around scenery.

💡

Learn one harbour properly before moving on. Being able to berth confidently in a single port in poor conditions is worth more than vague familiarity with a dozen, and it gives you a safe place to bring a damaged vessel. Sail the approach in daylight before attempting it at night, so the pattern is familiar before visibility drops.

💡

On the Dover side, treat the shipping lanes as a system rather than as individual ships. Read the overall traffic flow first, then decide where your crossing fits into it. Reacting to one contact at a time in that density is how close calls happen. Keep a nearby safe harbour in mind for every voyage, in case damage forces an early end to the trip.

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