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Steam News25 June 20265d ago

Devlog #8

Hello Ship Destroyers! While dismantling ships remains the core of the game, we wanted the scrapyard to gradually evolve into something bigger than a place where the player simply cuts steel and sells resources.

Full notes

Full Ship Graveyard Simulator 3 update

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Repeated intro

Hello Ship Destroyers!

What changed

0 fixes1 addition3 changes0 removals
  • Store
  • UI and audio
  • Gameplay
changedWhile dismantling ships remains the core of the game, we wanted the scrapyard to gradually evolve into something bigger than a place where the player simply cuts steel and sells resources. To support that, we've been working on three connected systems: employees, the management computer and the day/night cycle.Many systems that were previously separated or simplified are now connected through a single interface. From here, players can purchase ships, browse contracts, check warehouse contents, manage employees, read emails and keep track of various scrapyard activities.
changedHiring EmployeesThe individual jobs may sound simple on paper, but together they can significantly change how the scrapyard operates.
addedHiring EmployeesWhile these workers perform routine logistics, the player remains on the ship, dismantling new sections and preparing additional materials.
changedHiring EmployeesOur intention isn't to replace gameplay with automation, but rather to reduce repetitive transportation tasks and allow players to focus on larger projects as ship sizes increase.

While dismantling ships remains the core of the game, we wanted the scrapyard to gradually evolve into something bigger than a place where the player simply cuts steel and sells resources. To support that, we've been working on three connected systems: employees, the management computer and the day/night cycle.

The Computer

In SGS3, the computer acts as the central point for managing your business.

Many systems that were previously separated or simplified are now connected through a single interface. From here, players can purchase ships, browse contracts, check warehouse contents, manage employees, read emails and keep track of various scrapyard activities.

One of our goals was to make progression feel less like unlocking individual menus and more like gradually building an actual shipbreaking company. The computer naturally turns into the place where most strategic decisions are made.

Hiring Employees

As scrapyard operations become larger, transporting materials and handling logistics manually starts taking more time than dismantling itself.

We also know that some of you would love to leave the crane to someone else and enitrely focus on different tasks.

To address this, SGS3 introduces employees that can be hired through the Employment Agency.

Workers receive a daily salary and can be assigned to specific positions depending on the player's needs. Different jobs support different parts of the scrapyard operation, allowing players to automate selected tasks while still remaining directly involved in the dismantling process.

At the moment, players can hire workers to outsource specific tasks such as crane operations, transportation to the warehouse and logistics related to the forge.

The individual jobs may sound simple on paper, but together they can significantly change how the scrapyard operates.

Imagine a situation where (at the same time!):

  • A crane operator handles heavy ship components and loads them onto a truck.

  • A driver transports those components to the warehouse and returns with an empty vehicle.

  • Another driver takes care of crates that you’ve thrown in, constantly rotating cargo space back and forth between the scrapyard and warehouse.

  • A dedicated worker manages transportation related to forge production, ensuring processed materials keep moving without requiring player involvement.

While these workers perform routine logistics, the player remains on the ship, dismantling new sections and preparing additional materials.

Our intention isn't to replace gameplay with automation, but rather to reduce repetitive transportation tasks and allow players to focus on larger projects as ship sizes increase.

Connected to the Day and Night Cycle

Employees are directly tied to the day and night system.

Workers only perform their duties during working hours. Once evening arrives, they finish their shifts and leave work until the following day.

This means the scrapyard changes throughout the day. During daylight hours, businesses operate normally, workers are available and most services can be accessed. At night, many locations close, NPCs disappear from the town and the scrapyard becomes noticeably quieter.

The player can continue working after hours, but some activities will have to wait until morning.

Summary

One of our goals for SGS3 is making progression feel visible not only through bigger ships and better tools, but also through the growth of the scrapyard itself.

Early in the game, most work is performed personally by the player. Later, the scrapyard starts functioning as a larger operation supported by employees, logistics and management systems.

The combination of workers, the management computer and the day/night cycle helps create that sense of progression while also giving more purpose to the town and the facilities surrounding the scrapyard.

Your feedback really helps us shape the game, so feel free to share your thoughts 👇

More details soon, Ship Graveyard Simulator 3 Team

Source

Steam News / 25 June 2026

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