Missions

Missions

Professional Ship Simulator mission walkthroughs for ferry duty, trawling, tug assistance, cargo transport, rescue, firefighting, buoy repair, pilotage and dry dock runs.

8+
Mission families
~20
Tasking harbours

Introduction

Missions are where progression actually happens: they pay the credits, award the experience and unlock the licence tiers that gate the larger commands. Each mission family exercises a different part of the simulation, which is why a captain who only ever runs freight will be badly exposed the first time a fishing or firefighting contract appears. The families documented here cover ferry crossings, trawling, tug assistance, cargo transport, search and rescue, offshore firefighting, buoy repair, pilotage, tourist charters and dry dock returns — the list the official store page summarises as eight task types and the developer feature list subdivides further. For each one this section explains what the job actually asks of you, which systems you will be operating, where the difficulty really lives and how the payout tends to scale relative to effort.

Mission Families at a Glance

FamilyCore SkillSystems UsedDifficulty
FerrySchedule keeping and load limitsTelegraph, docking panel, VHFB
FishingShoal finding and net handlingSonar and echo sounderA
Tug assistanceLine tension managementDocking panel, thrusters, VHFS
RescueSearch patterns in poor weatherRadar with AIS, VHF, searchlightC
FirefightingStation keeping while pumpingWater cannons, thrusters, radarC

Mission Walkthroughs

A

Ferry Duty

Timed crossings where the schedule matters as much as the seamanship.

Core taskLoad within capacity, keep to timetable and berth cleanly at both ends.
Where it goes wrongRushing a berth to make up time and arriving with too much speed.
Reward profileSteady rather than spectacular, but reliable enough to fund repairs and fuel in between the bigger and riskier contracts. Accept it only once you can hold the required position accurately, because the payout premium exists for a reason.
B

Fishing and Trawling

Sonar work, gear deployment and a net that will find every obstruction you missed.

Core taskLocate a shoal, deploy the gear and recover without fouling or tearing.
Where it goes wrongDeploying in a crowded or shallow area where the net snags.
Reward profileVariable, because the payout depends on locating a shoal and recovering gear without tearing it on an obstruction. Accept it only once you can hold the required position accurately, because the payout premium exists for a reason.
S

Tug Assistance

The purest line-handling test in the game, and the fastest way to learn tension.

Core taskTake or pass a line to a larger vessel and control its movement into or out of berth.
Where it goes wrongLetting tension build on a single line instead of adjusting position early.
Reward profileModest per job yet quick to complete, which makes harbour assistance a dependable income floor during the mid game.
C

Maritime Rescue

Search patterns and station keeping in weather that is actively working against you.

Core taskPatrol or respond to a distress call and hold position alongside a casualty.
Where it goes wrongLosing situational awareness in fog while concentrating on one radar return.
Reward profileAmong the highest payouts available, and also among the easiest ways to put your own hull in dry dock afterwards.
B

Transport and Cargo Hauls

The bread-and-butter freight work that keeps credits coming in between specialised jobs.

Core taskMove cargo between harbours across a region, planning around weather, fuel and distance.
Where it goes wrongOverloading the schedule, arriving short on fuel, or accepting a berth too tight for the hull.
Reward profilePredictable and scalable with cargo value, which makes it the most reliable mid-game income. Accept it only once you can hold the required position accurately, because the payout premium exists for a reason.

Core Mechanics

Every mission follows the same underlying loop, and understanding it is more useful than memorising individual contract descriptions. You accept tasking — usually over VHF from a harbour that offers radio-menu jobs — then plan the passage, then execute it, then berth or recover. What changes between families is which stage carries the risk. Ferry work concentrates risk in the berthing and the schedule. Fishing concentrates it in locating a shoal and deploying gear without fouling. Tug work concentrates it entirely in line handling, where a tow line under load can part without much warning. Rescue and firefighting add the complication that your own vessel has to hold a precise position while something else is going wrong nearby.

Advantages

The mission system is generous in the sense that most families share the same core skills, so competence compounds. Once you can hold a station accurately, you can perform firefighting, rescues, pilotage transfers and buoy repairs with the same underlying control technique. Payout also scales sensibly with risk: short cargo hops pay modestly, while heavy transport in poor weather, or any job that puts your hull near a hazard, pays considerably more. Because tasking comes from around twenty harbours with radio menus, you can usually find work that matches the vessel you own rather than being forced into a contract you are not equipped for.

Challenges

The frustration is that mission quality varies, and Early Access means some families are less developed than others. Fishing has been a particular talking point in the community, with players asking whether the full fish-finder experience is present or planned. Several families also have long transit legs that are satisfying the first time and tedious the fifth, so an efficient captain learns when Fast Travel is worth the cost. Finally, a failed mission can be expensive in more than time: hull damage persists, repairs consume credits, and a damaged vessel may not be accepted for the contract you actually wanted next. The consequence for planning is that you should never chain two demanding contracts without a repair and refuel window between them.

Frequently Asked Questions

How many mission types does the game actually have?+
The official store page describes eight mission types for Early Access, while the developer feature list enumerates slightly more by separating things like dry dock returns and merchant operations. The two sources do not line up exactly. Rather than pick one, we document the families both sources agree exist and note where they diverge, so you can plan around the certainties.
Which missions pay best?+
Disproportionately, the ones where something can go badly wrong. Heavy cargo transport in poor weather, offshore firefighting and rescues in restricted visibility all pay considerably more than routine ferry crossings or short hops. That premium exists for a reason: these contracts put your hull near hazards, and the repair bill after a bad approach can wipe out several successful runs.
Can I fail a mission and keep the credits?+
Mission failure is handled by the contract rather than by a universal rule, so the honest answer is that it varies by family and by how far you got. What does carry over regardless is the condition of your vessel: hull damage and any flooding you took on during the attempt stay with the ship, and repairs cost credits before you take the next contract.

Quick Tips

💡

Read the contract description for the vessel requirement before you accept it, not after. Arriving with a hull the mission will not accept wastes the transit time and, if the tasking expires, may cost you standing with the harbour that issued it. Read the contract twice before accepting, because vessel requirements and time windows are easy to miss under pressure.

💡

For any towing or line-handling job, decide your escape route before you take the line. Knowing where you will go if tension spikes — and being mentally ready to let go and reposition — is what separates a clean tug assist from a parted line and a drifting casualty. Decide your abort criteria before you take the line or deploy the gear, not while the situation is developing.

💡

Do not stack two demanding contracts back to back. Damage and fuel both carry forward, and the sim does not pause to let you recover. A short repair window between jobs is far cheaper than limping into a rescue callout with a flooded compartment. Keep a repair reserve rather than spending every credit on the next hull, since damage carries forward between contracts.

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