Mods & Workshop

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.

Planned
Modding status
Steam
Workshop

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

CategoryWhat It CoversToolingAvailability
ShipsCustom vessel models with their own systems and handlingIn-game import and configurationPlanned
ScenariosPlayer-created missions shared through WorkshopBuilt-in scenario editorPlanned
SceneryLandscape alteration and placed scenery itemsUnreal Engine scenery add-onsPlanned
HarboursCustom harbour areas and dock layoutsBuilt-in editor toolsPlanned

Modding Overview

S

Steam Workshop

The distribution channel that makes community content a single click away.

How it worksBrowse and subscribe through Steam, and the content appears in game.
What to expectCustom ships, scenarios and scenery from other players rather than official content.
Practical adviceSubscribe selectively; a crowded mod list is harder to troubleshoot than a short one. Treat it as a learning investment rather than a quick fix, because the tools reward patience more than enthusiasm.
A

Custom Ships

Importing vessel models that carry their own systems and handling characteristics.

What is involvedBringing in a model and configuring its systems and handling to match.
Why it mattersVessel variety is the most requested expansion to a nine-class launch roster.
Practical adviceTest a modded hull in open water before trusting it with a valuable contract. Treat it as a learning investment rather than a quick fix, because the tools reward patience more than enthusiasm.
A

Scenario Editor

Building the exact practice situation you need, whether or not you share it.

What it doesLets you assemble missions and conditions rather than waiting for official content.
Even for solo useA beam-wind berthing scenario you built yourself is better practice than a generic one.
Practical adviceBuild the scenario you personally find hardest, not the one that looks most impressive. Treat it as a learning investment rather than a quick fix, because the tools reward patience more than enthusiasm.
B

Scenery and Harbours

Landscape alteration, placed scenery and custom dock layouts.

ToolingScenery work is expected to rely on Unreal Engine add-ons rather than built-in editors.
Harbour editingDedicated built-in tools are planned for designing custom harbour areas.
Practical adviceAssume a learning curve here; this is the least beginner-friendly modding category. Treat it as a learning investment rather than a quick fix, because the tools reward patience more than enthusiasm.

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?+
No. The developers have confirmed that modding is planned and described it as arriving soon after the Early Access launch, but it is explicitly not in the launch build. If mod support is the main reason you are considering the game, the honest advice is to wait until Workshop integration and the editors actually appear rather than buying on the strength of a roadmap.
What kinds of mods are planned?+
Four main categories have been described: custom ships with their own systems and handling, player-created scenarios shared through Workshop, scenery extensions and landscape alteration, and custom harbour areas built with dedicated editor tools. Replacing sounds and adding custom flags is also mentioned as personalisation rather than as full modding. Ship and scenario content is likely to be the most immediately useful to ordinary players.
Do I need Unreal Engine experience to make mods?+
For scenarios, ships and harbours, no — those are meant to use built-in editors and in-game configuration. Scenery is the exception, where the developers have indicated that Unreal Engine tooling will be involved because landscape alteration requires engine-level access. So the answer depends entirely on which category interests you, and the majority of useful community content should not require engine knowledge.

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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