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Corsairs Legacy News

Extended Demo Available NOW! Corsairs Legacy Devlog #25

[previewyoutube][/previewyoutube]
Hello everyone! We've released an extended version of the Corsairs Legacy demo we showed you at the end of August on Steam. In this version, we took into account comments from the streams posted on YouTube and game statistics. We invite everyone to record their walkthroughs of the updated demo and post your videos on YouTube. This will help us see how much our changes have affected the gameplay and what else we need to do. We've added one new mission, as well as additional story scenes and the ability to visit the hold during boarding. We’ve also added additional difficulty levels, integrated support for Nvidia DLSS, AMD FSR, and much more, which we'll talk about in this devlog.

But before we get to the list of changes, we'd like to inform you that we've opened pre-orders on the official Corsairs Legacy website. In addition to the opportunity to purchase the game's activation key, you can also support our team. We've added an extended edition that includes a Supporter Pack with nice digital bonuses. Since we don't have a publisher or investors, the development of the Corsairs Legacy series directly depends on the number of copies sold. If you have friends who could enjoy Corsairs Legacy, we would be grateful if you could buy keys for them as well.

The project is currently in the final stages of development, and we will show the final gameplay trailer very soon. Many of you wanted to see the ground gameplay. Although it appears a few missions later in the story than the demo, we recorded actual footage to show it in the new devlog.

The development of the first game took our team much more time and financial resources than we expected. But we are satisfied with the technical and visual result, which will be the foundation for further games, and we hope that the number of copies sold and the support in the form of purchasing the Supporter Pack will allow us to further deepen the mechanics and expand the map of the Caribbean.

Currently, we have added the fourth island to the naval mode, Grenada, and it will play an important role in the story. As a reminder, Corsairs Legacy is a linear pirate adventure that will have three different endings depending on the decisions you make during the game. The time to complete the story campaign on the easy difficulty level will range from five to nine hours, depending on the player's experience in similar games. Players will have more than 60 story cutscenes with full voice acting as part of the story. We have also prepared several elements for you that, although not striking at the first playthrough, will increase your interest in exploring Corsairs Legacy again.

And now we will briefly describe some of the changes that have been added to the extended demo:
  1. All difficulty levels are open: you can now play on the Seawolf and Hardcore levels at once.
  2. Subtitles have been added.
  3. We’ve added tips that explain the game mechanics.
  4. Added an information window that displays the player's current task.
  5. Added access to the characteristics of your ship and hold, as well as the ability to throw things overboard and increase morale for money.
  6. Information on how wind speed is calculated has been added.
  7. An additional mission to capture an enemy ship is available, featuring a new boarding scene and cabin.
  8. Added the ability to see the type of ship using a spyglass.
  9. Added the mechanics of exchanging goods with an allied ship.
  10. From now on, when reloading is still in progress, but the player is trying to shoot, the game notifies them of the reload. If the player runs out of shells, they will hear information about the need to change the shell type.
  11. Added graphics settings and support for Nvidia DLSS, and AMD FSR.
  12. Improved camera performance in ground movement mode.
  13. New attack combinations have been added.
  14. Musketeers have been added to the boardings.
  15. The hold is now accessible during boarding.
  16. Added the lockpicking.
  17. The logic of chests has been improved.


https://store.steampowered.com/app/1594880/

Demo 2! + New Locations. Corsairs Legacy Devlog #24

[previewyoutube][/previewyoutube]
Today's devlog will give you a lot of new information about Corsairs Legacy. You'll see the first ground mode gameplay footage, learn about the latest story demo, and the festivals we're participating in this week. You will also be able to watch a new stream that is already live on the Corsairs Legacy Steam page, where we show many recent locations and tell you more about the game. You can help us distribute the game by keeping the link to the game's Steam page with the stream open until the evening of August 24.

So, we will announce the release date of the first game and share the release trailer very soon. Now you have the opportunity to play a fresh story demo.

Corsairs Legacy has been selected to participate in the Future Games Show at Gamescom in the category of games that are already playable.

We were very excited about this news and decided to show the first chapter of the main game with full localization into 12 languages. As part of the demo, you will be able to see two new islands in the naval mode - Trinidad and Tobago - and complete initial missions.

According to the good old tradition, you can write to us via the feedback form in the game by pressing F11 or via the form on the official website. And everyone who joins the active testing and provides feedback will receive a nice digital bonus from us during the release of Corsairs Legacy.

We will be very grateful if you can help us spread the word about the upcoming game release and tell your friends about the demo.

Besides Gamescom, we are also taking part in the Ukrainian Games Festival, which has already started and will last until the evening of August 24. As part of this festival and the Future Games Show Gamescom, we've launched a stream where we'll be playing the new demo, sharing development insights, features of the first release, and some of our plans. If you want to support us, please keep the Corsairs Legacy Steam page running in the background for the next few days. We will be very grateful for your support.

Let's move on to the ground mode gameplay. In the new devlog you'll see Bridgetown Prison, which will be included in the release of the first game. In the story, you will need to free a convict from a British prison. In general, we continue to work on the open world and improve the technical implementation so that owners of GeForce GTX 1060 video cards can have a stable 60 fps. As part of the first part of Corsairs Legacy, the player will visit 5-6 different small ground mode locations.

Next up, Corsairs Legacy: Naval Mission will include semi-open islands, and in the next game, we will be able to implement full-fledged freeplay.

https://store.steampowered.com/app/1594880/

https://store.steampowered.com/app/1852510/

Corsairs Legacy Devlog #23: Naval Mission!

[previewyoutube][/previewyoutube]
Let's start this devlog with a new short promo video you can see above, and then discuss the news of the Corsairs Legacy development.

We'd love to hear your thoughts, so leave your comments below this YouTube video.
https://www.youtube.com/watch?v=D0JnIrgxJ-k
We are getting closer to the first release. The next development diary will be released on the channel as soon as the last parts are assembled into a complete game. At that time, we will finalize the release date and share details about what will be included in the first game. After the game is assembled, we will clarify our further plans. But we want to tell our future players about some of them right now.
 
After the demo version was presented at the Steam Festival in February, we planned to release the game's prologue. However, taking into account the wishes of potential players and to speed up the release of the first part, we decided to conduct internal testing and not release the prologue to public access. The first part of Corsairs Legacy will be a story-driven adventure; in a sense, it will be a prologue for the future open world in the Caribbean. 
 
In this regard, instead of Corsairs Legacy: Prologue, in the future, we will release a separate part of the game, which will be the second brick in creating a full-fledged open world. The game will be called Corsairs Legacy: Naval Mission. We've updated our Steam page with a new promo video and fresh screenshots from the current build.


 
Add the Corsairs Legacy: Naval Mission to your wishlist so you don't miss the game's news and release on Steam. If you go from this page to the Corsairs Legacy game page, you will find additional new screenshots there.
 
At the beginning of the development, we were going to make a separate game about land, then a different game about the sea, and then combine everything into a single open-world game. But during communication with our subscribers, we realized that a full-fledged pirate romance cannot be only on land or only at sea. To recreate an authentic atmosphere, you need to have everything at once. So now we already have all the essential parts, and each subsequent release will add depth to the mechanics and gameplay to achieve the ultimate goal: a full-fledged pirate sandbox with a rich set of gaming features.
 
For those who would like to watch the latest teaser of Corsairs Legacy: Naval Mission, we have released it as a separate video on our channel. Remember to add the game to your wishlist, and see you in the new devlogs!

https://store.steampowered.com/app/1852510/

Combat System in RPG Mode in the Corsairs Legacy Game

[previewyoutube][/previewyoutube]
It's been five months since the Corsairs Legacy demo was released on Steam. Preparations for the first game release are in full swing, and we would like to share our work with the ground combat system during this time.

First of all, the combat strategy will differ depending on the difficulty level the player chooses. The higher the difficulty level, the more important it will be to reduce the size of the enemy crew before boarding to have a realistic chance to take the ship.

Compared to the demo version, fewer strikes will be required to defeat a single enemy. The amount of the protagonist's health has also been increased so that one combo with several strikes in a row from the enemy does not kill the protagonist.

So, the game has combo attacks that have already been implemented in the demo and have been significantly improved in recent months. They are available to both the protagonist and NPCs. Each of the three types of attacks has three levels. The first attack in the combo is a normal attack, the second attack continues the combo, and the third attack deals increased damage. The main advantage of combo attacks is the opportunity to deal more damage to the enemy per unit of time.

When you use the same attack type against enemies, NPCs adapt and try to choose a strategy to counteract the same kind of attack. Therefore, combos can be realized through different types of attacks.

For example, we strike a regular fast attack and then a strong attack. If we don't get the combo knocked down by a riposte, shot, or parry, then the second attack, in this case, a strong, will be a combo. Then, if we hit again with a fast attack, there will be the strongest fast attack combo. The fourth attack will again be a regular attack, the fifth one will be a combo, and the sixth will be the strongest combo of the type of attack you are using the opponent with.

Now a few words about the shooting. You can shoot in combat if you have a pistol in your inventory. We've improved the target selection system, added a cursor for aiming, and animated the arms tilt. We also tested moving while aiming, but we saw that such improvements require a significant amount of time to implement new animations, so we left this task for the future.



After the shot is fired, the reloading starts, which is visible on the player's screen. It is specially made barely noticeable so as not to distract from the battle with the enemy. The recharge indicator becomes brighter if you try to make another shot before the reload is complete. You can right-click to cancel the shot if you decide not to shoot during the aiming phase.

Many have noted that in the demo, the damage from a pistol is always the same. Now it depends on the characteristics of the pistol and, with a certain chance, critical damage can be inflicted. In the future, we want to implement increased damage for hitting the vital organs of the enemy. Currently, this logic has not been implemented yet, and the damage will not depend on the part of the body that the player hit.

Critical damage has been added to all types of attacks and is displayed in red. An important tactical change in combat is moving during blocking. Now the player has a greater variety of actions in battle by combining the logic of movement and block. Also, for comfortable use of potions, it can be used while moving. Thus, there is no longer a need to run far away from enemies so that they cannot approach and interrupt healing because the player cannot move.



We've also added corpse looting. When looking through the belongings of defeated NPCs, you can find the same saber and pistol that the NPC was fighting with in life, as well as ammo, healing potions, and money. During the battle, the NPC can make only 1 shot, just like in reality: 1 pistol - 1 shot. Therefore, when looting enemies with firearms, the player has a high probability of replenishing their supply of bullets and gunpowder. 

Initially, we tied looting to the "F" button and made it active only outside of combat mode. During testing, we noticed that it's convenient to be able to find healing potions or extra bullets during a battle, so now looting is also possible in combat. To avoid situations where the enemy corpse is lying near an active item, door, or active NPC, and there is no confusion about whether the player wants to loot the enemy or perform an action, we have dedicated a separate key for looting. Also, if the corpse has no items left, it can't be looted.

At the same time, you shouldn't mindlessly take everything from defeated enemies. In case of overloading, the game character will not be able to run until the player removes unnecessary items from the inventory. The game character can carry up to 100 pounds of equipment without penalty



We have already added a battle with the captain in his cabin. After winning, you can find new useful items in the chests or on the body of the deceased captain. Each type of ship has its own unique captain's cabin that matches the appearance of the ship. We also finalized the number of boarding scenes. In the new devlog video, you can see a new boarding scene that was not available in the Steam demo.

Muskets have also been added to the game. It is now possible to switch from the saber+pistol combat mode to a rifle if it is worn by a character in the inventory. We have a lot of plans for the use of musketry, but everything comes in due time.

Now it's time to share your impressions of the update in the comments for the new devlog on YouTube. Don't forget to register on the Corsairs Legacy website to be the first to know about the game's release.

Official Corsairs Legacy YouTube Channel: https://www.youtube.com/channel/UCtvxcqkgrIC3fHpSpKSeMnA/

🔴 Corsairs Legacy: Presentation of the Demo Version

To give everyone a chance to test the current state of development, we have released a demo version of Corsairs Legacy on Steam, which you can download right now and try out the current version of the game. We want to get detailed feedback on the current state of the mechanics shown so that we can finalize them before the release of our first Corsairs Legacy game.

If you want to help the game get more players, please keep our game page open during the festival and share it with your friends.

Everyone who uses the feedback form in the build and sends us their feedback will receive a digital bonus to the game by email at the time of release.

Thank you and enjoy watching!