Luxury
Gold & cream
+ The biggest tips and keys to the suites with safes.
− Picky VIPs, harsh timers, a head waiter watching you, and everyone wants your pass.
The fleet · Online co-op · Party · Physics chaos
Serve the rich. Fix the ship. Steal the tips. Sink anyway.
Dear Millionaires: Tip & Sink is a friendslop party game about the most useless service crew on a cheap “luxury” ocean liner in the 1910s.
Millionaires demand champagne, cake and a word with the captain. Meanwhile the ship falls apart around you. The propeller freezes, the coal runs out, the galley catches fire and the lights go out, all at once. Every breakdown is felt by the whole ship, and every repair is a physical job: run across five decks, drag a coal sack, dive into freezing water, hold the winch while your friend is still in the sea.
Then there is the other job. Knock out a colleague, take their pass, and work their table. Pick a millionaire’s pocket in the dark and hide the loot before anyone notices.
And then the iceberg. The deck tilts, the water rises, and the lifeboat officer starts charging for seats. Jewels are heavy. Friends are heavier. Only what you carry into the boat counts.
20 m · Ship's log
It breaks constantly and everyone feels it. Lights die, soot creeps through every room, the deck tilts, the band plays faster.
No menu mini-games. Haul coal sacks across five decks, jump into freezing water on a winch chain, plug a leak with a deckchair. Or with a colleague.
Knock out a coworker, take their pass, work their shift and pocket their tips. Nobody will notice. Probably.
When the iceberg hits, lifeboat seats cost money. Jewels are heavy. Only what makes it into the boat counts.
Luxury, Business and Economy uniforms are dealt like cards in Mafia. Best player of the voyage becomes the captain's favourite. The worst one mops.
Shout over the ship's loudspeaker, lie about where the fire is, sing on the ballroom stage until someone pulls you off with a hook.
30 m · Through the glass
Concept art · target look. In-game captures replace these as the game gets there.
45 m · Incident log
Chief engineer's report · breakdowns stack up as the voyage goes on
Everyone feels it: Speed drops to a third. The hull hums and shakes.
The fix: Clip onto the stern winch chain, jump into icy water and smash the ice eight times. A friend has to wind you back up. Hopefully.
Everyone feels it: The ship slows, lights dim, the orchestra drags.
The fix: Carry heavy coal sacks from the bunkers to the furnaces. Each sack is +30%.
Everyone feels it: Smoke, panic, running passengers. It spreads room to room every ~22 s.
The fix: Lower a bucket into the sea from the stern, winch it up, throw. Repeat. Up to six fires at once.
Everyone feels it: A compartment floods and the ship sits lower. Speed halves.
The fix: Plug the jet with anything heavier than a bottle, a deckchair or a suitcase. Or stand in it yourself. Then five hits with the toolbox.
Everyone feels it: Every light on the ship goes out except the red emergency lamps.
The fix: Fetch a fuse from the crew quarters, slot it into the engine-room panel, crank the dynamo ten times. Meanwhile, nobody can see who is robbing whom.
Everyone feels it: Soot spreads through every room. In a minute the whole ship is brown.
The fix: Climb the rear funnel with a toolbox and clean the grate eight times. There is no railing up there.
Everyone feels it: For 14 seconds everyone on the open deck is pulled to one side like a magnet.
The fix: Get under a roof, hold a railing or clip on a safety belt. Then the wave hits.
Everyone feels it: Scalding steam blocks the shortest corridor on the ship.
The fix: Run to the red valve at the far end of the engine room, or smother it with a blanket and get burned three times.
60 m · Dealt at the start of each voyage
Gold & cream
+ The biggest tips and keys to the suites with safes.
− Picky VIPs, harsh timers, a head waiter watching you, and everyone wants your pass.
Navy with gold piping
+ Good money, steady orders.
− Fines, inspections, and your pass can be taken.
Grey with a white apron
+ Freedom. Service corridors, the baggage hold and the secret raft.
− Tiny tips, big crowds, and the lower deck floods first.
Soot
+ Runs the ship itself. Lights, speed, compartments. Takes bribes.
− Nobody tips the stoker. Joins in rooms of 7+.
75 m · Crew & passengers
Work in progress Early designs. The final crew and passengers are being redrawn and will replace these soon.

Galley
Senior chef, one medal, zero fire extinguishers. The galley is his kingdom and the most likely place for the fire to start.

Ballroom
Green visor, perfect bow tie, knows every passenger by name. Remembers who tipped. Remembers who didn't.

Lifeboats
Guards the lifeboats when the ship goes down. Seats cost money. Bribes are accepted, receipts are not.

Deck crew
Knows every rope on the ship and which ones hold a person. Will not tell you which.

Ballroom stage
Headliner of the grand ballroom. When she sings, millionaires tip. When you grab her microphone, they throw tomatoes.

Passenger
VIP badge, pineapple pin, camera always ready. Has no idea the ship is sinking and will photograph it anyway.
90 m · Deck plan
124 m, 5 decks, from the boat deck down to the boilers. Every room has a job. Work-in-progress plan.100 m · Voyage route
A course, not a promise. Playtests move ports around.
110 m · Notices to passengers
When the ship stops sinking in ways we did not plan. We will announce the date here, in the devlog and in the newsletter first.
PC on Steam first. Mobile later.
4 to 8 per room, 6 is the sweet spot. Play with friends via a room code, or jump into a public room.
No. It is a game about other people ruining your day. Bring friends.
Never. Cosmetics only, and we will only ever show real screenshots of the real game.
Sign up on the playtest page. We invite in waves and pick a mix of regions and hardware.
118 m · Dispatches
Abandon
ship!