War is Coming!
The seas are torn by war. Pick your side, seize control, and become a Pirate Lord!
Drawing from Foxhole, EVE Online, Puzzle Pirates, and WoW’s Western Plaguelands towers, we’re transforming C&C into a persistent online naval warfare MMORPG where two factions battle endlessly for control of the seas. This war is fought over territory, resources, and dominance, while players progress through crafting, perks, and skill mastery to carve out their own legend.
🗺️ The Map – A Constant Battleground
The world remains vast but structured, split into two symmetrical factions with strategic towers, ports, and resource nodes scattered across the map.
Factions: The Sea Wolves (Blue) claim one half, while the Iron Corsairs (Red) hold the other.
Territory Control: Towers act as capture points, positioned slightly off-center on each faction’s side, creating hot zones of conflict.
Resource Nodes:
Cloth spawns on the Sea Wolves’ side
Lumber spawns on the Iron Corsairs’ side
Ore is found along the neutral meridian, ensuring central skirmishes.
Enemy NPCs & Bosses emerge from the central no-man’s waters, adding unpredictable elements to the battlefield.
Wind Direction: Always flows toward the center, reinforcing the battlefront.
Extraction points are permanently fixed at each port, rather than shifting.
🎯 Objective – The Fight for Towers
The battle for control revolves around capturing and holding towers across the map.
Proximity-Based Control: When ships linger near a tower, they add capture points to its status.
Faster Capture with Numbers: The greater the ship advantage, the faster the capture rate.
Capture Bar:
Towers range from -1,000 (fully Blue-controlled) to +1,000 (fully Red-controlled).
If a faction has 5 ships and no defenders, it would take 200 minutes to flip a tower from max enemy control to theirs.
Passive Recovery: If a tower is unoccupied, it slowly reverts toward its original faction at a rate of 1 point per minute.
This dynamic ensures battles are won by strategy and persistence, not brute force alone.
🎏 Factions – Choose Your Allegiance
The Iron Corsairs (Red) – Engineers of chaos and architects of destruction, the Iron Corsairs see the sea as their laboratory, testing volatile inventions, unstable weaponry, and impossible machines—all in the relentless pursuit of progress.
The Sea Wolves (Blue) – A floating storm of madness, fire, and laughter, the Sea Wolves raid with reckless abandon, turning every battle into a spectacle of destruction.
🛠️ Resource Gathering – No Game Is Complete Without Fishing!
Resource collection is reimagined with an interactive fishing system that rewards players with valuable materials.
Fishing Nodes: Resource hotspots marked on the map.
Gathering Method: Players interact with fishing poles on their ship, triggering a reflex-based classic fishing minigame.
Resource Types:
Clothfish (Blue-side)
Lumberfish (Red-side)
Orefish (Central no-man’s waters)
Refining Removed: No longer needed—resources go directly into ship cargo upon collection.
🏦 Lobbies – The Frontline of War
Each battle is a massive, faction-driven fight, but even the seas have their limits.
Max Lobby Size: 120 players each.
Ship Limits: A max of 8 ships per faction active at a time. These limits will be adjusted as new ship types are added.
Joining a Battle:
Players can auto-queue into a faction ship or join specific crews via invite codes.
Captains must own a ship to launch, and when setting sail must fill their hold with a few resources as a repair fee escrow—lose the ship, lose half the fee; extract, get it back.
Regional Servers: Four lobbies at launch (2 US, 2 SEA).
📅 What’s Next?
The tides are shifting, and our buccaneers below deck are hard at work making the seas smoother and more stable as the player base continues to grow. Over the next few months, we’re rolling out key updates:
Early April – Node Launch ⚙️ – Bringing decentralized support to the game network. [Read more here.]
Late-April – New Game Mode: Pillage (PvPvE) ⚔️ –
A persistent two-faction war where players start from rafts and build their way up.
Capture towers to shift control and earn Doubloons for every moment spent battling.
Migration of all assets to Abstract & crafting becoming re-enabled
Early May – Land 🏝️ – Claim your stake.
🏝️ Land – Betting on the Tides of War
Owning land in the Goldcoves isn’t just about having a stake in the fight—it’s a high-stakes skilled wager on the tides of war. With only two main faction-controlled islands, landowners are making a bold bet on who will dominate the seas when the battle ends.
Two Islands, Two Factions – Each faction controls a single island, serving as a stronghold, rally point, and economic hub for its war efforts.
Limited Ownership – Each island holds only 100 land plots, making ownership exclusive and high-value.
The Warchest Payout – At the end of each season, landowners of the winning faction split a percentage of the Warchest, rewarding those who backed the right side.
But holding land isn’t just about waiting for a payday. Keeping land active requires upkeep, and that means resource management and strategic planning.
📜 Managing Land
Landowners aren’t just passive investors—they actively contribute to the war effort through the Royal Management system, a new in-game interface for overseeing land operations.
Daily Resource Stocking – Each day, landowners must supply their land with resources (lumber, cloth, ore) to keep it operational.
Land Burn Mechanic – If resources aren’t supplied, the land stops generating rewards, and the owner's stake in the Warchest weakens over time. If a landowner fails to upkeep their land for a certain amount of time, it will be automatically auctioned off to the highest bidder.
War Economy Influence – The more active a landowner is in supplying their faction, the greater their share of the final Warchest split.
💠 Land Crystals & Plot Creation
All existing land crystals will be compressed into a single universal currency—Land Crystals—which are required to craft and claim land plots.
Crafting a Land Plot requires some number of Land Crystals.
Players can choose which island to claim land on, up to the island’s 100-plot max.
Once claimed, land is locked to that faction permanently.
🔰 Guilds
Guilds are expanding to become social hubs for players to casually group up, without economic implications.
Guild leaders will choose a faction for the guild. You can only belong to a guild of the same faction as yours.
Guild multipliers and treasury bonuses will be discontinued, and a new, more casual guild quest will be introduced that is identical for all users in any guild to simplify onboarding.
Guild-specific events, tags, and titles may be introduced in the future.
🔱 Port Missions
Port missions will remain, and will be one way to earn doubloons to claim a portion of the Warchest.
Players who hold higher numbers of ship cards will receive a discount on ship reroll costs, effectively multiplying their reward efficiency.
Port missions will not currently be completable by ordinary seasonal ships, meaning that ship cards, for now, have a monopoly on the rewards from Port Missions.
Skellies can continue to complete Port Missions at a lesser reward rate than ship cards.
👾 NPCs – The Wild Cards
Three categories of NPCs will populate the world:
Faction NPCs – AI-controlled ships that patrol respective faction sides, allegiant to members.
Sea Wolves (Blue): Stormwolf NPCs
Iron Corsairs (Red): Ironchime NPCs
Bosses – Appear every 30 minutes in neutral waters.
One of three bosses (Thalassor, Murktide, Gossamera) is randomly selected.
Spawns with three Sirens as bodyguards.
Invasions – Instead of a boss, a random NPC horde (15 ships) spawns, actively hunting players.
Training Mobs – Low-level Skeleton Archers and Raider Ships patrol islands near each port for newcomers to practice on.
⌛ Timegates – Pacing the War
To prevent early snowballing, certain gameplay elements unlock gradually:
Day 1: Towers cannot be captured; ships & perks are locked.
Day 2: Sloop-class ships become craftable.
Day 3: Perks become craftable, and towers become fully capturable.
Day 4: Brig-class ships become craftable.
Day 5: Man-o’-War ships become craftable.
📜 Progression & Rewards
Character Progression:
Players level up through Talents & Perks, gaining advantages based on play style.
Resource drop rates increased, making progression more accessible.
Talents reset at the end of each epoch—but individual skill levels stay (e.g., a Level 61 Gunner remains Level 61).
Faction War Rewards:
The Warchest is filled with collected crafting fees & nuggies from the war.
The winning faction doubles its in-game earned doubloons at the season’s end.
Players receive rewards based on their doubloons from the faction war.
Other Rewards:
Landowners of the winning faction receive a share of the Warchest.
Shipholders can delegate ships to other players for rewards.
Port missions receive doubloons to claim a share of the Warchest.
With territory control, faction-wide battles, and deep customization, C&C evolves into a world where every battle leaves its mark. Will you fight for control, dominate the seas, or burn everything in your wake?
Find fortune, foes, and friends for life in Captain & Company: the ultimate pirate MMORPG. Set sail with friends into epic naval battles with massive multiplayer crews, and pillage your way to becoming the wealthiest pirates on the high seas.
Make sure you join our Discord and claim your exclusive roles! You’ll have access to private channels only shared with other Captains and the devs o’ the Goldcoves themselves. Plus, if you have 25 or more ships, there’s a set of channels rumored to be hidden to all except the greatest of Admirals… conquer on, pirate!