What you can play today, grouped by system. Future work is clearly marked PLANNED.
World & Atmosphere
- Wildtide — original open-world multiplayer pirate and survival game.
- Fully playable in a web browser with no game download required.
- Real-time 3D gameplay using Three.js and WebGL.
- Persistent online multiplayer with independent PvE and PvP servers.
- Player accounts, login, registration and saved survivors.
- 144 km² connected ocean world per server.
- Four connected ocean grids: A1, B1, A2 and B2.
- 11 explorable islands with different landscapes and environments.
- Tropical beaches, palm trees, forests, rocky coastlines, rivers and mountains.
- Dynamic ocean waves, surf, sea foam and shoreline effects.
- Dynamic weather including rain, storms and calmer conditions.
- Day/night cycle with shared multiplayer world time.
- Atmospheric sunlight, shadows, fog and changing lighting.
- Environmental sounds, ocean ambience, footsteps and sailing audio.
- Natural coastal water colours blend into the open sea around all 11 islands.
- Realistic, layered fern fronds follow the ground’s slope, alongside the island’s other woodland plants.
Survivors & Survival
- First- and third-person play: walk, run, crouch, jump, wade and swim.
- Male and female survivor character creator.
- Customisable skin tones, hairstyles, hair colours and facial hair.
- Health, hunger and thirst: food and drinking keep you going; an empty stomach or thirst drains health.
- Freshwater springs and river drinking points; refill a crafted waterskin to carry three drinks.
- 24-slot inventory and six-slot hotbar with stacking, equipping, moving and dropping items.
- Placeable campfires with fuel and cooking mechanics.
- Cook raw meat and fish at a lit campfire to make filling meals; raw meat and raw fish cannot be eaten as they are.
- Shore fishing with a crafted rod: cast into open sea, watch the bobber and reel in while a fish is biting.
- Craft bandages for gradual healing; a fresh hit interrupts the dressing rather than giving instant health.
- Rest near a lit campfire to recover health faster while fed and hydrated.
- Dry raw meat and fish on a rack in five minutes; dried provisions stack more densely for longer journeys.
- Held torches burn fuel over time and can be lit or extinguished; entering water puts them out.
- Logged-out survivors remain as sleepers in the world. Their hunger and thirst pause, but legal PvP attacks can still harm them.
- Combined inventory and crafting: Tab opens one panel with Inventory and Crafting tabs; equipment, pack slots and hotbar dragging remain together.
- Persistent stamina: running, swimming, jumping and physical attacks spend stamina. Rest restores it; the server preserves stamina and tiredness through logout, sleep, restart and region crossings.
- Fall damage: drops up to 3.5 metres are safe; higher falls cause server-controlled damage, cushioned by water depth. Normal slopes, ship motion and boarding are handled separately.
Wildlife & Hunting
- Deer and wolves inhabit suitable island woodland and open ground; animal populations vary by island.
- Deer graze, wander, notice survivors and startle before fleeing; movement and crouching affect how easily animals notice you.
- Wolves watch, pursue and bite; provoking one can rally nearby pack members, while badly hurt wolves may retreat.
- Lit campfires deter pursuing wolves; wolves also abandon chases at water or when their chase limits are reached.
- Deer calls, wolf growls and pack howls accompany animal behaviour; packs can answer distant howls.
- Hunt with melee weapons, arrows or thrown spears, then harvest carcasses for raw meat and hide.
- A full pack leaves uncollected resources on the carcass; carcasses remain until emptied or their time runs out.
- Animal positions, wounds, carcasses and replacement timers persist through saves; hunted animals respawn near their habitats out of sight of survivors.
Clothing, Armour & Backpacks
- Woven clothing: craft a woven tunic, woven trousers and bound fibre shoes from plant fibre and rope.
- Hide clothing: turn hunted hides into a hide jerkin, leggings, boots and bracers.
- Slat armour: upgrade a carried hide jerkin with wood and rope to make protective wooden armour.
- Craftable hide backpack: a hide sack on a stick frame adds eight inventory slots, increasing your pack from 24 to 32.
- Backpack removal checks your remaining capacity first, so taking it off cannot silently discard carried items.
- Equipment uses head, chest, legs, feet, hands, back and belt slots; worn clothing and backpacks are visible on your survivor.
- Worn armour reduces melee hits, bites and projectiles, with a combined protection cap; it does not prevent hunger or thirst damage.
- Begin with an empty inventory and make your own equipment; the worn cloth on a new survivor is part of the character’s starting appearance.
Resources & Crafting
- Gather wood, stone, sticks and plant fibre from trees, ground resources, driftwood and vegetation.
- Trees that can be chopped down, leaving stumps.
- Regrowing natural resources.
- Craft stone hatchets for woodcutting, fishing rods, repair hammers, torches and primitive weapons from gathered materials.
- Crafting categories cover Buildings, Ships & Boats, Tools & Weapons, Clothing & Armour and Survival.
- Make rope from plant fibre and collect tree resin for torches, waterskins and bandages.
- Tar seeps on the Broken Crown provide an island-specific resource worth collecting; tar currently has no crafting recipe.
- Recipes show required materials; the server checks ingredients and inventory room before spending materials and creating an item.
- Thirteen ship recipes cover Skiff, Sloop and Schooner frames and their components. Ships & Boats groups recipes by vessel and Shared Parts; the Sloop’s crafted components also build the Schooner, with multiple items required for its larger parts.
Combat & Weapons
- Unarmed punches, stone-hatchet blows, spear thrusts and bow shots, with hits and damage decided by the server.
- Thrust a stone spear at close range or raise and throw it; a recoverable spear remains where it lands, including in shallow water.
- Draw a wooden bow before releasing an arrow: a longer draw changes its speed and damage, and gravity bends its flight.
- Arrows that stick in accessible ground or solid scenery can be picked up again; thrown weapons are not duplicated when recovered.
- Trees, rocks and built structures obstruct attacks and projectiles; aimed hit checks protect against striking through walls.
- The repair hammer mends permitted buildings, beds, storage boxes and damaged ship parts using materials.
- Aim preview: trajectory dots and an endpoint ring follow the predicted arrow or thrown-spear flight and account for obstacles.
- Action stamina and exhaustion: hatchet blows, punches, spear attacks and released arrows consume server-owned stamina. Winded attacks remain possible at full damage, with a longer interval between them.
Building & Crews
- Modular timber building: raised floors, walls, doorways, doors, roofs and stairs, with support and placement rules.
- Snapping and structure placement systems.
- Lockable doors and access permissions.
- Twelve-slot storage boxes and six-piece drying racks, with personal or Crew access settings.
- Personal beds with naming and respawn selection; owners can explicitly share a bed with their Crew.
- Building damage, durability, repairs and destruction.
- Crews with membership management and permissions.
- Crew ranks including Owner, Administrator, Officer, Member, Recruit and custom ranks.
- Crew alliances and related management systems.
- Personal and Crew-owned buildings, ships and property.
- Crew building permissions and individual access controls.
- Window walls, working shutters, half walls, railings, palisades and double-leaf gates expand timber building choices; A1 forbids fortifications.
- Use named beds and map markers to choose a respawn point, or select either protected starter island after death.
- Supported shoreline building: floors can extend over shallow water when sufficiently above the calm sea and supported by posts that reach the bottom within their limits.
- Demolition refunds: deliberately dismantling eligible buildings, furnishings and shipboard pieces returns 50% of their raw materials, rounded down per resource, instead of the finished item. Made ingredients such as rope are resolved to raw materials; wear does not reduce the refund.
- Safe dismantling: the full refund must fit in your pack before a piece is removed. Storage boxes must be emptied first; drying racks return hanging items whole alongside their material refund. Ownership, permissions and reach still apply. Damage, decay and admin removal do not grant demolition refunds.
- Hold-X demolition: aim at an eligible piece and hold X for 3 seconds, using the shared progress panel and refund preview. Release early, look away, leave reach or open a menu to cancel. Ordinary dismantling is timed by the server and retains ownership, support, inventory and 50% raw-material refund checks.
Ships & Sailing
- Three buildable vessels: Skiff, Sloop and Modular Schooner. Craft a frame, lay it in suitable water and fit the vessel’s required crafted components.
- Steer a Skiff with its oar or sail a Sloop or Schooner using its wheel, sails and the wind; anchor when you need to hold position.
- Sail-hold control allowing a ship to continue sailing while the player moves around.
- Adjustable third-person sailing camera.
- Walkable ship decks and ship boarding.
- Ship ladders and controlled boarding locations.
- Ship repairs, damaged hulls and replaceable parts.
- Hull leaks, flooding and manual water bailing.
- Ships that can sink permanently when sufficiently damaged.
- Sunken Skiff, Sloop and Schooner wrecks retain a share of their fitted construction materials for recovery; a Schooner’s salvage also accounts for pieces built aboard. Wrecks expire after 45 minutes.
- Loot bags from player deaths, including bags that remain aboard moving ships.
- Seamless sailing between connected ocean-grid regions.
- Interactive world map with island locations and navigation.
- Player-following map camera and map panning.
- Personal and Crew ship markers on the world map.
- Bed locations and respawn selection through the map.
- A Skiff has five fitted parts including its frame; a Sloop has seventeen, including twelve hull panels. A Modular Schooner has twenty-six fitted parts, including eighteen hull panels.
- Build on timber stocks, check launch clearance and lower a completed vessel into the water; a new Sloop or Schooner must be named before launch.
- Take a crafted ship component in hand to see its fitting preview, then fit it at the boat; missing parts can be crafted and replaced.
- Individual ship parts have their own condition; authorised removal returns 50% of the part’s raw materials, rounded down, regardless of wear.
- Collisions with rocks or other hulls can damage a ship; damaged hull panels admit water that must be repaired or bailed.
- Physical ship work: fit a crafted component in hand with E, repair with the hammer and hold X at the component to remove it. Component order, access, a still ship and helm restrictions are enforced.
- Server-checked ship interactions: fitting, every repair-hammer blow and component removal require reach and sight to the actual part. Intact hulls, decks and solid obstacles block work through them. Removal also verifies the ship’s identity when a hold starts and before it completes.
- Hull openings: missing underwater panels admit water; replacing them closes the breach while existing floodwater still needs bailing. Prompts distinguish active leaks, damage, cracks and missing panels.
- Ship management: B opens Overview, Ship Parts and Access tabs for status, condition, bailing, naming, launch and permissions. Component work takes place physically at the ship; (?) tips explain each system.
- Sleeping passengers: survivors stay attached to Skiff and Sloop decks through movement, pitch and roll, region crossings, restarts and changes to the ship list.
- Modular Schooner: a 19-metre, two-masted vessel with walkable main and lower decks, reached by its boarding ladder and companionway. Its larger components use the same crafted supplies as the Sloop.
- Shipboard building: use ordinary wooden building items in the Schooner’s permitted spaces. Walls, doorways, doors, window walls, shutters, half walls and railings fit below; half walls and railings fit on the main deck. Its open bay can hold a flush floor or stairs from below.
- Safe shipboard layouts: the server checks placement, permissions, reach and sight, keeping the helm, masts, boarding ladder and other working routes clear. Roofs, palisades and furnishings, including beds and storage boxes, cannot be built aboard.
- Persistent shipboard pieces: doors and shutters work with E; hold X to take a piece down, or use the hammer to repair it. The pieces move and save with the Schooner across restarts and region crossings. Shipboard doors are currently unlocked; pieces must be cleared before their supporting decks or the vessel can be dismantled.
- Flexible Schooner stairs: use ordinary crafted Wooden Stairs in valid positions aboard, rotated in all four directions. The original companion stairs can be removed and restored without spending materials or moving the wheel, allowing crafted stairs to replace them.
- Stair openings and safe routes: crafted companion stairs create framed, railed deck openings that close when the stairs are removed. The server checks obstructions and nearby survivors, and refuses changes that would leave someone below deck with no way up. Stair arrangements and interiors save with the ship through restarts and region crossings.
Territory, Raiding & PvP
- Two protected starter islands: The First Shore and Sandhaven.
- Safe Waters protection against PvP, raiding and island conquest.
- Nine claimable islands outside the protected starter area.
- Craftable island claim flags.
- Timed island claiming with contested capture progress.
- Open-world PvP combat outside protected Haven areas.
- Structure damage and raiding during permitted vulnerability windows.
- Conquest of islands already owned by rival Crews.
- Island defenders who can contest and reverse enemy conquest progress.
- Sleeping characters who can contribute to island defence under the existing rules.
- Crew-configurable island vulnerability schedules.
- Crew attack and territory-contest notifications.
- Death, inventory loss, loot recovery and respawning.
- PvP bed-respawn cooldowns that discourage repeated nearby respawns.
- Independent settlers who can own property on Crew-claimed islands.
- Protection against building too close to other players' established bases.
Persistence, Admin & Visuals
- Server-authoritative multiplayer systems to validate gameplay and ownership.
- Persistent world saves for survivors, buildings, ships, storage and claims.
- World continuity through server restarts and reconnects.
- Keeper approval and authorised administrator tools for managing access and the world.
- Cinematic main menu featuring viewpoints from the game's islands.
- Environment detail including woodland plants, rocks, grasses, driftwood and shore decorations.
- The First Shore's Old Landing jetty and Beacon Cairn landmarks.
- Sandhaven Harbour and Spit Light landmarks.
- Atmospheric docks, shelters, fishing props and navigation lights.
- Natural footpaths connecting starter landmarks.
- Rendering optimisations, terrain LOD and scalable graphics quality.
- Each official world has 32 configured player slots and its own survivors and progress, backed by shared sign-in accounts.
- Ship ownership, fitted parts and damage persist through region handovers, alongside passengers’ inventories; sleepers and loot bags on a moving deck travel with it.
- Shared ship materials and geometry, merged hulls and distance detail reduce rendering work for nearby fleets while retaining individual components and their condition.
- The world renders at about 30 FPS behind the ESC menu while multiplayer simulation and survival timers continue.
- F10 Admin Remove Mode: authorised administrators can confirm removal of one nearby building piece or furnishing. The server checks permissions and logs requests; storage contents become a 30-minute loot bag.
Safe Waters & Property Care
- A1 Safe Waters structure decay: unrepaired buildings and beds weather away in about 12 hours; storage boxes follow the same decay period.
- Accelerated A1 ship deterioration and sinking (approximately 8 hours).
- Storage-box decay that leaves lootable inventory bags.
- Death and container loot-bag expiry (30 minutes), manually dropped-item expiry (5 minutes).
- A1 restriction on palisades and defensive gates.
- Extended POI no-build protection around starter docks.
- A1 campfires and drying racks: unrepaired fires and racks weather over 12 hours. Mend fires with Stone and racks with Wood using the hammer. A broken rack leaves its contents in a 30-minute loot bag.
- Claimable-grid property: wooden structures, beds and land storage boxes in B1, A2 and B2 have a 14-day absence timer. Campfires and drying racks have seven days. Ships are outside this abandonment system.
- Keep settlements through use: awake, living owners and permitted keepers within 20 metres refresh property timers. A kept base also keeps furnishings on its floors and nearby fires; logging in elsewhere does not count.
- Persistent property timers: existing untimed property receives its full grace period. Dates persist through restarts and offline time; outages longer than 24 hours pause the timers for that downtime. Remaining time is shown only to permitted keepers.
- Abandonment and stored items: due bases clear while respecting supported property. Box and rack contents become 30-minute loot bags; clearing waits if no bag slot is available. Lost beds are reported to their sleepers.
- Players and Crews can maintain multiple owned vessels, with ownership and component state saved across the world.
Furniture & Ground Placement
- Ground placement for beds, storage boxes and drying racks: furnishings settle into natural ground and lean gently with its slope; on built floors they remain level.
- Saved ground furnishings settle to the same placement rules when loaded; furnishings standing on built floors keep their level placement.
Chat & Controls
- Global, Crew and alliance chat: T or Enter opens chat. Use /c or /crew for your own Crew, and /a or /ally for Crew-and-allies chat. The server enforces recipients; private Crew lines are not stored in world history.
- Session chat: joining or reconnecting starts a clean log. Region crossings keep your session’s messages; routine sleep, wake and arrival notices stay out of world chat.
- Chat scrolling: read up to 200 session lines with the mouse wheel without moving the hotbar or sailing camera. New messages do not pull you down while reading older lines.
- Configurable controls: H hides the HUD; hold X dismantles ordinary pieces and removes ship parts. In F10 Admin Remove Mode, X twice confirms an admin removal. The Controls page shows your bindings and explains chat commands.
- ESC menu: Resume and × return to play after the browser confirms mouse capture. Focus loss opens the menu; a refused capture leaves it available for another click.
Planned · Future Horizons
- PLANNED · Snow and ice islands: playable cold-climate islands with suitable terrain, vegetation, resources and weather, beginning with isolated prototypes.
- PLANNED · Desert and arid islands: warm, dry island biomes and climate-specific resources, tested before any official-world expansion.
- PLANNED · A larger connected sea: expand into new grid cells for longer voyages while preserving the existing populated world.
- PLANNED · Further larger ship classes: additional vessel classes beyond the live Modular Schooner remain future work.
- PLANNED · Diving and underwater exploration: reefs, kelp, coral and richer underwater salvage destinations beyond the current shipwreck system.
- PLANNED · Marine wildlife: living ocean creatures with swimming, spawning and fishing or predator behaviour; separate asset experiments are not live game content.
- PLANNED · Naval combat: cannons and ship-to-ship fighting, with boarding, hull damage, flooding and repairs developed into a fuller naval system.
- PLANNED · Deeper survival and equipment: further clothing, armour, crafting progression and climate-related survival systems.
- PLANNED · Regional trade: distinctive biome resources, crafting reasons to sail between islands, markets and a broader player economy.
Only the latest official release is marked LIVE. Earlier release notes are kept below.
Unified Hold-X Demolition · v0.59.26.18
- Hold X for 3 seconds: ordinary dismantling of eligible land pieces, beds, storage boxes, drying racks, empty campfires and shipboard construction uses the existing ship-part progress panel. The target is named, the refund is shown and the red bar fills while X is held; ship-part removal keeps its existing hold control.
- Release to cancel: letting go early, looking away, leaving reach or losing interaction context stops the hold. Menus, chat, the map, focus loss and changing region or ship also cancel it.
- Server-timed ordinary demolition: the server checks the same target and elapsed hold before removal, rejecting missing, early, cancelled or repeated requests. Existing ownership, structural dependencies, safe stair routes and pack-space checks remain, with the same 50% raw-material recovery.
- Existing menus and accepted stair exception: whole-ship B-menu confirmations and F10 administrator removal keep their controls. The Schooner’s original built-in companion stairs display the hold UI, but manual X removal completes through the existing untimed B-menu layout operation; its server permissions and safety checks remain.
- Refresh to use the new controls: an already-open older client must be refreshed. Its former X-twice requests for ordinary dismantling are refused until the new client loads. Saves, flexible stair layouts, interiors and protocol 70 are preserved.
Past UpdatesPatch Log · previous releases
Demolition Recovery & Flexible Ship Stairs · v0.59.26.17
- Flexible Schooner stairs · includes v0.59.26.16: the original companion stairs can be removed and restored without moving the wheel. Ordinary crafted Wooden Stairs can replace them or stand in other valid positions, rotated in all four directions, with matching previews and real deck openings.
- Safe construction and persistence · includes v0.59.26.16: the server checks Ship Access, reach, obstructions and nearby survivors, and refuses changes that would leave someone below deck with no way up. Original and crafted stairs, layouts and interiors survive saves, restarts and region crossings; older saved layouts are retained.
- Shared demolition refunds · v0.59.26.17: deliberately dismantling eligible land or ship construction returns 50% of its raw materials, rounded down per resource, instead of the finished item. Made ingredients such as rope are resolved to raw materials. Refunds do not shrink with wear: a Wooden Wall returns 2 Wood; Wooden Stairs return 4 Wood.
- Pack space and protected contents · v0.59.26.17: the complete refund must fit in your pack before anything is removed; a full pack leaves the piece standing and explains the space needed. Storage boxes must be emptied first. Drying racks return their hanging items whole alongside the rack’s material refund.
- Demolition exceptions · v0.59.26.17: an unfitted bare ship frame is still picked up whole. Dismantling a fitted ship returns half its frame’s raw materials; fitted parts are lost as before. The Schooner’s original companion stairs give and take no resources. Admin removal, damage, decay and wreck salvage keep their existing rules.
- One wheel per fitting · v0.59.26.17: fitting a ship’s wheel uses one crafted Ship’s Wheel, including on the Schooner. Removing it returns half of one wheel’s raw materials: 5 Wood, 4 Stick and 5 Plant fibre. Existing fitted wheels, positions, ownership and layouts are preserved. Protocol 70.
Shared Ship Stairs & Schooner Improvements · v0.59.26.15
- Stern wheel and camera · includes v0.59.26.14: new Schooner wheel positions are restricted to the stern, while existing saved layouts keep their wheel positions. The third-person camera no longer collapses near deck edges.
- Deck cleanup · includes v0.59.26.14: removes the unwanted wooden windlass, unused grey deck pumps and mismatched bowsprit canvas bundle, and finishes the bow-deck section with timber planking.
- Onboard ship management · includes v0.59.26.14: an afloat Schooner’s B management menu requires being aboard. The server also checks onboard access for naming, Ship Access and dismantling, alongside the existing ownership and permission rules.
- Bowsprit and headsails · includes v0.59.26.14.1: corrects bowsprit and jibboom attachments, removes projecting rope rods and adds visible roller-furling for the jib and staysail. Existing sail controls, rigging and propulsion are preserved.
- Ordinary Wooden Stairs aboard · v0.59.26.15: the same crafted item used on land can build full flights or ship-sized companion stairs aboard the Schooner where they fit. Placement previews, R rotation, click-to-build and X removal work with server authority, permissions and inventory checks.
- Real openings and protective rails · v0.59.26.15: crafted companion stairs cut a framed, railed opening between the lower and main decks; removing them closes the deck again. The open main hatchway now has protective rails while preserving access to a flight built beneath it.
- Construction persistence · v0.59.26.15: stairs, interiors and their deck openings survive saves, restarts and region crossings. Unknown or currently unplaceable building records are kept with the ship and retried on load instead of being discarded; kept-aside pieces remain inactive.
- Prototype limits · v0.59.26.15: companion stairs currently have only a few valid locations beside the original companion, one side at a time. The original companion remains fixed; replacing it is not available in this release. Existing companion stairs and legacy layouts are preserved. Protocol 70.
Schooner Building, Bags & Visual Cleanup · v0.59.26.13
- Wheel and stairs · includes v0.59.26.9: four saved Schooner layouts are available through the B ship menu to the owner or permitted Crew ranks, with layout settings kept across region transfers. Existing layouts and construction stay intact. Known limitation: forward/amidships wheel positions can still give awkward camera behaviour.
- More building room · includes v0.59.26.9: expanded main- and lower-deck construction positions, with additional snapping points, walls and doorways where the booms stay clear, and more railing positions.
- Lower-deck seawater fix · includes v0.59.26.10: the ocean cutout follows the Schooner’s moving hull, correcting unwanted blue strips and wedges inside the lower deck.
- Hotbar and death bags · includes v0.59.26.10: dragging inventory items over hotbar slots no longer collapses the target slot. Shipboard death bags can be collected, with bags placed on the deck or stair beneath the survivor; their 30-minute lifetime is preserved.
- Clearer wording · includes v0.59.26.11: simpler, consistent text across menus, construction, condition, flooding, inventory, Crews, raids and death. Inventory actions are named DROP and DESTROY, with their meanings unchanged.
- Shipboard item dropping · includes v0.59.26.12: DROP on Sloop and Schooner decks creates a ship-attached bag with the usual five-minute expiry. Bags move, save and cross regions with the ship; Schooner bag rendering and pickup near the helm are corrected.
- Timber overlap fix · v0.59.26.13: removes overlapping surfaces that flickered around deck framing, mast bases, stairs and hatchways. Ship collisions, stair openings, fitted parts and player-built interiors are preserved.
- Weathered canvas · v0.59.26.13: metallic-looking sail patches now use darker, weathered canvas, with stitched cloth reinforcement on Schooner sail corners. Sail shape, animation, rigging and the earlier dark-screen fix remain intact. Protocol 70.
Schooner Deck & Playtest Fixes · v0.59.26.8
- On-foot deck camera · includes v0.59.26.7: walking aboard uses the normal on-foot view; the longer sailing view and mouse-wheel zoom belong to the helm. Leaving the helm returns to the walking view.
- Rain shelter · includes v0.59.26.7: deck shelter now covers the full rain area around the third-person camera, keeping rain out of covered spaces while leaving genuine hatchways open.
- Stern details · includes v0.59.26.7: the Schooner’s mainsheet runs down to a traveller on the stern rail, and the rudder stock no longer crosses the nameplate. The v0.59.26.6 dark-screen fix and opaque sails are retained.
- Deck motion · v0.59.26.8: local and other survivors are drawn with the Schooner’s hull pitch and roll, keeping their feet aligned with the main and lower decks. This changes rendering only; ship handling, saved positions and permissions remain unchanged. Protocol 70.
Schooner Rendering Fix · v0.59.26.6
- Dark-screen fix: repairs the Schooner jib’s sail-normal data, preventing invalid pixels from spreading through bloom into a huge dark screen obstruction.
- Original appearance and camera: sails remain opaque, with v0.59.26.3 camera behaviour and rain/splash improvements retained. Protocol 70, ship construction, sailing, permissions and saves are unchanged.
Schooner Boarding, Camera & Rain · v0.59.26.3
- Boarding fixes · includes v0.59.26.2: E prioritises climbing at usable Schooner ladders, and hull-fitting prompts no longer offer places through solid ship geometry. These boarding fixes are included here; v0.59.26.2 was not deployed separately.
- Sailing camera: keeps the view clear of the Schooner’s mainmast while retaining smooth third-person sailing and mouse-wheel zoom. The existing Sloop camera is unchanged.
- Rain shelter: solid ship decks stop rain; genuine open hatchways let it through. Appropriate deck shelter also applies to existing Skiffs and Sloops.
- Rain splashes: rings sit on the correct surface, follow ocean waves and move with ship decks instead of floating in the air. Protocol 70, ship handling, building permissions, flooding and saves are unchanged.
Schooner Construction Hotfix · v0.59.26.1
- Fitting prompts: fixes missing hull-panel E prompts and recognises existing Sloop components as compatible with the Schooner. Interaction targeting favours the intended ship instead of a neighbouring vessel.
- Correct ship identity: the B management panel uses Schooner wording and identifies the correct Schooner frame for recovery.
- Protocol 70, unchanged: server fitting security and saves are unchanged. The final hull panel and full construction/launch sequence still await manual player verification.
Modular Schooner & Shipboard Building · v0.59.26
- Modular Schooner: a buildable 19-metre, two-masted vessel with 26 fitted parts and walkable main and lower decks. Craft its frame under Ships & Boats > Schooner, then fit its larger components using multiple crafted parts from Shared Parts; name and launch it from its stocks.
- Building aboard: place permitted wooden walls, doorways, doors, window walls, shutters, half walls and railings on the lower deck. The main deck accepts half walls and railings; the open bay accepts a flush floor or stairs from below. Placement previews explain refused positions. Roofs, palisades and furnishings, including beds and storage boxes, are excluded.
- Shipboard use and safeguards: E operates doors and shutters; X twice takes down a building piece; the hammer repairs it. The server checks placement, permissions, reach and sight, and keeps working routes clear. Doors aboard are currently unlocked. Built pieces stay with the Schooner through saves, restarts and region crossings, and must be cleared before its supporting decks or the vessel can be dismantled.
- Protocol 70: the client and official world servers now share the Schooner and shipboard-building messages. Refresh the game to use the new client; protocol-69 clients cannot join. Existing Skiffs, Sloops, survivors, buildings and abandonment timestamps are preserved.
Ship Interaction Security · v0.59.25
- Fitting and repair reach: the server now checks the actual component’s position and line of sight for physical fitting and every repair-hammer blow. Distant requests and work through intact hulls, decks or solid obstacles are refused before parts or materials are taken. Existing hold-X demolition security remains in place.
- Legitimate ship work: fit or repair where the component can be reached and seen—from the deck, beside the hull in water, or a suitable dock or shore. The E prompt follows the part’s position. Ownership, Ship Access, costs, repair amounts, sailing, flooding, passengers and saved state are unchanged.
Ship Security & Chat · v0.59.24
- Ship-part demolition reach and sight: the server checks the actual part from your current position when holding X and again before removal. Distant parts, the far side of an intact hull, bilge panels through the deck and parts behind solid obstacles are refused. Ownership, Ship Access, Crew ranks and the three-second hold still apply.
- A hold follows the ship’s identity: moving away, the ship moving, changing parts or another ship taking its place in the regional list cannot turn an old hold into a removal. Fitting and hammer repairs keep their existing rules.
- Clean chat sessions: joining or reconnecting starts with an empty chat log; crossing a region keeps your current session’s lines. Routine arrival, sleep, wake and departure messages go to server logs instead of world chat. Global, Crew and alliance chat keep their delivery permissions.
- Scrollable chat: T or Enter opens chat; when the mouse is free you can click it open. Scroll through up to 200 session lines with the wheel without changing the hotbar or sailing camera. New messages keep the bottom in view only when you were already there; closing chat returns to the newest line.
Property Care & Abandonment · v0.59.23
- A1 campfire and drying-rack decay: unrepaired fires and racks weather over 12 hours in Safe Waters. Mend fires with Stone and racks with Wood using the repair hammer. A broken rack leaves its contents in a 30-minute loot bag; a fire is removed with its fuel. Existing fires and racks start from a fresh upgrade clock.
- Claimable-grid abandonment: in B1, A2 and B2, wooden structures, beds and land storage boxes have a 14-day absence timer; campfires and drying racks have seven days. They do not lose condition simply from being left. Ships are outside this system; A1 keeps its own decay rules.
- Keep property by being there: an awake, living owner or permitted keeper within 20 metres refreshes its timer. A base’s authorised builders and suitable Crew ranks can keep it, together with furnishings on its floors and nearby fires. Passing strangers, enemies and allies cannot; logging in elsewhere does not count.
- Safe legacy grace and persistent dates: existing untimed property receives its full 14- or seven-day period on first load. Start dates are saved and survive restarts without refreshing the grace period. Timers run while players are offline; a server outage longer than 24 hours pauses them for that downtime.
- Abandoned-property clearing and private timers: due bases clear together while respecting supported property. Box and rack contents become 30-minute loot bags; clearing waits if no bag slot is free. A lost bed is reported to its sleeper. Remaining time is shown only to permitted keepers through prompts and menus.
Physical Ship Work & Management · v0.59.22–v0.59.22.1
- Physical removal and replacement · v0.59.22: look at a component and hold X to remove it, with a warning and progress bar. Fit the crafted replacement in hand with E; repair using the hammer. Component order, ownership, access, hold duration and partial salvage rules remain enforced.
- Open hulls and flooding · v0.59.22: underwater bilge panels or skiff planking can be removed afloat while the ship lies still and nobody is at the helm. An open breach admits water; replacing it closes the hole, while water already aboard must be bailed. Unchecked flooding can sink a ship or leave it awash in shallows.
- Accurate leak states · v0.59.22: prompts and the ship menu distinguish damage, cracks, missing panels and active leaks. A topside hole can stay dry while high above the water, then take water as the ship settles or waves reach it. Ships on the stocks do not flood.
- Compact B ship menu · v0.59.22.1: Overview, Ship Parts and Access tabs open on Overview each time and support keys 1–3. Chips show ship state, fitted parts, hull, current leaks, water and inflow; existing naming, launching, bailing and frame-dismantling controls remain available.
- Ship Parts and Access · v0.59.22.1: compact part cards show condition, missing or leaking states, repair needs and the crafted item required. The Access tab retains ownership, Crew access, steering permissions and shipmates. Remote FIT and TAKE OFF buttons are removed from the B panel.
- Short cards with existing help tips · v0.59.22.1: the nautical menu keeps concise instructions for E fitting, hammer repair and hold-X removal. The existing (?) help system explains hull condition, flooding, access, decay and dismantling.
Fleet Rendering & Menu Performance · v0.59.21
- Fleet rendering: fixed sloop merging and shared ship materials and geometry reduce duplicate rendering work. The accepted 30-ship test measured about 78% fewer added draw calls per ship, with improvements across fleets of 10–50 ships; results depend on the scene and hardware.
- Ship detail by distance: name boards and small fittings use fewer draws and fade from detail only when tiny in view. Important hull, deck, mast, sail and navigation shapes stay visible. Physical components, damage, passengers, ownership and save data remain independent of how a ship is drawn.
- Lighter rendering behind ESC: the world behind the open menu draws at about 30 FPS and returns to the normal cap when the menu closes. Multiplayer simulation, survival timers and network updates continue.
Action Stamina & Realistic Ferns · v0.59.20
- Stamina for physical actions: hatchet or axe blows, punches, spear thrusts and throws, and released arrows spend the same server-owned stamina as movement. Drawing or holding a bow, gathering, building, eating and drinking do not add an action cost.
- Winded attacks remain possible: exhaustion slows the interval between attacks to 1.5 times its normal length without reducing their damage or preventing defence. Rest restores stamina; the server enforces costs and timing rather than accepting a client’s claimed stamina.
- Realistic fern fronds: curved, layered fronds use Poly Haven Fern 02 photographs with natural colour variation and slope alignment. Existing fern locations, numbers and draw-call count are preserved.
Corrected Controls & Ocean Colour · v0.59.19.1
- H and X controls: H hides or restores the HUD; X dismantles, confirms Admin Remove and, when held at a ship component, removes that part. F keeps its map “find me” role. Saved bindings conflicting with the new defaults are released while compatible custom bindings remain.
- Natural ocean colour transitions: coastal turquoise blends into open-sea blue around all 11 islands, removing the rectangular shallow-water colour boundary. Seabed heights, waves, sailing physics and collisions are unchanged.
Bow, Stamina & Survival · v0.59.19
- Bow trajectory preview fix: nine aim dots follow the full predicted arrow or spear flight, with an endpoint ring that accounts for terrain, water, trees, rocks and built obstacles. Weapon speed, gravity, range and damage are unchanged.
- Persistent stamina: running, swimming and jumping spend stamina; walking or resting restores it. Exhaustion limits running and hard swimming while ordinary movement remains available. The server keeps stamina and tiredness through logout, sleep, restarts and region crossings; time away does not refill it.
- Fall damage: drops up to 3.5 metres are safe; higher falls cause increasing damage decided by the server. Water depth cushions a landing, while a floor over water is still a hard surface. Normal slopes, ship motion, boarding and being placed by the host do not count as falls.
- Increased A1 stick pickups: about 12% more woodland sticks on The First Shore and Sandhaven (133 and 112 respectively). Other islands and resource types keep their existing amounts.
Menus, Building & Ship Sleepers · v0.59.18
- ESC and pointer-lock menu handling: returning to play waits for the browser to confirm mouse capture. Use RESUME GAME or the menu’s × button; Esc in the menu keeps it open. Focus loss opens the menu, and a refused mouse capture leaves the menu available for another click.
- Current H and X controls (corrected in v0.59.19.1): H hides or restores the HUD; X dismantles or confirms an administrative removal. Hold X at ship parts to remove them. The Controls page and prompts show the current bindings.
- F10 Admin Remove Mode: authorised administrators can select and confirm removal of one nearby building piece or furnishing at a time. The server checks permissions and logs requests; storage contents become a 30-minute loot bag. Ships and bulk removal are excluded.
- A1 decay warnings: ship, base and crafting menus, launch help and the Safe Waters banner explain that launched ships deteriorate and sink in about 8 hours unrepaired, while buildings and storage decay over about 12 hours. Ships still on the stocks are exempt.
- Focused boat interaction prompts: construction, refit, inspection and launch hints appear only when close enough and looking at the hull, without a wall or closed door blocking the view.
- Shoreline construction: supported floors can extend over shallow water when their surface stays at least 0.42 metres above the calm sea and their posts reach the bottom within the existing support limits. Deep-water and submerged floors remain refused.
- HUD and building-prompt spacing: placement instructions, controls, mouse hints and notifications stack above the hotbar with room for chat and survival indicators, including narrower windows.
- Freeport building protection: checks cover the full footprint of placed pieces and furnishings, and a ship frame’s whole keel, around the Old Landing, Beacon Cairn, Sandhaven Harbour and Spit Light. Public paths, structures and mooring water stay clear; existing saved buildings are retained.
- Sleeping survivors aboard Skiffs and Sloops: sleepers stay attached to the correct ship and deck height, including raised foredecks, pitch and roll, region crossings, restarts and changes to the ship list.
Inventory & Footsteps · v0.59.17
- Quieter inland footsteps: grass and dirt steps play at 60% of their previous level, and rock steps at 70%, while walking, running or crouching. Sand, water and other sounds keep their existing levels.
- Combined TAB Inventory/Crafting interface: Tab opens one panel at Inventory, with INVENTORY | CRAFTING tabs that switch in place. Equipment, the pack, hotbar dragging, crafting categories and Skiff/Sloop recipe groups remain available.
Ship Crafting, Chat & Controls · v0.59.16
- Ship Crafting improvements: Ships & Boats groups its twelve recipes by the vessel they fit, under Skiff and Sloop. Shared Parts appears only when a recipe fits both vessels; no current parts are shared.
- Boat-specific FITS tags identify each recipe’s vessel. Recipe costs, crafting and gameplay rules are unchanged.
- Crew Chat: use /c message or /crew message to speak only to your own Crew. The server checks current membership; allies and other Crews do not receive these messages, and Crew messages are not saved in chat history.
- Controls page · Esc > Controls: the CHAT section explains T to open chat (or your configured Chat key), plain messages for Global, /c or /crew for Crew only, and /a or /ally for your Crew and its allies.
- Compact B ship menu: introduced here and refined in v0.59.22.1 into Overview, Ship Parts and Access tabs. Ship status, condition, ownership, Ship Access and steering permissions remain available; fitting and component removal are physical actions at the ship.
Earlier Safe Waters & Fleet Updates
- Relocated broken dock posts and repaired Old Landing shed roof.
- Removed restrictive ship ownership limits to support larger fleets.
- Increased technical fleet capacity and fixed potential ship loss during save loading.
- Optimised server-side ship/rock collision checks for larger fleets.
- Existing saved loot bags receive a fresh 30-minute grace period on first load into the current release; partially looting a bag does not reset its expiry.
No matches in this view.