Cover art for DREADWAKE

Strategy · New game

DREADWAKE

A free naval incremental defense game where a modest ship grows into a boss-hunting warship across 24 seas, and every upgrade decision reshapes the hull.

#53 this weekAI-assisted: Code, Graphics, Text

  • By ohagimochi
  • Strategy
  • New Oct 27, 2026
  • 1,330-word guide
  • Free

The game runs in this tab. No install, no account.

The short answer

Dreadwake is a free, single-player naval incremental defense game that runs in a desktop browser. The ship fires on its own, so attention goes to buying upgrades with CASH during a run, banking permanent GOLD for refits and research, and equipping artifacts before pushing into deeper seas. Bosses arrive every 10 and every 100 waves.

What is Dreadwake?

Dreadwake is a free naval incremental defense game from developer ohagimochi, currently in development and playable in a desktop browser through an HTML5 build, with a Windows edition alongside it. A voyage starts with a modest ship, and the goal is to survive waves of sea creatures and convert each run's spoils into the next refit.

The ship fires automatically, which shifts the decisions elsewhere: which upgrades to buy, which artifacts to equip, and how deep to push. Two currencies split the planning. CASH pays for upgrades inside the current run, while GOLD survives the voyage and goes into permanent refits and research.

Weapons, armor, and the stern cabin each develop on their own track, so the hull reflects where the investment went. A player who pours everything into attack ends up with imposing weapons bolted to a fragile hull. Beneath the surface waits something considerably larger than the creatures met on the way down.

How to play

Combat unfolds in waves, and the ship keeps firing while the player manages the run. Minibosses appear every 10 waves and major bosses every 100, so the rhythm of a session is a steady climb punctuated by set-piece fights. Across 24 seas there are eight boss families, and later regions field stronger variants of the same lineages.

Boss encounters are built around survival first and punishment second. A submerged predator charges up from the depths, and tentacles can close around the ship; getting through means having a build that can absorb the pressure and hit back when the creature opens up.

Progress branches once a sea is cleared. Moving into new water raises the challenge, while revisiting familiar seas claims milestones and improves idle income. Research, automation options, and achievement medals unlock along the way. Once Wave 200 falls, RESTRICT becomes available: a run where all three ship ranks stay fixed at 1, stripping away the usual growth.

Controls

Input is light. The mouse handles the strategic layer: picking upgrades, equipping artifacts, and selecting a sea. The space bar sets sail and then toggles pause and resume. Q triggers Shock Blast, a named ability worth keeping ready for the moment a fight turns. Game speed is adjusted with the minus and plus buttons, though the range available depends on research progress, and fullscreen is recommended for play.

Progress is stored locally on the device. The browser and desktop editions keep separate saves, so moving between them requires the export and import options in Settings.

Idle time follows the same split. Research and any unlocked idle income keep accruing while the game is closed, but battles stop, and offline income is capped at 24 hours for any single absence. Long breaks still pay, just not indefinitely.

Controls listed on the game page
InputAction
MouseChoose upgrades, equip artifacts, and select a sea
SpaceSet sail, pause, or resume
QUse Shock Blast
Minus and plus buttonsAdjust game speed as research unlocks it

Tips for your first run

Treat the three development tracks as separate budgets. Weapons, armor, and the stern cabin grow independently, and a hull stacked only with offense will carry heavy guns on thin plating. Splitting attention early keeps a run alive long enough to reach the boss waves.

CASH is spent inside the run and does not survive it, so there is little reason to hoard it. GOLD is the opposite: it funds permanent refits and research and should be treated as the long-term lever. Dipping back into earlier seas is not a step backwards, since milestones and idle income improve from it.

  • Buy upgrades with CASH during a run rather than saving it.
  • Invest GOLD in permanent refits and research between voyages.
  • Keep Shock Blast ready for the moment a boss becomes vulnerable.
  • Expect a miniboss at every tenth wave and a major boss at every hundredth.
  • Return to cleared seas to collect milestones and lift idle income.
  • Use the speed buttons once research widens the available range.

Content and replayability

The build space is wide for a browser game. There are 34 artifacts to collect and 11 special armaments to develop, and the loadout system rewards mixing harpoons, broadsides, defensive gear, and support effects rather than maxing one category. Artifacts are equipped between fights, so builds can be reworked as new options appear.

Sea progression covers 24 regions guarded by eight boss families. Later regions restate earlier fights with stronger variants, which keeps familiar encounters relevant. Milestone chasing gives cleared water a purpose beyond nostalgia, feeding idle income that keeps working while the game is shut.

Beyond the main ladder, research and automation unlock over time, and achievement medals mark progress toward various goals. RESTRICT sits at the end of the climb as a constraint mode: all three ship ranks locked at 1 after Wave 200 is cleared, testing whether a build holds up without rank growth.

Presentation and performance

The look leans on pixel art, with ship visuals that change as weapons, armor, and the stern cabin are developed separately. A heavily armed, lightly armored hull should read as exactly that on screen. Visual implementation is procedural, and the project credits AI assistance for code, procedural visuals, and text under human direction, while stating that no generative AI service runs during play.

The HTML5 build opens in a desktop browser, and fullscreen is the recommended way to play. A separate Windows edition exists, and the two do not share saves.

Interface text is available in English, Japanese, German, Spanish, French, Simplified Chinese, Traditional Chinese, Korean, and Brazilian Portuguese, so the reading around upgrades and artifacts is accessible across a broad set of players. The game remains in development, and feedback is actively requested.

Who should play it

This suits players who like watching numbers climb and builds come together. The ship fires on its own, so reflexes are not the bottleneck; the interesting decisions are economic and structural, from CASH spending inside a run to GOLD allocation across voyages. Anyone who enjoys auto battlers, idle progression, and tinkering with loadouts will find the loop familiar.

The naval theme does real work. Harpoons, broadsides, submerged predators, and tentacles around the hull give the upgrade choices a shape, and the boss cadence of every 10 and every 100 waves supplies pacing without demanding constant input.

Players who want direct control of aiming or twitch combat should look elsewhere, since the ship handles its own firing. Those who prefer a finished product should weigh the in-development status. Bug reports are requested with browser or operating system, sea, and wave, which says a lot about how the build is being tuned.

Screenshots

DREADWAKE — screenshot 1
DREADWAKE — screenshot 1
DREADWAKE — screenshot 2
DREADWAKE — screenshot 2
DREADWAKE — screenshot 3
DREADWAKE — screenshot 3
DREADWAKE — screenshot 4
DREADWAKE — screenshot 4

How we tested it

The build was loaded from games.debutplay.com in a headless Chromium session on ; the canvas started and no request was blocked. The guide was last checked on .

From the developer

ENGLISH / 日本語Japanese follows below. 日本語の紹介は後半にあります。 Build a warship. Brave the deep. DREADWAKE is a free naval incremental defense game. Begin with a modest ship, survive waves of sea creatures, and turn each voyage's spoils into your next refit. Your ship fires automatically. You choose what to upgrade, which artifacts to equip, and when to venture into deeper waters. Beneath the surface, something much larger is waiting. A ship shaped by your choices Build during battle. Grow between voyages. Spend CASH on upgrades for the current run. Invest your lasting GOLD in permanent refits and research. See every kind of progress. Weapons, armor, and the stern cabin develop independently. Invest everything in attack, and your ship will carry imposing weapons on a fragile hull. Find your own loadout. Collect 34 artifacts and develop 11 special armaments. Combine harpoons, broadsides, defenses, and support effects to suit your build.…

Frequently asked questions

Is Dreadwake free to play?

Yes. It costs nothing to play in a desktop browser, and a Windows edition is offered as well.

What platforms does it run on?

The listed platforms are HTML5 and Windows. Play happens in a desktop browser, where fullscreen is recommended, or through the desktop edition, which keeps its own save.

How does saving work?

Progress is stored locally on the device. Browser and desktop saves are kept separate, and the export and import options in Settings back progress up or move it between the two.

Does progress continue while the game is closed?

Research and unlocked idle income keep running while the game is shut, but battles stop. Offline income is limited to 24 hours for each absence.

How often do bosses appear?

Minibosses arrive every 10 waves and major bosses every 100. Eight boss families are spread across 24 seas, with stronger variants appearing in later regions.

What is RESTRICT mode?

It opens up after Wave 200 is cleared and freezes all three ship ranks at 1 for that run, removing rank growth from the equation.

What games are similar to DREADWAKE?

The closest matches on DebutPlay are STEEL FRONT — Beta, Checkmate Protocol 2076, Zulu Protocol. They share the same genre, so the controls and the pace carry over.

Something wrong or missing? Tell us. How we test games.