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Spoiler Rogue Isles — A Sea Dogs fan’s pirate sandbox | Browser Alpha 24 October

MonkeeBana

Landlubber
Ahoy everyone!

I wanted to share a project that grew out of my love for games like Sea Dogs, the Corsairs series and Pirates of the Caribbean Online.

Those games gave me something that has stayed with me: the feeling of setting off in a small ship, discovering unfamiliar ports and slowly making a name for yourself. I also spent plenty of time with RuneScape, where learning skills and working towards your next milestone was a big part of the adventure.

I used to work on game development, and later became involved in blockchain and crypto development. Eventually, I found myself coming back to a question: what if I brought those interests together and built the pirate sandbox I had always wanted to play?

That became Rogue Isles, a multiplayer pirate RPG I’m building in Godot.

From your first captain to your first voyage

I’ve been rebuilding and rethinking my favourite mechanics from those games, bringing them together into a world of my own.

You begin by creating your character and finding your feet on a tutorial island. You meet the locals, complete your first quests, learn the basics and work towards your first boat. From there, your journey opens up: sailing between locations, developing your skills, trading, fighting and discovering what lies beyond the starting harbour.

The current Alpha includes:

  • Two main islands with different locations to explore.
  • Around 15 quests, including some with rare and special items.
  • Character skills, equipment and progression.
  • Sailing, ship upgrades and naval battles.
  • Trading, player duels and a PvP area.
  • NPC enemies and boss encounters.
  • Online multiplayer through a web browser.

I’m planning to open the public Browser Alpha tomorrow, 24 October.

There are still plenty of rough edges. The art is basic in places, some systems need balancing and the world needs more detail. But it has reached the point where I can share an actual playable adventure, rather than just describe an idea.

The bigger pirate sandbox

The longer-term ambition is a world where players can build their own stories: forming clans, owning islands, making trading connections, putting rivals on wanted lists and taking on increasingly dangerous voyages.

I’d like to expand that with more quests, bosses, tavern games and gambling systems, alongside deeper ship customisation and naval encounters. Some of those ideas are further along than others; they’re part of the direction I’m working towards, rather than everything being available in this first Alpha.

Progression is meant to be earned through play. There’s no buying your way to the top.

For me, much of the appeal is the journey itself: getting your first boat, learning how to survive a fight, saving for an upgrade and eventually sailing somewhere you couldn’t safely reach before.

Browser first, then a more ambitious desktop and mobile experience

My first priority is to take the browser version further: polish what’s there, add a few more locations, create better assets and make the opening hours feel more complete.

After that, I want to develop dedicated desktop and mobile versions with a more ambitious visual presentation.

The direction I have in mind is polished, stylised 3D—keeping the character of low-poly art while adding richer environments, more detailed models, stronger animation and atmosphere. Sea of Thieves is one reference for the kind of expressive visual direction I admire.

The browser version would retain a lighter, more old-school presentation within its technical limits, while desktop and mobile would give me more room to develop the larger visual experience.

Treasure seasons and the blockchain side

There is also a blockchain and play-to-earn side to the project, built around Rogue Network and its RGN token.

One feature I’m developing towards is Treasure Seasons: actual treasure hunts within the game, where players follow clues, explore locations and solve challenges, with successful discoveries rewarding them with RGN tokens as part of the event.

That’s a planned expansion of the world and its economy. The first Alpha is about getting the underlying adventure right: making sailing, quests, combat, exploration and progression enjoyable.

I want the treasure to give people another reason to venture out into the world—and a story to tell when they return.

I’d really value your thoughts

I thought this would be a good place to share it because so many people here understand what made those older pirate games special.

If you decide to have a look when the Alpha opens, I’d appreciate any feedback: what feels promising, what feels awkward, what’s missing and what you would change.

Honest criticism is very welcome. I’d rather hear that something isn’t working while I can still improve it. Suggestions about sailing, naval combat, progression and the atmosphere of the world would be especially valuable.

I’m trying to bring back some of those good memories while building a pirate sandbox with room to become something of its own.

Website and Alpha access:
Rogue Isles | Pirate MMORPG & Browser Alpha

Community Telegram:
Rogue Network ⛓️ ‍☠️

Contact me directly:
Monkee

Thanks for taking the time to read about it. I’d love to hear what your ideal pirate sandbox would include.

This is just a start, i will be back with more info and screenshots!
 
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