Soyna Studios · independent game studio

Games with deep water under them.

We build living worlds for your phone: a written history under every system, painted art from a single palette, and seas that keep changing long after launch day.

See our games
Now chartingPirate Archipelago
Our games

One sea on the slate. We are taking our time with it.

The Sea-Wolf, a black-sailed galleon with a wolf figurehead
In development

SOYNA STUDIOS PRESENTSPirate
Archipelago

Wash ashore with a wreck and a quartermaster. Build an island. Hold the line against the deep.

A social 4X strategy game about a sea that is slowly coming apart. Raise your Manor, train a navy across three hull classes, recruit captains with stories of their own, and sail with your alliance toward the Maelstrom at the centre of the map.

Genre
Social 4X strategy
Platforms
iOS · Android
Play
Kingdoms, alliances, PvP
Status
In development
Get launch news
Your island

From a wreck on the sand to a Manor thirty levels high

Chop back the forest, clear the fog and raise twenty-odd buildings, each with its own job in the economy.

VANGUARD BROADSIDE LONGSHOT
The Trinity

Three hulls, one triangle

Each hull beats one and loses to another, across ten tiers. The fleet you send decides the fight.

Captains

Eighteen Legendaries, each with a six-chapter story

Every star you earn on a captain unlocks the next chapter of their chronicle.

The Hive

Anchor together. Rally together.

Alliances pool their islands behind a Chain Net, trade help on timers, and launch rallies no single captain could survive.

Endgame

Take the Citadel. Crown a Pirate King.

Every other Saturday the Maelstrom Citadel opens for five hours. Hold it longest and your alliance names the King.

The wardens

Tame what rises

Eight great beasts surface as your kingdom ages. Rally against them, then bring one home to the Beast Pen.

The Broodtide

Steer your Governor through the surf

Brood crawl ashore on a timer. Sail out and meet them yourself, or trust the cannon batteries and hope.

The Sea-Wolf galleon Drag to turn her
Built in three dimensions

The Sea-Wolf, as she sails in the game.

Our painted boards become real-time 3D: the same galleon that wrecks in the prologue is modelled, textured and sailing in the Unity build. Drag her round. She is the actual game asset, served straight to your browser.

Unity 6 · URPStylised low-polyOutline passMobile-first frame budget
The prologue

Twelve painted boards. One storm. One word that holds.

Before your island, there is a wreck. The game opens on a sixty-second painted animatic: the Sea-Wolf is dragged toward a door at the bottom of the sea, and something down there lets her go. Tap any board to watch it play.

01 / 12
Eight rings · one door
The world

The Maelstrom is a prison. The wardens are coming loose.

Long ago the Drowned Kingdom bound eight great beasts into a ward-network around a door at the bottom of the sea, one to a ring. Their endless circling is what sailors call the Maelstrom. Now a dead admiral's fleet is unpicking the wards, and as your kingdom ages, the wardens rise.

    From the sketchbook

    Concept sheets drawn before the models were built. Each one became a 3D asset for the prologue.

    Concept: the Drowned Door, a carved stone disc ringed with runes
    The Drowned Door
    Concept: a coil of the Elder Leviathan, scaled and scarred
    Elder coil
    Concept: the Storm Ray, a vast manta with ring-iron tethers
    Storm Ray
    Concept: the Sea-Wolf's snarling wolf figurehead
    Wolf figurehead
    Concept: a drowned spectral galleon with tattered sails
    Graves' fleet
    Concept: a ring of ancient ring-iron carved with glyphs
    Ring-iron

    “Enough. No further. I am the line that holds.”

    The one word the deep has no answer for
    The crew

    Every captain arrives with a past.

    Mutineers, drowned admirals, cartographers who walked the wards. Recruit them in the Tavern, raise their stars, and read their chronicles as you go.

    The studio

    Soyna is a small studio that writes the sea floor before it builds the ships.

    We make games you carry for years. That means the world has to hold up when you look closely: why the sea gets worse toward the middle, why a creature surfaced this week and not last, why a captain turned her guns on her own admiral.

    So we write the history first and let the systems grow out of it. The eight rings on our map are the eight rings in the lore. The event calendar is the age of your kingdom. The last thing the prologue asks you to do is hold on.

    Pirate Archipelago is our first game. It is in active development on Unity for iOS and Android.

    Written before it is built

    A lore bible sits under every mechanic, so the rules of play and the rules of the world agree.

    Made for years, not weekends

    Kingdoms age on a shared calendar. New generations of captains and new creatures arrive as the sea gets older.

    Crafted on phones

    Every screen is judged from real screenshots and signed off by design before it ships. Taps, frame time and battery count.

    12painted storyboards in the prologue
    18Legendary captains, six chapters each
    8wardens bound around the door
    30Manor levels from wreck to fortress
    Launch news

    Be on the beach when the tide goes out.

    Leave an address and we will write when the beta opens. One letter per voyage, nothing more.

    Coming toApp Store
    Coming toGoogle Play