Guides

Professional Ship Simulator Missions and Job Types

Eight professional activities, radio tasking, and how to finish them without an XP penalty.

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How to Complete Missions

Professional Ship Simulator is built around jobs, not around infinite free-sail trophies. The Steam Early Access FAQ says the build already includes eight mission types plus tutorials and scenarios. Official feature pages name the loop clearly: net fishing, car ferry, transport, buoy repair, tug assist, rescue, firefighting, dry-dock repair, and merchant operations with big ships. You request a lot of that work through the radio menu from about twenty of the forty-plus harbors.

Do the getting started cold start and a clean dock before you accept a timed cargo. Career XP pays for clean execution and subtracts for collisions, groundings, sinkings, and hired help. That turns every job into a seamanship exam.

How to take a job

In career and open world, point the radio at a participating harbor and listen for available tasks. Crew-transport style jobs in later betas could be offered from a few kilometres off the office; expect the menu to grow through Early Access (16 September 2026 onward). In scenario mode you pick a packaged story instead. Tutorials remain the right place to learn one mechanic at a time.

Before you accept:

  • Match the job to a hull on the ship list. A yacht is a poor buoy tender. A tug is a poor LNG shuttle.
  • Check weather. Dynamic fronts and real-time gales turn a Calais–Dover crossing into a different game, as the LNG tanker video on this page shows.
  • Look at draft versus the map. Rügen’s inner waters and Dover’s TSS do not care about your schedule.
  • Plan cameras and a waypoint list. Autopilot notes are in how to play.

Job-by-job notes

Net fishing. Take a trawler, steam to a mark, and watch the fish sonar. Shoot the net when the echo is real, not when the water merely looks promising. Hauling with way on, or in a crossing sea, is how gear and stability go wrong. Small trawlers are listed on the workboats page.

Car ferry. Several map locations support a ferry route. Your job is a reliable linkspan approach, not a sightseeing tour. Practise the same slip until the angle is boring. Passengers and cars are flavour; the physics still care about your contact speed.

Transport and merchant cargo. Main harbors offer items to deliver. Big-ship versions add cargo load that changes handling — the physics model treats cargo mass as real. The LNG clip walks a cold start, cargo distribution sliders, tug support, route plotting, echo sounder, radio, and a heavy-weather arrival. Copy that discipline even when you are moving something less dramatic than gas.

Buoy repair. Coastal weather knocks aids out of true. Take a suitable workboat, find the defective buoy, and replace it. This is slow, precise station-keeping, which is excellent thruster practice. Full steps — including dry dock after a scrape — live on repairs.

Tug assist. Large ships need help entering and leaving. Your winches and lines can part. Keep a lead that does not put you under the bow, and never stand on the inner quarter of a ship that is about to add ahead. More tug notes live with workboats.

Rescue and patrol. Coastal waters create casualties. Fast boats and larger rescue hulls both exist. Get there with enough fuel and a plan for lee-side approach. Fast travel in later betas can spawn random rescue and weather events on the way — stay on the radio even during a “skip.”

Firefighting. The offshore vessel carries water cannons. Approach from upwind, watch your own heading in the smoke, and do not T-bone the casualty while you aim the monitors.

Dry dock. Some main harbors repair a damaged hull. If you scraped a lock, go there before the next career job. Flooding and bilge pumps buy time; they are not a substitute for steel.

Finishing clean

A mission is not done when the objective ticks. Moor without a bang, shut down in a sensible order, and avoid a last-second tug call that erases the XP you just earned. If the job is a long Dover crossing, treat the last harbor the same way you treated the first: docking procedure, not a hope and a crash stop.

When Early Access adds missions, we will fold them into this list from the updates hub. Until 16 September 2026, the demo and the public beta notes are the live syllabus. Sail the jobs that teach the skill you lack, not the jobs that look good in a thumbnail.

FAQ

Frequently Asked Questions

Quick answers before you take the helm.

How many mission types are there at Early Access?

The Steam FAQ describes eight mission types plus tutorials and scenarios. Feature pages name fishing, ferry, transport, repair, tug, rescue, fire, dry dock, and merchant work.

How do I accept a mission?

Use the radio menu at participating harbors, or pick a packaged scenario. About twenty harbors support mission tasking.

Why was my payout low?

XP falls when you collide, ground, fail systems, sink, or call tugs and pilots. Clean unassisted work pays better.

Can I do missions in the demo?

The demo includes guided tutorials and representative missions. The full career loop is what Early Access is for.