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100 Days At Sea artwork

100 Days At Sea Wiki

Updated on (about 2 months ago)

You start on a tiny raft in open ocean with a harpoon, a fishing rod, and a day counter that only goes one way: toward Day 100. Daytime is the work shift. Hook floating Wood and Metal with the harpoon, fish or scoop food when you can, feed the Bonfire, and expand the raft so the next night hurts less. Night is when the ocean stops being friendly. Keep the Bonfire lit, hold the deck through raids, and treat long swims away from the fire as a bad idea while the Angler Fish is out.

Progress is mostly base-first. Higher Bonfire levels unlock tools like the Sawmill and Magnet, which calm the Wood and Metal scramble so you can sail farther. Map Radar and safer early islands open the rest of the map, then tougher islands and regions ask for better weapons and a raft that can take a rough night. The loop stays the same every run: gather, build, defend, explore, and try to last longer than last time.

Game Created
November 14, 2025
Last Updated On
September 9, 2026
Age Requirement
All Ages
Genre
Survival
Supported Devices
DesktopMobileTabletConsoleVR
Active 100 Days At Sea Codes

Checked and verified on September 9, 2026

3 active
1
CLASSES

You get +20 Pearls

Added Aug 22, 2026
2
SURVIVOR

You get +20 Pearls

Added Aug 15, 2026
3
DECORATE

You get +20 Pearls

Added Aug 8, 2026

View all 100 Days At Sea codes

Game data

Materials:

Wood and Metal are gathered from floating debris and island loot, then Sawmills and Magnets provide steadier raft production as the Bonfire grows. Glue comes from processing Pirate or Ghost Pirate corpses and may appear as Goo, Goop, or Green Gum. These materials feed raft, structure, and equipment crafting, so knowing the right farming route saves a lot of backtracking.

All 3 Materials in 100 Days At Sea

Bosses:

Bosses in 100 Days At Sea are major combat stops you sail to, defend against on the raft, or summon with map steps. Island fights, ghost-ship clears, volcano and ice region chains, and tablet summons each have their own start conditions and badge goals. The Kraken is a sea raid on your raft; Ancient Squid is a separate tablet-summoned Squid Boss. Reward leads such as Magma Staff or medkits are soft clues, so plan fights by prep and unlock steps more than by full loot tables.

All 8 Bosses in 100 Days At Sea

Companions:

Companions are passive pets from the Companion Shop in 100 Days At Sea. You spend Pearls on chests (Fisherman's, Warrior, Ice, Pirate, or Magma), open a weighted roll, then equip one pet for a buff to combat, sprint, health, hunger, food, materials, loot, healing, or crowd control. Some pets can drop from more than one chest, so Pearl cost and drop chance matter as much as the buff itself when you decide what to open next.

All 22 Companions in 100 Days At Sea

Islands:

Islands are the landfalls, regions, and sea structures you leave the raft for in 100 Days At Sea. Early stops like Fisherman Island and Mini Islands fund gear and small chests; mid islands handle rescues and Alien loot; late key islands, Ice and Volcano regions, Rival Rigs, towers, strongholds, and Ghost Galleon are the high-pressure targets. Build Map Radar, match visits to your gear, and treat many rows as types or regions rather than every unique map pin.

All 12 Islands in 100 Days At Sea

Classes:

Classes are lobby loadouts you buy with Pearls in the Class Shop. Each class gives passive buffs and usually a starter tool, weapon, or boat item for the whole run, and you can only swap back in the lobby. Cheap classes cover survival and first weapons; mid and high Pearl costs buy stronger combat, economy, companions, magic, and mobility kits. Match the class to the job you want that run: stay alive, loot islands, melee, shoot, cast, or sail faster.

All 29 Classes in 100 Days At Sea

Boats:

Boats are the water vehicles you place or equip to travel between islands, reach fights, and move loot in 100 Days At Sea. Early free craft like the Dinghy beats a slow starter Raft, solo runners climb Jetski or UFO for pure speed without cargo, and teams craft Yacht or Galleon when seats and hauls matter. Class starters (Alien Overlord UFO, Millionaire Massive Luxury Yacht) skip some of that grind, so boat choice is really which job you need right now.

All 7 Boats in 100 Days At Sea

Potions:

Potions in 100 Days At Sea are three-ingredient flasks from the Potions Table. Unlock the table at Bonfire level 3 (5 Metal, 10 Wood, 1 Goo on empty wooden floor), follow the Recipe Book, then drink a brew or throw it at a teammate. Most recipes need a matching Essence and only one buff per category stays active, so you pick heals, damage lanes, defense, utility, or wacky travel tools that stack across categories for island fights and raft life.

All 37 Potions in 100 Days At Sea

Weapons:

Weapons are the blades, guns, staffs, and combat tools you equip to defend the raft, clear islands, and fight bosses in 100 Days At Sea. Free runs climb from the starting Hatchet through chest and Fisherman upgrades, then fixed stronghold and galleon guns, while Pearl classes can hand you a ready melee, automatic, or explosive kit from day one. Many strong options sit on fixed chests or class kits rather than pure random loot, so plan both scavenging routes and Pearl spends.

All 23 Weapons in 100 Days At Sea

Armor:

Most armor pieces reduce incoming damage, while a few chest options also improve max HP, melee damage, or Doubloon gains. You can equip one chest and one leg piece, with gear coming from chests, class loadouts, class progress, and the Dynamite Alien Island. Your picks matter before raids and long trips because pure defense is not always the only useful bonus.

All 16 Armor in 100 Days At Sea

NPCs and Mobs:

NPCs and mobs are the helpers and everyday threats you meet while sailing in 100 Days At Sea. Free Survivors and the Fisherman for Day Multiplier, automation, fishing, and trades; spend Doubloons at MukuMuku; then fight Buku, Ghost Pirates, rivals, corruption packs, aliens, sea monsters, and biome wildlife that guard islands and board your raft. Bosses are separate encounters. Learn who to rescue, who raids you, and what the regular units drop so day-to-day sailing stays under control.

All 35 NPCs and Mobs in 100 Days At Sea

Food:

Food supports survival and supplies ingredients for potion brewing. You can get it through fishing, map pickups, the Harpoon, and passive food systems on your raft. Keep enough to avoid starvation, save recipe ingredients, and trade true extras to the Fisherman for loot.

All 17 Food in 100 Days At Sea

Structures:

Structures in 100 Days At Sea are the placeable crafts that grow your raft: floors and walls, food stations, resource machines, ammo factories, day-multiplier shelters, and raid defenses. Almost every recipe unlocks through the bonfire craft menu and spends Wood, Metal, and Glue, with hard craft limits on key stations like Magnet and Sawmill. Some builds also need merchant recipes, Cargo Ship blueprints, or short unlock trips before they appear as normal crafts.

All 40 Structures in 100 Days At Sea

Night Raids:

Night Raids are recurring attacks that pressure your raft or base. Their warnings identify Ghost Pirate, Buku, Kraken, or Alien threats, giving you a cue to grab weapons, healing, and defensive support. Each raid changes what you should protect and which enemies need attention first.

All 4 Night Raids in 100 Days At Sea

100 Days At Sea Gameplay Tips

  • Push Bonfire to Level 3 and craft a Sawmill as soon as you can, then add Crab Traps so Wood and food stop running your whole day.
  • Build Map Radar early so you can mark islands and points of interest instead of sailing blind.
  • Keep the Bonfire lit at night and stay close to it. The Angler Fish is the run-ender when the fire dies or you wander off the raft.
  • Visit Fisherman Island first for chests, often a Dinghy, and food trades. Save Tower and Fortress islands for later gear or a co-op group if you are solo.

100 Days At Sea Events

Recent updates, live events, and completed event history for 100 Days At Sea.

  1. SHIPWRECK REGION!

    Starts in 2 days

    Starts (PT): Sep 11, 2026, 4:00 PM.Ends (PT): Sep 18, 2026, 4:00 PM

  2. 💎 BONUS PEARL WEEKEND 💎

    Completed

    Starts (PT): Aug 28, 2026, 4:00 PM.Ends (PT): Sep 4, 2026, 4:00 PM

  3. THE BIG CLASS UPDATE

    Completed

    Starts (PT): Aug 21, 2026, 4:00 PM.Ends (PT): Aug 28, 2026, 4:00 PM

  4. SURVIVOR ISLAND UPDATE

    Completed

    Starts (PT): Aug 14, 2026, 4:00 PM.Ends (PT): Aug 21, 2026, 4:00 PM

  5. 🪑DECORATIONS 🔨

    Completed

    Starts (PT): Aug 7, 2026, 4:00 PM.Ends (PT): Aug 14, 2026, 4:00 PM

  6. 🧪 POTIONS 🧪

    Completed

    Starts (PT): Jul 31, 2026, 4:00 PM.Ends (PT): Aug 7, 2026, 4:00 PM

  7. NEW CLASS + PEARL WEEKEND

    Completed

    Starts (PT): Jul 24, 2026, 4:00 PM.Ends (PT): Jul 31, 2026, 4:00 PM

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