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100 Days at Sea Day Guide — Confirmed Events, Honest Gaps

The run is simple to state and hard to finish: survive escalating days and nights until Day 100. Here's what is actually confirmed about the timeline — and where the guides you'll find elsewhere are guessing.

Written by Casey Marlin · Last updated
This update: timeline re-checked against Pro Game Guides' tested guide; survival and Bonfire figures pulled from the game's official Roblox badge statistics on July 26, 2026
The verified threats you meet across a 100 Days At Sea run, in the order the day guide covers them

The confirmed 100 Days at Sea day guide timeline

Days 1–3
Foundation

Harpoon everything floating: planks, furniture, crates. Push the Bonfire to level 3 — that's the unlock condition for the Sawmill (10 Wood + 2 Metal, three planks a cycle; experienced players run two). Add a Crab Trap for passive food.

Every night
Threat window

Nights bring danger and the difficulty scales with the day counter. The Angler Fish hunts anyone off-raft at night or without a lit Bonfire — and it never breaks chase. Keep the fire fed; a Flare Gun can redirect it.

Night 6–7
Alien invasion

A scripted alien attack hits your raft. It's repellable with melee weapons, and the aftermath yields a Transponder that unlocks Alien Island.

Mid-run
Raid nights & islands

Raid nights can wipe an underbuilt base — defenses (walls, Auto Turret for solo players) stop being optional. Between nights, sail out: Fisherman Island (closest, has a Dinghy and a trader), Survivor Islands (clear Ghost Pirate waves to rescue crew), Mini Islands (quick chests).

Bonfire Lv.4+
Infrastructure payoff

The Magnet (30 Metal + 10 Wood) comes online at Bonfire level 4 and pulls in effectively infinite metal — the point where scarcity stops being the enemy and the nights become the whole game.

Day 100
The finish

Reach it and you've won the run — 'survive 100 days and get rich' is the official framing, wrapped in the Bermuda Triangle mystery storyline.

The tested Day 1–3 opening, in build order

Pro Game Guides' beginner guide is the only walkthrough of this game we've found that names a build order and puts numbers on it (re-read July 26, 2026). Here it is in sequence, with the reasoning it gives:

  1. Harpoon everything, then decide where it goes. Wood and Metal drive every craft in the game and both arrive floating past your raft. Anything you hook can go into the crafting machine to build with, or straight into the Bonfire to raise its level.
  2. Bonfire to level 3. That is the unlock condition for the Sawmill, and the reason the fire is a build target rather than scenery.
  3. Sawmill ×2 — 10 Wood + 2 Metal. Each cycle takes a few seconds and returns three wooden planks, and it never runs dry. The tested advice is at least two on the raft, more in co-op.
  4. Crab Trap ×1–2. It drops a mix of fish and food on a short cooldown with no effort from you — the closest thing to a passive food supply in the game.
  5. Map Radar. Called non-negotiable: it opens the full map and lets you mark islands and points of interest instead of sailing blind in every direction.
  6. Auto Turret. The Travelling Merchant sells one for 150 Doubloons early in a run, and it handles base defence by itself during night raids. For solo players the guide calls it one of the best investments you can make.
  7. Magnet — 30 Metal + 10 Wood, at Bonfire level 4. Slower than the Sawmill but permanent. Metal is the harder of the two core resources early: without the Magnet it means harpooning it out of the sea or hauling it home from islands in your sack.
  8. Radio. Puts Survivor locations directly on your map. Rescued Survivors behave like passive teammates, so finding them early pays out across the rest of the run.

First landfall should be Fisherman Island— nearest to spawn, usually two chests, one of which typically holds a Dinghy, plus the Fisherman NPC who trades high-tier loot (buildings, weapons) for spare food. Solo players are told to leave the Tower and Fortress islands — the ones with keys — alone until they're geared.

Where 100 Days at Sea runs actually end

Nobody has published a verified day-by-day event table for this game, us included. But there isone hard public dataset about how these runs go, and it comes from the game itself: Roblox publishes how many players hold each of a game's badges, and 100 Days At Sea has a badge for every ten-day milestone. We pulled the game's full badge list on July 26, 2026 — 60 badges — and this is the survival curve inside it.

MilestoneBadgeShare of all playersOf those who reached the step before
Day 1Just Getting Started70.2%
Day 5Survive 5 Days46.5%66%
Day 10Survive 10 Days26.5%57%
Day 20Survive 20 Days12.0%45%
Day 30Survive 30 Days6.9%58%
Day 40Survive 40 Days4.8%70%
Day 50Survive 50 Days3.2%66%
Day 60Survive 60 Days2.4%74%
Day 70Survive 70 Days1.9%82%
Day 80Survive 80 Days1.6%85%
Day 90Survive 90 Days1.5%89%
Day 100Rescued!1.3%92%

Where these percentages come from. All of them are Roblox's own public badge counts for this game, read on 2026-09-01, divided by the 90,280,294players who hold "Out At Sea" — the badge you get for launching the game at all. Roblox awards badges once per player for life, not once per run, so these say how many people have ever reached a milestone, not what fraction of runs succeed.

How far 100 Days At Sea runs get: the share of all players holding each survival badge, from 70.2% at Day 1 down to 1.3% at Day 100

Two things fall out of that table. First, the difficulty is savagely front-loaded. Two thirds of the players who survive Day 1 are still there at Day 5, but only 45% of Day-10 survivors make it to Day 20 — the steepest ten-day stretch in the entire run. By Day 20 the field is down to 12.0% of all players.

Second, and this is the part beginners never get told: it gets easier. From Day 50 on, every ten-day step has a better pass rate than the one before it — 66%, then 74%, 82%, 85%, 89%, and finally 92% of the players who reach Day 90 going on to finish. The run isn't a ramp you eventually lose to — it's a filter that happens in the first two weeks, after which your raft, your Bonfire level and your gear compound faster than the nights escalate.

One honest caveat about these numbers: badges are per player, not per run. Somebody who has died on Day 3 forty times and finished once appears in the Day 100 row exactly like somebody who finished first try. The curve describes how far players have ever got, not the odds of any single run.

It also shows that Day 100 isn't the ceiling. The Day 100 badge is called Rescued! and about 893,000 players hold it — but the same list carries Stranded for Day 250 (roughly 80,000 holders) and Gone Missingfor Day 500 (roughly 19,000). Runs demonstrably continue past the number in the game's title.

Bonfire level is the run's real progress bar

The same badge list ranks Bonfire levels 1 through 7, and because the Sawmill and the Magnet hang off levels 3 and 4, that ladder doubles as a build-progression chart — one that says exactly where players stall.

BonfireShare of all playersOf the level belowWhat it means
Level 183.8%Lit. Effectively everyone who plays the game gets here.
Level 281.1%97%Nearly free — almost nobody who lights the fire stalls before level 2.
Level 355.1%68%Unlocks the Sawmill. This is the first real filter in the game.
Level 426.8%49%Unlocks the Magnet (30 Metal + 10 Wood). Half of Bonfire-3 players never arrive.
Level 510.9%41%The steepest single step on the whole ladder.
Level 65.4%50%Fewer players have reached Bonfire 6 than have survived to Day 30.
Level 73.3%61%Max level. A separate badge asks for it before Day 3 — 13,467 players have done that.

Line the two tables up and the early game gets very concrete. The share of players who have ever reached Bonfire 4 (26.8%) sits within half a point of the share who have ever reached Day 10 (26.5%). Badge counts alone can't tell us whether one causes the other — but it is a striking pairing, and it is exactly why every guide that has actually played this game puts the fire ahead of everything else.

What's still unverified

Other sites publish tidy tables claiming exact events for every day — a Day 20 attack spike, a Days 80–100 "Bermuda endgame", a fixed list of six bosses. We haven't found a trusted source for any of it, and the sites publishing those tables contradict each other, which is usually what invented content looks like. What we can say:

  • No verified full day-by-day event table exists anywhere yet — we're building one from tested runs and will publish days as they're confirmed.
  • Late-game content (Volcano, Ice Region, Kraken) is real — the updates and class weapons confirm it — but exactly which days trigger what remains unconfirmed.
  • Whether storms exist as a weather event is unestablished. No trusted guide mentions them.
  • The official badge list names content that nothing has documented: three rival rigs you can find and defeat in a single session (about 268,000 players have), an NPC called Glorbuswho wants feeding, a penguin rescue in the Ice Biome, a laser-mirror puzzle aboard an alien mothership, and a UFO you can repair and fly away in. All confirmed to exist. None has a walkthrough we'd put our name on yet.
  • A challenge mode with six tiers exists — badges run Challenge 1 through Challenge 6, held by about 18,000 and 1,162 players respectively. How you enter it and what it changes about the day cycle is undocumented.
  • A badge called Magellan asks you to visit every island in a single session, which means the island set is finite and countable. About 40,000 players have done it; no trusted source has published the count, so neither have we.

FAQ

  • What is the goal of 100 Days At Sea?

    Survive 100 days and get rich — that's the official description. Along the way you build up a raft base, sail to islands, and work toward uncovering the mystery of the Bermuda Triangle.

  • What happens on Night 6 and 7?

    An alien invasion event lands on your raft around Night 6–7 (per Pro Game Guides' tested guide). It's manageable with melee weapons, and clearing it can drop a Transponder — the item that unlocks Alien Island.

  • What is the Angler Fish and how do I avoid it?

    A night predator that hunts you relentlessly if you're off your raft at night or if your Bonfire goes out — and once it locks on, it doesn't stop. Keep the Bonfire lit, stay on the raft at night, or redirect it with a Flare Gun.

  • What should I build first in 100 Days At Sea?

    The tested early build order: fish planks and furniture out of the sea with your harpoon, get a Sawmill running in the first days (10 Wood + 2 Metal, converts wood into planks), add a Crab Trap for passive food, and push Bonfire to level 4 for the Magnet — effectively infinite metal.

  • How many players actually reach Day 100 in 100 Days At Sea?

    1.3% of players hold the Day 100 badge ('Rescued!') — 893,854 of them, per the game's official Roblox badge statistics on July 26, 2026. The drop-off is front-loaded: 70.2% survive Day 1, 46.5% reach Day 5, and only 26.5% ever see Day 10.

  • Does 100 Days At Sea end at Day 100?

    No. Day 100 awards the 'Rescued!' badge, but the same official badge list also has 'Stranded' for reaching Day 250 (about 80,000 holders) and 'Gone Missing' for Day 500 (about 19,000). Runs demonstrably continue past the number in the title.

Keep reading

Printable Survival Field Guide · keep it beside the game

The whole wiki, condensed onto printable sheets

Everything on this site stays free. The pack is for players who want it organised: the tested build order, every boss and revive fact, and the full 100-day route condensed onto print-ready reference sheets — plus an update service that keeps them current as the game patches.

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