Geographic Expansion Model: How Salt & Steel Grows
Document type: Design — Expansion Strategy
Status: First Draft
Last updated: 2026-04
See also: Voyage System | Nautical Chart | Endgame Progression | Pillars 6 & 7 | Monetization
Design Philosophy
The world of Salt & Steel is not finite. It was always intended to be a world in process of discovery — not a fully realized setting delivered at launch with a fixed boundary, but a sea with an edge that retreats as the player approaches it. Every expansion does not add content to a complete world. It extends an incomplete one.
This is the fundamental difference between Salt & Steel's expansion philosophy and Path of Exile's. PoE's Atlas expansions redesigned and added content to an existing endgame structure — the world was complete, and the Atlas system was modified to include new mechanics. Salt & Steel's geographic expansions literally extend the game world outward: new coastlines, new oceans, new civilizations, new seas that did not exist in the previous version of the game. The world grows. The horizon retreats.
For players who have been present since launch, this creates an experience unique in the ARPG genre: they have been present for the discovery of a world. The seas they now chart in Year Five were once marked with the cartographer's warning at the edge of Year One's map. They watched the blank become known. That is a relationship with a game world that most ARPGs cannot offer because most ARPGs begin with a complete world.
The Expansion Commitment
Every geographic expansion is permanent. Nothing is removed or deprecated when new content is added. The world of Salt & Steel at Year Five contains everything from Year One — every island, every dungeon, every NPC, every boss — plus four additional years of accumulated world. New players beginning in Year Five enter a world of extraordinary size and depth. Veterans of Year One encounter a horizon that has moved four times further than where they originally found it.
This commitment creates a design discipline: nothing added to the world can be throwaway content. Every island, every civilization, every sea lane introduced in an expansion must be of sufficient quality to remain compelling for players who return to it in Year Five. Quantity of content is not the goal; density of quality is.
The Expansion Cadence
Annual Release Cycle Each calendar year, one major geographic expansion releases. The expansion is paired with a new annual narrative arc — four Voyages that tell a complete story within the new region's geography. The annual cadence is:
- Q1: Voyage 1 (Expansion year begins — exploration of new region)
- Q2: Voyage 2 (Settlement and early conflict)
- Q3: Voyage 3 (Deepening mystery, rising stakes)
- Q4: Voyage 4 (Climax and resolution — the year's narrative payoff)
The expansion's content is delivered at the beginning of its year. All four Voyages use the expansion's new geography as their canvas, with the permanent content fully available from year launch. Voyages add temporary mechanics and narrative layers to the permanent geography, rather than delivering geography in installments.
Development Parallel Tracks Maintaining annual expansion quality alongside quarterly Voyage production requires three simultaneous development tracks:
- Live track: The current Voyage's live service (hotfixes, balance, community management)
- Voyage track: The next Voyage in full production (mechanic finalization, art, voice, QA)
- Expansion track: The current year's expansion in advanced production, overlapping with the following year's expansion in concept/pre-production
This is GGG's development model for PoE and it is proven at scale. Salt & Steel's studio must staff and resource to this structure from day one — expansion development cannot be treated as a "bonus" that gets attention after Voyage work is complete.
The First Five Years: Regional Expansion Roadmap
Year 1 — Launch: The Ember Seas
The World at Launch The Ember Seas are the Home Waters — Salt & Steel's launch region and the permanent home base of the endgame. The Ember Seas are a diverse volcanic archipelago characterized by active geology: islands that are still forming, lava flows that reshape coastlines seasonally, fumarole fields beneath the shallows, and the deep volcanic heat that makes these waters both dangerous and mineral-rich.
The Ember Seas at launch contain:
- 140 chart nodes across all 17 tiers (sufficient for full endgame progression)
- 5 major island chains with distinct biomes and cultural identities
- 3 major civilizations: the Ironport Confederation (merchant-democratic), the Coral Throne (sea-creature-worshipping monarchy), and the Ashen Covenant (volcanic-elemental cult)
- 4 pinnacle content zones (the Admiral's Graveyard, the Eye of the Eternal Squall, the Leviathan's Furrow, the Last Flagship)
- The Maelstrom (the ultimate endgame zone, at the chart's far edge)
- 2 major port cities (Ironport Crossing, the city of Coraline)
- Full underwater exploration content in the volcanic shelf zones
The Four Ember Seas Voyages
Voyage 1: The Drowned Armada — A spectral fleet from an ancient naval war materializes in the Ember Seas. The war they were fighting ended two centuries ago. The fleet doesn't know it.
Voyage 2: The Golden Tide — A legendary treasure fleet, lost at sea two generations ago, has been located. Every captain in the seas is racing to claim it.
Voyage 3: The Blood Moon — Creatures that should be mythological are appearing in the shallows. They are coming from somewhere specific. A navigator who survived an encounter with them can feel the source.
Voyage 4: The Jade Winds — A diplomatic delegation arrives from a distant sea region with maps of unknown waters. Their maps are not complete. They don't say what they found at the edge.
The Year 1 narrative arc establishes the game's central mystery: the pre-Collapse civilization that once ruled these seas did not simply drown. Something happened to them. The Jade Winds delegation's incomplete maps are the first hint that the Collapse was not a natural disaster.
Year 2 — The Drowned Reaches
Regional Identity The Drowned Reaches are what happens when a civilization's coastal cities sink beneath the sea — not in ruin, but intact. The ancient civilization that once ruled this region built their cities in tiers: the upper city was on elevated ground, the middle city on the coast, and the lower city literally on the sea floor. When the Collapse came, the upper city survived as ruins. The middle city became partially submerged (accessible from both above and below). The lower city descended further, preserved in the deep by cold and pressure.
The Drowned Reaches are salt-water architecture: coral-encrusted towers with air pockets still trapped in their upper floors, streets that are now fish channels, libraries whose scrolls have become sediment layers, marketplaces where price lists are still carved into stone walls in a script no one now living can fully read.
Scale of Content Added
- 60 new chart nodes (Tiers 3-17, concentrated at mid-to-high tiers to challenge veteran players)
- The Drowned Reaches require mixed surface and underwater navigation — some nodes are surface approach to partially submerged ruins; others are fully underwater zones
- 2 new biome types added to the Nautical Chart: Submerged City (fully underwater urban exploration) and Tidal Shelf (partially flooded coastal terrain with rising/falling water level events)
- New enemies: Drowned Scholars (undead who absorbed the civilization's knowledge and now guard it obsessively), Pressure Constructs (deep-sea automatons that predate any existing crafting knowledge), Adapted Colonists (human factions who have learned to live in the ruins — not undead, but changed)
- 2 new pinnacle bosses: the Drowned King and the Abyssal Architect
- 2 new major port cities: the Deepport (a city built in the ruins of the ancient upper city — humans living in pre-Collapse architecture they don't understand) and the Submarine Market (a trade hub accessible only by diving — operated by merchants who specialize in deep-goods)
- New currencies: Pressure Coins (the ancient civilization's currency, still accepted in certain quarters), Deep Salvage (extracted from wreck content)
The Four Drowned Reaches Voyages
Voyage 5: The Sunken Empire — The first Voyage into the Drowned Reaches. Underwater ruins are being mapped for the first time in two thousand years. New content unlocks: ruins of a drowned civilization scattered across the chart, unique cursed artifacts with Voyage-exclusive appearances.
Voyage 6: The Colonist Conflict — The human factions who have built their lives in the Drowned Reaches are in conflict with the players and with each other. The player must choose which colonist faction to support. The Voyage's political outcome affects faction standing going into Voyage 7.
Voyage 7: The Deep Archive — Something is active in the lowest levels of the sunken lower city. The ancient civilization's automatons have begun moving with apparent purpose. The Archive — the civilization's central repository of knowledge — is opening.
Voyage 8: The Final Record — The Archive's deepest record reveals the truth of the Collapse. The Year 2 narrative arc concludes here: the ancient civilization did not fall to natural disaster. They sealed something beneath the sea. The seal has been weakening for two thousand years. The Maelstrom is the symptom, not the cause.
Year 3 — The Frozen Straits
Regional Identity The Frozen Straits are the northern seas — waters that exist at the intersection of the known world and the mythological. The sea here freezes in winter into sheet ice navigable on foot and by sled. In summer, the ice breaks into iceberg fields that make conventional navigation impossible. The cultures who live here are Norse-inspired maritime peoples who have adapted their ships for ice navigation (reinforced hulls, collapsible keels, sled-runners that deploy on hull sides for ice travel).
The Frozen Straits contain:
- Glacial caverns beneath ice sheets (accessible only during winter season)
- Ice-locked ruins of an even older pre-Collapse culture that preceded the civilization found in the Drowned Reaches
- A mythological creature population that exists nowhere else: frost-serpents (giant, cold-resistant sea serpents that use ice floes as hunting platforms), ice elementals formed from magical winter storms, and the Frost Jarldoms — undead Viking-analogue warriors who died defending their shores and did not stop
- The Polar Light Event: a recurring visual phenomenon (aurora analogue) that coincides with massive creature migration events and supernatural empowerment of certain enemies
Scale of Content Added
- 65 new chart nodes (Tiers 5-17, highest concentration in T10-T15)
- New navigation mechanic: Ice Navigation. Ships require seasonal equipment to navigate the Frozen Straits safely. Without proper ice equipment, hull damage accumulates during transit in frozen waters. With proper ice equipment, new routes through ice fields become available.
- New biome types: Ice Shore (coastal frozen terrain), Glacial Cavern (underground ice systems), Open Ice (navigating between ice floes — ship movement constraints apply)
- 2 new pinnacle bosses: the Frost Jarl (a legendary undead warlord who unified all the Frost Jarldoms) and the Glacial Kraken (an elder-tier creature that lives beneath the deepest ice sheets)
- 1 new major port city: Icefall — a city built into a glacier, half-carved stone and half-ice architecture, with a street market that runs on a different economy than the rest of the world
- New Ascendancy option tied to the Frozen Straits civilization: the Ice Navigator (character build specialization around cold, ice environments, and northern cultural mechanics)
The Four Frozen Straits Voyages
Voyage 9: The Icebreaker — First entry into the Frozen Straits. The passage north has been closed for decades — why it closed is the mystery; why it opened now is more concerning.
Voyage 10: The Jarl War — Rival Frost Jarldom factions are fighting for control of the Straits. The player's choices about which faction to assist determine the region's political configuration.
Voyage 11: The Winter Gate — The deepest glacial caverns have opened for the first time in recorded history. Something beneath the ice was waiting for a specific condition to be met.
Voyage 12: The Long Night — The Polar Light Event is lasting longer than any historical record suggests it should. The frost creatures are congregating rather than dispersing. The Year 3 arc reveals: the Frozen Straits contain the second major seal. The Collapse had multiple fail-safes. Two of them are failing.
Year 4 — The Storm Wastes
Regional Identity The Storm Wastes are a region of perpetual catastrophic weather. At the center of the region is a permanent Category-5 equivalent hurricane — the Grand Tempest — that has not dissipated in living memory. Around the hurricane's eye wall, concentric rings of increasingly severe weather conditions make navigation progressively more dangerous the closer to the center one goes.
The Storm Wastes are not uninhabited. The cultures who live here are storm-worshippers — they have built their civilization entirely around reading, managing, and exploiting extreme weather. Their ships are different: smaller, more maneuverable, built for sailing in conditions that would destroy conventional vessels. Their architecture is primarily underground and sub-nautical — built beneath wave height to avoid being swept away.
At the center of the Grand Tempest's eye, visible only to captains who reach that interior calm, is something that should not be there: a landmass. Stable. Untouched by the hurricane that surrounds it. And on that landmass, lights.
Scale of Content Added
- 70 new chart nodes (Tiers 8-17, heavily weighted toward high tiers — the Storm Wastes are endgame-focused content)
- The weather system in the Storm Wastes uses the Living Sea's dynamic weather simulation but overrides it with permanent storm conditions that fluctuate in intensity rather than presence. The calm window — when the Tempest's eye moves over a specific region — is when certain content is accessible.
- New navigation mechanic: Storm Running. Navigating with the Grand Tempest's rotation rather than against it provides incredible speed but requires constant course correction. Against the rotation, progress is slow and hull damage is ongoing.
- New biome types: Tempest Zone (active hurricane conditions — reduced visibility, constant weather damage), Eye Wall (the transition zone — unpredictable extreme weather bursts), Eye Calm (the interior of the hurricane — unnaturally peaceful, with its own specific encounters)
- 2 new pinnacle bosses: the Grand Tempest Sovereign (the being at the center of the permanent hurricane — accessible only by reaching the Eye Calm) and the Storm Pirate Admiral (a legendary human naval commander who mastered the Wastes and uses them as a base)
- 1 new major port city: the Sub-Harbor — built entirely underwater, accessible by diving from the surface. The only truly storm-proof settlement in the region.
- New Ascendancy option: the Tempest Commander (character specialization around weather mechanics, storm-attuned combat, and atmospheric manipulation)
The Four Storm Wastes Voyages
Voyage 13: Into the Wastes — First entry into the Storm Wastes. The storm culture is hostile to outsiders by default. The player must earn passage.
Voyage 14: The Storm Court — The weather-worshipping factions have a theocratic government that is fragmenting. The player's faction choices determine who controls access to the Eye.
Voyage 15: The Eye's Secret — Reaching the Eye Calm reveals the landmass. What's there is not a civilization — it's a mechanism. The third fail-safe.
Voyage 16: The Breaking Storm — The Grand Tempest is destabilizing. The Year 4 arc reveals that the Collapse's three fail-safes were designed to be activated in sequence. Two have been discovered. The third is failing independently. Something is interfering from beneath.
Year 5 — The Jade Currents
Regional Identity The Jade Currents are an Asian-inspired maritime world: a vast subtropical sea region characterized by island cultures with deep philosophical traditions, sophisticated naval technology (sails and rigging solutions that outperform Western analogue designs), and an extensive trade network that the rest of the world has been unaware of for centuries — not because it was hidden, but because nobody sailed far enough to find it.
The Jade Currents civilizations have their own complex history — they were present during the Collapse and experienced it differently than the civilizations of the western seas. Their records of the event are intact (the Collapse affected them less severely). They know things. Whether they share those things depends entirely on the captain's reputation, choices, and willingness to engage with their cultures on their own terms rather than through the lens of conquest.
Scale of Content Added
- 80 new chart nodes (Tiers 1-17, with a full tier range — the Jade Currents are a complete region, not a high-tier supplement)
- New navigation mechanic: Current Reading. The Jade Currents have specific ocean current patterns that function as permanent high-speed transit lanes for ships that know how to use them. Current Reading is a skill-based navigation system: players who learn the current patterns can transit the region significantly faster; players who don't fight the currents constantly.
- New biome types: Jade Sea (the central sea region, warm and calm, teeming with unique ecology), River Delta (vast river outflows that create unique terrain where fresh and salt water mix), Monsoon Coast (seasonal weather-driven terrain)
- 3 new pinnacle bosses (the Jade Currents are the largest region addition): the Tide Oracle (a precognitive leader figure), the Jade Dragon (a sea creature of mythological stature in the local culture — not evil, but territorial), the Currents Admiral (the unified naval fleet's commander)
- 3 new major port cities (the region's settled nature means more urban content than frontier regions)
- New Ascendancy option: the Current Walker (character specialization around speed, momentum mechanics, and current-riding combat techniques)
- New item categories: Jade Currents crafting introduces entirely new item bases unavailable in western seas — materials and components derived from Jade Currents-specific ecology and cultural practices
The Four Jade Currents Voyages
Voyage 17: First Contact — The Jade Winds delegation from Year 1, Voyage 4 has been a preparation. The Jade Currents opens for full exploration. The cultures here have been watching western captains approach for years.
Voyage 18: The Silk Trade — The economic integration of the Jade Currents into the wider world. A new trade economy layer opens; the conflicts over who controls it begin.
Voyage 19: The Jade Archive — The Jade Currents civilizations maintained complete records of the Collapse. The player gains access to the Archive. The truth of the Collapse is almost fully assembled.
Voyage 20: The Original Tide — The Year 5 narrative climax. The Collapse was not a failure of the ancient civilization. It was a choice — a sacrifice designed to seal something so dangerous that the civilization willingly drowned their own cities to contain it. It worked. For two thousand years, it worked. Something is undoing the sacrifice from below. The Obsidian Deep awaits.
Beyond Year 5: The Obsidian Deep
The Obsidian Deep is the ultimate geographic expansion — the destination toward which the entire five-year narrative arc has been pointing. It is not a new sea region. It is below all sea regions simultaneously: the deepest trench system in the world, where the ancient civilization's seal is located, and where whatever was sealed has been working to break free.
The Obsidian Deep integrates with the Depth System (the infinite progression mechanic described in the Endgame Progression document). Its content exists at the intersection of the Abyssal Trench's maximum depth and a series of structured encounters that reveal the Collapse's final truth.
The Obsidian Deep release is designed as the first major narrative conclusion to a multi-year story arc — a moment that rewards players who have been present since Year 1 with a payoff that references dozens of narrative threads, and rewards new players with a compelling destination whose magnitude they can appreciate even without the full context.
Further expansions beyond the Obsidian Deep continue the pattern: new sea regions, new civilizations, new narrative arcs. The world does not end with the Obsidian Deep. It only becomes clearer that there was always more ocean.
How Expansion Content Integrates with Existing Systems
The Nautical Chart Grows
Each expansion adds its nodes to the Nautical Chart in geographically appropriate positions — adjacent to existing content, connected by new sea lanes. The Chart's physical representation in the captain's cabin grows: new parchment sections are visible being added to the edges, the cartographer's annotations become denser, and the overall map becomes more impressive as more territory is charted.
The highest-tier nodes in a new expansion (T15-T17) are positioned at the far reaches of the new region — the part of the map furthest from previously charted waters. Reaching these nodes requires charting through the lower tiers of the new region first, ensuring the progression feels like exploration rather than instant access.
Connection to Existing High-Tier Content New expansion nodes at T12-T17 are connected to existing T10-T14 nodes from previous regions via sea lanes. This means veteran players who have mastered the Ember Seas can access high-tier content in new expansions more quickly than new players — a form of geographic mastery that rewards investment without creating a hard gate.
New Ascendancy Options
Each expansion introduces one new Ascendancy option (the GURPS-framework specialization layer that defines advanced character builds). These Ascendancy options are thematically tied to the new region's culture and mechanics.
New Ascendancies are permanent additions to the character creation system — available to all players, on all future characters, regardless of whether they own the expansion. The content that inspired the Ascendancy (the expansion's geography and encounters) requires expansion purchase; the Ascendancy itself does not.
This ensures that the power system remains fully accessible to all players while giving expansion purchasers unique contextual meaning for their build choices.
New Item Bases and Crafting
Each expansion introduces:
- 15-25 new item bases (weapons, armor, accessories derived from the new region's materials)
- New modifier types specific to the expansion's mechanics (frost-attuned modifiers from the Frozen Straits, current-speed modifiers from the Jade Currents)
- 8-15 new unique items themed to the expansion's lore and encounters
- New crafting components available only in the expansion's geography (but tradeable with players who own the expansion)
New crafting components are tradeable — players who do not own an expansion can still access expansion materials through the player economy if they choose to purchase them. This maintains the economy's coherence across the full player base.
Lore Coherence Across Expansions
The world of Salt & Steel has a unified narrative that runs beneath all regional content. Expansion lore teams work from a canonical lore bible maintained across the entire development history. Every expansion introduces new information that:
- Extends previously established lore threads rather than contradicting them
- Rewards players who have followed the lore by making their accumulated knowledge relevant to new revelations
- Remains accessible to new players (new information can be understood without full context) while being enriched for veterans (full context makes the information significantly more meaningful)
Each expansion produces a narrative document cross-referencing all lore elements introduced with existing canon. No expansion is permitted to ship without this cross-reference being reviewed and approved by the lore lead.
Expansion Accessibility and Player Onboarding
The New Player Experience Across Years
A player joining Salt & Steel in Year Five faces a different initial experience than a Year One player — the world is substantially larger. The design response is:
Progressive Revelation The Ember Seas (launch content) remain the starting region for all new players. The campaign takes place in the Ember Seas. The early Nautical Chart access is the Ember Seas. Expansion content is encountered as players progress and choose to explore further — it is never forced on new players before they have the foundational experience.
Guided Discovery NPC navigators in major port cities provide "known sea routes" — suggested progression paths for captains who have completed the Ember Seas and want to know where to sail next. The game suggests the Drowned Reaches as the natural next destination after the Ember Seas, but does not block access to any region a player is prepared to reach.
Level of the Seas, Not Level of the Player Expansion content is designed around the tier system — T1-T5 content in a new expansion is accessible at the same power level as T1-T5 content in the Ember Seas. New players who reach a new expansion's lower-tier content are not confronted with difficulty spikes. Progression scales naturally across all regions.
Expansion Purchase and Free Content Policy
- The Ember Seas (launch content) and all Voyage mechanics: Always free to all players, forever.
- Geographic expansions: One-time purchase, permanently owned on the account, never requires repurchase.
- Expansion pricing: Approximately $20-25 USD at launch, declining to approximately $12-15 USD after one year. Regional pricing parity maintained.
- "Voyage Charter Access" for non-expansion players: As described in the Voyage System document — non-expansion players can participate in Voyage content set in expansion territories without full exploration access.
- No power advantage from expansion: The mechanical additions of expansions (new Ascendancies, new items, new crafting) are available to all players through the trading economy or are account-unlocked regardless of expansion ownership. Expansions gate geography, not systems.
Expansion Communication Cadence
Six months before launch: Internal announcement to the community that the expansion is in production. Thematic hint only — no specifics.
Three months before launch: Official expansion announcement event. Regional identity reveal, key art, new civilization introduction, featured new mechanic hint.
Six weeks before launch: Deep-dive content preview. New biomes detailed, enemy factions introduced, pinnacle boss teases, new Ascendancy revealed.
Three weeks before launch: The expansion patch notes and balance manifesto — full mechanical detail.
One week before launch: Streamer/content creator early access program activates under NDA. Day-one coverage is prepared and high-quality.
Launch day: Expansion simultaneous worldwide release. Voyage 1 of the expansion era begins concurrently.
Week 2 post-launch: First hotfix patch based on live player data. Community feedback incorporated.
See also:
Voyage System — the four Voyages per expansion, the seasonal mechanics
Nautical Chart — how expansion nodes integrate with the endgame
Endgame Progression — how expansion content connects to progression milestones
Pillars 6 & 7 — Voyages and Expanding Horizons, the philosophical foundation
Monetization — expansion pricing, supporter packs, accessibility commitments