Piracy Forever
working title — sign in to sail
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working title — sign in to sail
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working title — M5B: the Canon month cycle
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| World | Players | Status | Code |
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WASD or arrows: steer and set sail power · Q: fire port · E: fire starboard · Space: board · X: switch shot · F: swivel gun (aim with the mouse) · mouse wheel: zoom. Controller and on-screen touch controls are supported — see Settings.
server: checking… · database: checking…
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| When | Who | Action | Target | Detail |
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Change a value, then Save changes. Edits take effect on new months and raids at once. Saved replays made under a different balance are kept but cannot be watched. Prices and Canon-month values do not affect old replays.
A snapshot is kept once per day. For a named backup on demand, save a Preset — it stores the current values under a name you choose.
Copy the current changed values as text to keep or share, or paste a set to load it into the boxes below — then press Save changes to apply it.
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| World | Admin | Status | Month | Players | Finished | Code |
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Pick a recent raid from the list and delete it — for a corrupt or unwanted recording. This cannot be undone.
| Run | Player | Where | Score | Length | When |
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| World | Admin | Discord | Posting |
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| Crew | Owner | Captains | Last played |
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| Code | Host | State | Captains | Opened |
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| Title | Recorded by | Length | When |
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Tune the foam behind and around every boat. The preview updates as you drag. This is drawing only — it never changes a raid result or a saved replay. Save to live game applies it for every player.
Edit the newspaper lines and the pirate-name words. The Gazette lines print after each month. Changing the name words only changes new raids; saved replays made under a different name list are kept but cannot be watched (the same protection the Balance editor uses).
One word per line (e.g. Salty, Peg-Leg). Drawn as the first part of a crew name.
One word per line (e.g. Pete, Henrietta). Drawn as the second part of a crew name.
A few names from the current words (before saving).
Change the enemy ship values and appearance. Values (health, speed, turn) change new raids at once and are replay-protected. Appearance is drawing only. Player hull tiers are on the Balance tab.
Click a ship to preview it. Toggle day/night water and zoom to check the look.
Tune every damage number: what each shot hits for, each hull's broadside strength, the upgrade percents, and which ammo each weapon may load. A change applies to new raids at once. These are gameplay numbers, so saved replays made under different numbers are kept but cannot be watched. The buy prices do not affect old replays.
The hit = loaded ammo base damage × the weapon's multiplier. Heavy Guns is a percent on the broadside; each box shows the damage the multiplier makes with the weapon's normal ammo (round shot, or the sea mine for the mine weapons). Each ship's own broadside strength is set per ship on the Boats tab and the Balance tab.
The powers of each weapon beyond raw damage — the disabler's bonus and slow, the mine arm time / trigger reach / life / motion, the swivel spacing, and ball counts.
Tick which ammo each weapon may load. A weapon firing a ticked-off type falls back to its default (first ticked) type. Keep the mine weapons on mine only and every cannon off mine.
Tune what NPC boats are worth and how many appear. The boarding haul, the company multipliers, and the wreck round shot are gameplay numbers — a change applies to new raids at once and saved replays made under the old numbers are kept but cannot be watched. The spawn counts and wreck-life dials shape the map and take effect from the next month generated.
The min–max range a boarded boat gives. Since NPC boats fire only round shot, that is the only ammo they can drop. The Ghost ship is a rare derelict (off by default).
Each merchant company scales its convoys' haul. Loot, gold, and captives shape next month's map; the round-shot factor is read live during a raid (Powder Guild drops the most).
A sinking leaves a wreck to work: wreckage and gold, and — sometimes — a little round shot (heavy shot sinks, so salvage gives less ammo than boarding).
How many boats a Canon month puts on the map. These change the map, so they take effect from the next month generated — not a raid already in progress.
Per enemy type: its spawn weight, the first month it can appear, how fast it grows more common, and the most at once. Merchant hulls share the convoy (weight sets the hull mix); the navy, pirate hunter, badass merchant, and NPC pirate are threat boats added on top by their count.
Fresh wreck sites dropped on each new month's map, how many carry over, and how long an unclaimed wreck lingers before it clears.
The per-player 0–100 heat with the navy and pirate hunters. How fast it rises with damage, sinks, and boardings; how it cools (harder when a player lays low); the cut for a destroyed boat; and the effect curve Phase 2 uses to scale how far boats see and chase a wanted player. Computed at month resolution — never touches a raid in progress or a replay.
Shown across the top of the menu to every player. Turn it off to hide it.
Leave the times empty to show the banner as soon as it is on. With times set, players only see it inside that window (even while it is on).
The last few notices you have shown. Click one to load its text and tone.
Overrides the title and tagline on the sign-in and home screens. Leave blank to keep the built-in wording.
Off = only the shared Canon campaign is offered; the free raid, map maker, and replays buttons are hidden for everyone.
Off = the sign-up form is hidden; people who already have an account can still log in.
On = an amber "under maintenance" banner shows for everyone. It is a message only — it does not lock anyone out.
Off (default) = the online multiplayer button is hidden while it is in alpha. On = players can create and join online rooms from the home screen.
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| Pirate name | Admin | Worlds | Logins | Last login | Joined |
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Controls and sound. Saved on this device only.
| Action | Key |
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Connect a controller and press any button to use it.
Click a gold button label, then press a button on your controller to rebind it. Grey labels are fixed and cannot change.
| Action | Button |
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Left stick: steer and set sail power · X / Y: put the d-pad on the Crew / Weapons box, then the d-pad moves the highlight and changes it · Hold L2 and aim with the right stick, R2 fires the special (King's Cannon: L2 port, R2 starboard) · R3: zoom · A: board.
In the menus: the d-pad or left stick moves the gold highlight, A presses it, B goes back.
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Saved.
The full field guide. Highlight any text to leave a note for the crew.
Your record — raids, gold, and the butcher's bill. Only you see this.
2 to 4 captains sail one sea at the same time. Join with a controller (press any button, or the Join button) or the keyboard — two people can share one keyboard using the left keys and the right keys. Each captain has their own readout panel in a corner, in their chosen colour. To team up, bring two boats alongside and both press the alliance control (left keyboard R, right keyboard /, controller Y) — allies take no fire from each other and show a green arrow; rivals show a red one. Press it again to break the alliance. Batter a rival (or a merchant) until it stops dead, pull alongside, and press the board control (left keyboard F, right keyboard Enter, controller X) when the marker crosses the green band to take its loot. You cannot board an ally.
A round ends when the time runs out or one captain is left afloat. Then a scoreboard ranks the plunder — allies pool and split their haul — and you can refit at the shared port (spend gold on round shot and crew) and sail again with what you kept, or head back to the menu.
Spend your plunder before the next round. Powder buys round shot; a coin to the tavern hires a hand. Allies share one purse.
share the invite link · everyone marks ready · the admin starts the game
or join code: —
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| Pirate | Role | Ready |
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Sell your haul and stock up, then head to the hideout.
| Good | Price | Buy | Cost |
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Your ships. The flagship sails this month's raid; set any ship in port as flagship to sail it instead. Upgrades stay with the one ship. An idle ship can be sent on a task to earn while you raid. Buying and upgrading spend gold and resources from the hideout store.
Recruit hands to work the ship's stations. Crew size caps your guns, boarding, and repair speed at sea. Recruiting needs a Tavern (build one under Buildings).
Take contracts for gold and resources, and buy intel to scout this month before you sail. Missions and intel need a Tavern (build one under Buildings).
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Pick a hull, sail, flag, and crew colour. The look shows on this card and at sea.
You have departed on this month's raid. Begin when ready.
WASD or arrows: steer · Q: fire port · E: fire starboard · X: switch shot · F: swivel gun (aim with the mouse) · Space: board · mouse wheel: zoom. Controller and on-screen touch controls are supported (Settings). A raid is one sitting — leaving mid-raid abandons it.
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reloads every few seconds…
Reading the charts…
Mustering the crew…
The shared outcome, worked out after everyone boated.
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build a map, test it, publish it — then everyone plays it for top score
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| Map | By | Plays | Top score | Actions |
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| Map | Made | Actions |
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every stat is a board (design rule: show everything) — pick one to sort by
| # | Pirate | score | Score | Length | Saved |
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every replay is rebuilt from the recorded inputs and checked against its stored checksum before it plays
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| Watch | vs | Run | Score | Length | Saved |
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D-pad to choose · A to select · B or Start to resume
Your progress will not be saved. Are you sure you want to exit to the menu?