Mods & Workshop
Professional Ship Simulator mods and Steam Workshop: custom ships, scenarios, scenery add-ons, harbour editing, sound and flag replacements, plus what ships at Early Access.
Introduction
Modding is confirmed for Professional Ship Simulator but deliberately not present at Early Access launch. The developers have stated that Workshop support, custom ships, scenarios, scenery extensions and harbour editing are planned to arrive shortly after release, with scenery work built on Unreal Engine tooling. For a simulation whose map system is explicitly designed to be tile-based and moddable, this is the natural direction: the base game gives you two regions and nine ship classes, and the modding layer is what turns that into a platform. This section covers what each modding category is expected to involve — subscriber-side Workshop browsing, custom vessel models with their own systems and handling, the built-in scenario editor, scenery and landscape alteration, harbour design, and audio and flag replacement — along with what is actually available today, which at the time of writing is nothing yet.
Modding Categories
| Category | What It Covers | Tooling | Availability |
|---|---|---|---|
| Ships | Custom vessel models with their own systems and handling | In-game import and configuration | Planned |
| Scenarios | Player-created missions shared through Workshop | Built-in scenario editor | Planned |
| Scenery | Landscape alteration and placed scenery items | Unreal Engine scenery add-ons | Planned |
| Harbours | Custom harbour areas and dock layouts | Built-in editor tools | Planned |
Modding Overview
Steam Workshop
The distribution channel that makes community content a single click away.
Custom Ships
Importing vessel models that carry their own systems and handling characteristics.
Scenario Editor
Building the exact practice situation you need, whether or not you share it.
Scenery and Harbours
Landscape alteration, placed scenery and custom dock layouts.
Core Mechanics
The modding plan follows a familiar two-sided model. On the consumption side, Steam Workshop integration handles browsing and subscribing, so installing a community ship or scenario is meant to be a single click. On the creation side, the developers have described built-in editors rather than requiring external toolchains for most tasks: a scenario editor for missions, harbour editor tools for dock layouts, and configuration for custom vessels. Scenery is the exception, where Unreal Engine tooling is expected because landscape alteration needs engine-level access. Audio and flag replacement sits alongside these as the lighter-weight personalisation layer, letting you change sounds and fly your own flag without touching geometry or scripting.
Advantages
The clearest advantage is longevity. A simulation with two regions and nine hulls is finite, and modding is what converts it into something with a much longer shelf life, which is particularly valuable for a game entering Early Access with an explicitly incremental content plan. Because the map system is already tile-based, scenery additions should slot into the existing structure rather than fighting it. The scenario editor also has obvious value even for players who never publish anything, since it lets you build exactly the practice situation you need — a beam-wind berthing in a specific harbour, for instance — without waiting for the developers to provide it.
Challenges
The dominant drawback right now is simply that none of it is available. Modding is confirmed and planned, not shipped, and no firm date has been given beyond the phrase soon after launch. For a player buying today, the honest position is that you are buying the base simulation and hoping the modding plan arrives as described. Scenery modding built on Unreal tooling also implies a meaningful learning curve for anyone who has not worked with the engine, and Workshop content quality is always variable, so a curated approach is more useful than subscribing to everything. The practical position is to buy the simulation as it exists today and treat modding as upside rather than as the reason for buying.
Frequently Asked Questions
Is modding available at Early Access launch?+
What kinds of mods are planned?+
Do I need Unreal Engine experience to make mods?+
Quick Tips
Do not buy the game purely for mod support yet. Modding is a confirmed plan rather than a shipped feature, and no firm date has been given beyond soon after launch. Buy it for the simulation as it exists today, and treat Workshop content as upside rather than as the reason for the purchase. Keep your subscribed list short while modding is new, because troubleshooting community content is entirely on you.
Keep your subscribed mod list short and deliberate while modding is new. A large collection makes it far harder to identify which mod is causing a handling oddity or a crash, and troubleshooting community content is entirely on you rather than on the developers. Read a mod's description and comments before subscribing, since quality varies widely across Workshop uploads.
If you plan to build scenarios, start by recreating a manoeuvre you already find hard in the base game. Working from a situation you understand gives you a reference point for whether the scenario is behaving correctly, which is much harder to judge when you invent something entirely new. Test any modded vessel in open water before using it for a paid contract, so a handling surprise stays cheap.
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