Early Access Update #15: Expanding the World with New Islands, Map Mechanics, and Core Gameplay Systems

This is one of the biggest updates we’ve made so far.
We didn’t just add content. We expanded the world, introduced new mechanics, and improved core gameplay systems to make the game feel more consistent, readable, and skill-based.
Global Map: From Random to System
The global map is now part of a living economic system rather than a collection of random encounters.
Every ship has a clear role and purpose:
- merchant ships transporting goods between colonies
- smugglers carrying mixed and often valuable cargo
- military ships protecting routes and attacking enemies
- pirate ships hunting traders
- caravans moving large volumes of resources across the world
Instead of random spawns, ships are now tied to:
- their nation
- their role
- their route
- and the region they operate in
This means encounters are no longer unpredictable.
By observing a ship, you can understand:
- what kind of cargo it may carry
- how dangerous it is
- whether it is worth attacking or avoiding
For example:
- caravans heading to the Old World carry the most valuable goods but are heavily protected
- merchant ships transport materials needed for colonies
- smugglers are less predictable but often profitable targets
We are also working on improving patrol behavior, so that they will play a more active role in controlling specific areas in future updates.
This system allows you to plan your actions instead of relying on luck.
If you want to dive deeper into ship mechanics and cargo systems:
- Ships: Progression, Types, Characteristics and Boarding
- Full Specifications of all Ship Types
- Boarding
- Team Morale and Experience
- Formulas for Ship Economy and Combat Effectiveness
- Ship Hold Spawn System on the Global Map
Naval Skills

We introduced a new category of progression: naval skills.
Unlike personal combat skills, naval skills directly affect how you perform at sea and how effectively you control your ship and fleet.

Current naval skills include:
- Navigation
- Precision
- Cannons
- Boarding
- Protection
- Trade
These skills are tightly connected to the global map and ship mechanics.
For example:
- Navigation affects handling of larger ships and reduces penalties
- Cannons and Precision improve effectiveness in naval combat
- Boarding influences success during ship capture
- Trade improves economic efficiency
This makes progression more meaningful, especially for players focused on naval gameplay.
Navigation, Collisions, and Shallow Water
Movement now requires attention.
- ships take damage when colliding with other ships or islands
- shallow water areas were added and must be avoided


- navigation skill now directly affects control of large ships
Without proper navigation, large ships become harder to handle and less effective.
Weather and Stealth
Weather now affects gameplay.
In fog and storms:
- visibility is reduced
- navigation information is hidden
- ships and islands are not visible
At the same time, you can now hide from enemies using weather conditions.
You can escape danger, but you lose visibility and control.
New Island: Saint Vincent
We added a new island with a unique smuggler settlement and new environmental elements, including a waterfall.






On the island you will find:
- new chests
- mini-stories and small quests
- treasure maps
Treasure maps can now drop from enemy captains, creating new exploration opportunities.
Also, we added 3 new loaders for the Saint Vincent waters and settlements.



Future Content: Dominica
We also added Dominica to the world. It is not fully accessible yet, but it is part of a larger system we are building.
Planned feature:
- building your own smuggler settlement
Combat Feel and Camera
We improved the feel of combat.
The camera was reworked to make:
- hits feel stronger
- movement more dynamic
- combat more responsive
We are especially interested in your feedback on this.
NPC and Bandit Behavior
NPC behavior was improved and optimized.
Bandits were fully reworked:
- they react to the player
- they move and coordinate
- they chase the player

They will retreat near settlements and avoid certain areas.
We also added:
- bandit masks, which will be used in future quests
In upcoming updates:
- unique items from stronger bandits
- new healing-related loot
Maps and World Information
We expanded the map system.
Added:
- maps for settlements

- maps showing frequent bandit activity

- plant maps

Shallow water zones are now part of navigation planning.
We are also working on improving usability:
- maps will not need to be carried
- once discovered, they will remain available
Resources and Crafting
We introduced the foundation for resource gathering.
- plants can now be found and collected
- plants will be used in crafting systems
Currently in development:
- healing over time instead of instant healing
- combining plants with potions
- energy regeneration potions
Storytelling Through Notes
We added more than 100 notes to Barbados.
These notes:
- explain the world
- show relationships between characters
- add context to events
Some are already used in quests, and more will be integrated soon. This allows the world to tell its story through exploration.
Character Progression
Character systems continue to expand alongside new gameplay mechanics.
If you want to explore progression systems in more detail:
Achievements
We added new achievements tied to exploration, mechanics, and progression. Full list of achievements is available in the article.
Notes and exploration:
- Whisper of Paper — Pick up any note. Notes are currently found only on Barbados and may be hidden in unobvious places
- Note Collector — Collect 10 notes
- Archivist — Collect 25 notes
- Keeper of Secret — Collect 50 notes
Naval gameplay:
- Thanks for a Ship, Your Majesty — Capture a ship from a royal convoy heading for the Old World
- The Royal Jackpot — Capture all ships from a royal convoy
World mechanics:
- Misty Escape — Hide from your pursuers in a mist
- Dangerous Waters — Try to sail through shoals
Crafting and resources:
- Herbalist — Harvest a plant
- Apothecary — Make a potion from the plant you've harvested
Trading and Economy
Trading was rebalanced.
- there are always profitable goods to buy and sell
- delivery orders refresh daily
- orders can also change when talking to another trader
We also fixed multiple issues in delivery quests reported by players.
Audio and Atmosphere
We improved environmental audio.
Added:
- wave sounds
- bird sounds
- seagull reactions
Fixed:
- missing sea sounds on some islands
These changes make the world feel more alive.
Fixes and Stability
We fixed multiple issues across the game:
- teleport issues during boarding
- AI problems in several locations
- delivery quest bugs
- improved stability of Saint Vincent loading
- adjusted squad sizes on the global map
Final Thoughts
This update is about making systems work together.
- The world is now more readable.
- The map is now part of gameplay.
- NPCs react to the player.
- Economy, combat, and exploration are more connected.
We will continue building on this foundation. As always, your feedback is important for the next updates.
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