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Caribbean Legend News

Patch 1.3.2

[h2]Ahoy![/h2]

A quick update from the team:

ːjollyrː Patch 1.3.2 is out! Alongside numerous bug fixes, it includes a smoother and more polished transition between musket and melee combat modes.
ːjollyrː The next Dev Diary is just a couple of weeks away. We've got a lot to share, so stay tuned!
ːjollyrː A talented game designer has joined the team, which is perfect timing given the results of the recent survey and our new priorities for uplifting freeplay features.


Work in progress.

The Crew Has Spoken

[h2]Ahoy![/h2]

In short:
  • Our first survey is complete! Results are below.
  • The team, as usual, is hard at work on tech support and has already released 6 mini-fixes.
  • Patch 1.4 is in the works — updated controls with strafing, camera improvements, stability, and yes, new content! ːcharles_happyː

[h2]Survey Results[/h2]

With over 1,100 players participating, we've got plenty of data to make informed decisions. For those who enjoy diving into the numbers or ːrofl_pirateː don’t fully trust us, here are the full results for both the Russian and English surveys.

Contest winners are highlighted in the table. In the next couple of weeks, we’ll be sending out keys for an exclusive DLC to the emails provided in the survey. Thanks for all your fantastic responses and your love for the game! ːrespect_soldierː

Is it even good?



This one’s straightforward — almost 90% of players rated the game positively, though the Russian survey showed a slightly higher score. There were no restrictions, and everyone could vote, so the takeaway is simple: we’re thrilled you’re enjoying the game — and we’re committed to making it even better.

Freeplay or Story?

Freeplay took the win.
Does this mean Charles de Maure's storyline is complete and that next year will be all about core mechanics?

Not quite. The preference split isn’t wide enough to make such a dramatic call. So, version 1.5 will definitely include Mary and Tichingitu’s quests, and if we can manage it, we’ll rework "Happily Ever After" into a true epilogue. Beyond that, we’ll leave the storyline as is and focus on expanding the key features that make this genre so engaging. Piracy, trading, career, ownership and leadership.

Instead of an epilogue... ːrofl_pirateː



We still have some processing to do with the survey results, but here are the key takeaways so far:

  • Crashes affect only a small portion of players, but as long as it's over 1%, it’s still a problem.
  • Players love the game for its roleplay, freedom and large-scale battles, leading their own crew.
  • Common criticisms include pacing and limited activities beyond the main story — especially noticeable in the later game. That’s likely why there’s a big demand for colony management.
  • Few major bugs or recurring issues exist, but conflicts between NPCs spawns (in taverns, at piers, or coves) break the game very often.
  • The most of quest timers complaints may be caused by how the wind on the global map works.
  • Controls have faced plenty of criticism — and deservedly so. Our top priority from now on.
  • None of these issues are unfixable.
  • And everything you already love about the game can still be improved.

Beyond this, we received lots of kind words and well-wishes. It means a lot to us — especially in these challenging times. ːsteamthumbsupː

That’s all for now — see you next month!
ːjollyrː



Patch 1.3.1

[h2]Ahoy![/h2]

  • Patch 1.3.1 is live! This update includes everything we couldn’t fit into 1.3.
  • New game is not required. Save crashes due to adding new ships are no longer an issue.
  • The game and all the DLCs are on sale now!
  • Over 900 players have completed our survey so far, and the initial results are… curious. Once we hit 1,000 responses, we’ll share the full report. Remember, the best answers will be rewarded with a free DLC!
[h3]What’s New[/h3]
  • New Corvette model.
  • Improved Lugger model.
  • New longboat model.
  • Numerous adjustments to all new ships based on player feedback.
  • Three new boarding scenes: two for Rank 5 and one for Rank 4.
  • Muskets can now be worn on your back and equipped at any time with the hotkey “2.”
  • Updated models for Diego and William, and any armor is visible on them too.
  • Added a new jump animation, also allowing you to leap with your weapon drawn.
  • Improved night visuals - should be not so dark now.
  • Improved textures of Justice Island.
  • Improved textures of ship rigging.
  • Lighthouses now have their own icon in the sea fast-travel menu.
  • Assigning an officer is no longer required for storing a ship at harbor master's.
  • Adjustable camera sensitivity, currently available only on land. Makes controls much smoother.
  • Armor and muskets can now be equipped or removed in any order (except Helen).
  • Tommy can only fire a single shot during the lighthouse battle.
  • The Pink Principio now has a max crew capacity of 65 (pre-upgrade).
  • New portraits for Tommy Irons—thanks to Konstrush.!
  • Added new dialogue lines for Tommy at the end of the storyline.
  • Tommy now responds appropriately to the player’s rank, recognizing their status.
  • Longway and Helen have new notifications, showing changes in their attitude towards a hero.
  • Revised hiring dialogues for Longway in the "The Dutch Gambit" quest.
  • Adjustments to the opening storyline to enhance the experience for new players.
  • Added a “Take All” button when looting chests.
  • The “Bottleneck commodity" quest is now limited to character starting towns.
  • Claude Durand will no longer become immortal at the end of the “The Last Lesson” quest.
  • Text and bug fixes.


ːjollyrː

Dev Diary V

[h2]Ahoy![/h2]

This dev diary won’t feature any sales pitches, sneak peeks, or triumphant reports. Put away your maps, cutlasses, and pistols — we’re having a serious conversation today. It’s your turn to speak and share your thoughts. ːseawolvesː

[h3]Today's Items:[/h3]
  • Patch 1.4
  • Plans for the future
  • The Big Question
  • FAQ

[h3]Patch 1.4[/h3]
Eight months ago, we launched the game. Back in February, we decided to focus on two key things: lowering the entry barrier for new players (tutorials, notifications) and rapidly filling the game with as much content as possible — animations, quests, locations, ships, and more — for veteran players.

This focus allowed us to triple the size of our team, streamline our processes, and discover what we do best. However, it also created a significant amount of technical debt and exposed the game’s biggest problem — outdated controls and camera mechanics. Bugs frustrate veteran players, and the controls confuse new ones.

That’s why I decided not to rush straight into patch 1.5, but instead, release an intermediate patch — 1.4. In this patch, we’ll focus on fixing bugs and creating a new control and camera system.

The bugs are straightforward to fix, but the camera and control issues are more nuanced. The problem is that most new players rely solely on WASD, without actively using the mouse. This results in "tank controls". As for the the camera is too close to the player, doesn’t respond to character movement, spins sharply, and often keeps enemies out of view.

In other words, the game doesn’t fully support gamepads, which leads to a lot of frustration for new players who want to enjoy the game but can't. It took us some time and R&D to fully understand the root of the problem because, after so many years of development, our vision of certain things had become a bit blurred.

Without fixing this technical debt and addressing the controls, there’s no point in moving forward.

  • Hire new team members.
  • Quickly add new content to the game.
  • Lower the entry barrier for new players.
  • Begin research to improve graphics, the engine, and controls.
  • Understand what we do best.
    [You are here]
  • Understand what players want most.
  • Resolve the technical debt.
  • Fix tank controls and janky camera.
  • Write the design document for version 1.5.
  • Make a significant leap forward with version 1.5.
  • Resolve technical debt again.
  • Release version 2.0 and [redacted].
  • Resolve the technical debt one last time.
  • [redacted]
  • Caribbean Legend 2
New boarding scenes and muskets as proper secondary weapons

[h3]The Future[/h3]
While the technical part of the team will be suffering from stabilizing the game and fixing the controls, the creative side will be enjoying themselves with quests and designing version 1.5.

If the first stage of development (1.0–1.4) was about exploring the game, the dev team, and the players, then the second (patch 1.5) and third (patch 2.0) milestones will mark significant changes and leaps forward. The future of Sea Dogs series and all that.

Caribbean Legend is a massive game with over 200 hours of gameplay, countless mechanics, and hundreds of content pieces. Games like Sea Dogs, Mount & Blade, and Kenshi are rare. But no matter how strong the ideas from the 2000s may be, the game needs to evolve; otherwise, it’ll become stale and sink into the oblivion. We can’t rely on old gameplay forever. If we want to preserve this genre, which still has no real competition in terms of depth, we must keep moving forward — like how Mound & Blade: Warband transitioned to Bannerlord.

And no, it’s not just about aimlessly adding new quests, perks, ships, or updating graphics and throwing in mechanics for the sake of numbers. We need to make ship plundering and trading fun again. Rebuild the combat system. Recapture the sense of novelty and exploration that makes great new games so captivating.

Port Royal in its glory

Patch 1.5 will be the first step in that direction. Right now, we’re gathering data to prioritize correctly. Prioritize incorrectly, and we risk breaking the entire project. We already have player metrics, feedback notes, our own vision, and a well-established development process. We're also working on the design document for version 1.3 — dissecting the current game to fully understand how it works now.

Almost everything is ready, but to start writing the design document for 1.5, we need just one thing — your opinion. Every one of you has your own vision of what the game should be, and it’s up to you to answer the Big Question.

[h3]Freeplay or Story?[/h3]
No, this isn’t about choosing a game mode from the main menu. This is about what you want to spend most of your game time. It’s about what truly matters to you and what you consider fun.

If you choose freeplay, we’ll focus on things like trade, high seas piracy, colony raids, career progression, wealth accumulation, and restoring that sense of novelty and exploration. The benefit of freeplay is that it also enhances the story mode. The downside? Lots of unknowns, because game design is pure alchemy and randomness.

Possible Freeplay features:
  • Boarding parties and their upgrades.
  • Weapon mods and sharpening.
  • Personal pirate treasures, more physical appearance of money and loot.
  • Plantations and factories.
  • Reactive world: live factions and new bounty hunters system.


If you choose story, we’ll focus on the epilogue and adding more quests. The plus side? Our tasks are clear, and we already have hundreds of pages of content ready to code. The downside? Story is subjective — some are already tired of Charles de Maure, while others may never have cared about his story in the first place. And, of course, any story can be written either poorly or well. That’s a bit of alchemy too, I suppose.

Possible Story features:
  • Epilogue.
  • Rework of the "Happily Ever After" questline.
  • A proper pirate path and a career of Charlie Prince.
  • Targeted improvements to quests and cutscenes.

Personally, I lean toward Freeplay. Raiding ships and hoarding doubloons — isn’t that why we play this game? And based on current stats, only 10% of players will ever see the epilogue. Maybe we should focus on increasing that percentage first?

[h3]Survey[/h3]
We’ve prepared a survey that will be open for a week. It’s short, and the best responses will receive a unique DLC with three in-game items.

Beyond the epic showdown between "freeplay vs story", there’s another important point in the survey. Patch 1.4 will include a refactoring — we need to go through the code and fix long-standing issues that have been bothering the community (WHEN WILL YOU FINALLY FIX THIS?!).

We really need a list of these issues. Without it, we’ll have to go through the entire code line by line, which is highly inefficient. If you’ve been playing for a while, you probably have a list of these kinds of issues. Please share them with us. ːrespect_soldierː

This won’t be the last survey, but after this one, we’ll be able to start writing the design document for patch 1.5 with confidence. And patch 1.4, with fixes and new controls, will likely be released in December.

To sum up:
  • Together, we’ll make the strategical choice between freeplay and story.
  • We’ll stabilize the game and introduce modern controls — for both veteran and new players.
  • We’ll focus on what matters most and take the game to the next level with patch 1.5.


Visible armor for everyone

[h3]FAQ[/h3]
For fun, try loading the Russian version of this blog post. ːrofl_pirateː The FAQ is 10 times bigger, and the reason for that is explained in the first item below.

What's up with all the negative Russian reviews? Simply put, the game has a long history and deep ties with the Russian modding community. While this community was, and still is, crucial to the existence of the genre, it also brings a fair amount of toxicity. Plus, I’m not the best community manager.

Tank controls. When will you fix them? Hopefully in Patch 1.4. The game was originally designed with extensive mouse camera control in mind. Everything is built around it, including combat and level design. Not to mention the several hundred animations we’ll need to create to make the switch.

In short, our goal is to create controls that can fully support a gamepad with a reactive camera. This involves more movement axes, animation blending, etc.

Pressing A or D will make the character strafe. W/A or W/D will make the character run in circles until the player stops pressing A/D, at which point the locomotion will continue in the chosen direction. If the player turns the character far enough, the camera will gradually and smoothly match the direction. That’s the gist of it.


I hate the wind on the Global Map. Is it rigged to ruin my day? It’s random. The trouble with randomness is that we tend to only remember when it works against us. We plan to adjust this in Patch 1.4, making wind much less of a factor in Global Map travel.

Sailing is too slow. Any plans to fix that? Aye, we’ll make sailing super fast and easy in non-combat mode to eliminate this unnecessary drag.
The energy system is boring. It drags down land combat and makes it less fun. What about that? Oh yes, the energy war. Eventually, we’re going to scrap this relic entirely, but that will require us to overhaul the entire RPG system. For now, how about a compromise? We could turn off energy consumption for basic attacks while increasing it for special, heavy, and group attacks. This could be interesting and would definitely speed things up.

Will you ever fix the crashes? According to our automatic crash reporting system, only 1% of players experience crashes. The most recent spike in crashes was caused by patch 1.3, which introduced a lot of new ships, preventing older sea-based saves from loading. That’s on us — we should have made it clearer by adding in-game notifications. Most of the other crash causes are hardware-related. The game still doesn’t get along well with AMD, and we’re working hard to fix that.

When will proper modding become available? As soon as the game no longer requires regular tech support, and once we finish active development. Ideally, we’ll also implement a proper module system for modding.

Will you add support for more languages? I believe that German and Spanish localizations are almost done at this point. French should be in progress too. They all need centralized dev support and coordination. Stay tuned for future updates.

How is the state of the English localization at the moment? It’s improving with every patch. I might be overly optimistic, but I think we’ve finally fixed most of the major issues. Big thanks to all the players who posted English bugs and errors in the dedicated Discord channel.

Anything I can do to help? Filling out the survey would be a massive help, really. Also, if you know any senior C++ devs who would be interested in a paid job working through 20 years of legacy code — please DM me. Especially if they have experience with custom game engines and DirectX rendering. Lastly, if you think the game deserves it, please leave a blue review. I know it’s lame to ask for reviews, but seeing those 500+ hour red reviews with “devs are bad” is surprisingly demotivating.

That’s all for today, folks. Brace yourselves for 1.3.1 and 1.4. Things are about to get very interesting, very soon.

Good hunting.
ːjollyrː

Patch 1.3 and Black Mark DLC

[h2]Ahoy![/h2]

[h3]First, the important stuff:[/h3]
  • Patch 1.3 is available. We've never done anything like this before as a studio.
  • Starting NG is not required. We recommend loading version 1.2.1 saves made while on land.
  • Today marks the game's second 'release'—Steam will be actively promoting it for two weeks.
  • To celebrate, we've set a historic low price—50% off.
  • Now's the perfect moment to start playing if you’ve been holding off for any reason.
  • Black Mark DLC is out now.


https://store.steampowered.com/app/3162620/Caribbean_Legend/

[h2]What's New:[/h2]
[h3]Ships[/h3]

One of the goals of Patch 1.3 was not only to rework the remaining player-favorite early-game ships but also to lay the groundwork for the planned boarding scenes. The ships turned out great.



New ships:
  • The Valkyrie
  • The Meifeng
  • Fluyt
  • War Schooner
  • The Principio (DLC)
  • Improved sail and rigging quality for all ships in the game.
In total, ~30% of the entire game fleet has been revamped by 1.3 - just as planned.


[h3]Quests[/h3]
Extinguished Star
We’ve never created a quest this complex, non-linear, and intricate before. It has everything: new content with Mary and Helen, direct impact on the main storyline, cutscenes, crazy flashbacks, and valuable loot. The quest starts at the end of "The Dutch Gambit" and continues through to "Turtle Soup." No spoilers—see it for yourself.

Black Mark
A non-linear quest, designed for the early stages of the game, offering valuable rewards and nods to veterans of the "Sea Dogs" series. Available in both Story and Sandbox modes. Part of the "Black Mark" DLC.



Rewards include: a duelling double-barreled pistol, an Italian rapier, an Army broadsword, a Black Spot ward, armor, as well as a new officer—Tommy Irons, and the legendary Pink of Nicholas Sharp, the Principio. The Pink is stunning, but the true star of the DLC is Irons. He's got killer jokes.



[h3]Locations[/h3]
No new locations in this patch, aside from a few scenes for the Longway quest. The boarding decks took up almost all of our time and will continue to do so. All four decks will be included in either Patch 1.3.1 or 1.5.

However, we did update several old locations, especially those that significantly lagged behind the newer ones in quality.

Locations update:
  • Locations and scenes for the "Extinguished Star" quest
  • The Old Lighthouse
  • Port Royal Lighthouse
  • Several beaches
  • Indian village
  • Improved ground textures in towns.

[h3]Animations[/h3]


We continue the challenging journey of bringing quests, battles, and cities life to life. The minimum program has already been fulfilled, and with Patch 1.5, we aim for something even more ambitious. Next-gen is just around the corner.



New animations:
  • Unique animations for the "Extinguished Star" quest
  • 7 new contextual death battle animations
  • 2 prayer animations in churches
  • 2 animations for drunks in towns
  • Tavern musicians no longer drown out the game’s music
  • Fishermen, blacksmiths, and musicians now work according to the time of day

[h3]New Hero[/h3]

Due to popular demand, Helen McArthur is now a fully-fledged character in Sandbox mode. She is compatible with the "Vile Little God" and "Black Mark" DLCs. She has unique dialogues in her hometown Blueweld, unique achievements, loot, and starts her pirate career on a war schooner.

For now, she doesn’t carry a musket or visible armor, and there may be some "gender errors" ːrofl_pirateː in the dialogues. Her development will continue in Patch 1.5, along with other Sandbox characters.

[h3]Notification System[/h3]
Traditionally, games in this series have never been known for being player-friendly or transparent, often requiring guides. What happened to my character? Why did I fail a dialogue check? What reward did I just receive? Any game needs to communicate with the player—and now Caribbean Legend does. I consider this the key feature of Patch 1.3.

New notifications:
  • Over 100 new format notifications on sea, land, and in dialogues
  • Combat statuses—from poisonings to critical damage
  • Loot markers—so far, only for plants in the jungle, but this is just the start
  • Quest navigation—so far, only for the beginning of the game
  • More quest markers over characters and on the global map
  • New tutorial videos for core game mechanics

[h3]Interface[/h3]
Let’s be honest, we have the best interface. But somehow, the list of fixes for it has already stretched to three pages. ːrofl_pirateː The first half of the first page finally made it into Patch 1.3.

UI update:
  • Unlimited key remapping—adjust the controls to your liking
  • Control hints in loot, trade, and exchange windows
  • Highlighting new entries in the ship’s log and documents
  • Highlighting available skill points for characters
  • Keeping the selected character when switching tabs between inventory and skills
  • Displaying character roles in officer assignment windows
  • Improved interaction with items in the inventory
  • Added a DLC button in the menu—if all are purchased, it will be inactive

[h3]Miscellaneous[/h3]
  • 13 achievements
  • New ward
  • New sword
  • Automatic crash reports sending - let's see how bad it really is out there
  • Longway can now carry muskets
  • New dialogue camera
  • Missing textures restored for some objects in the "Flying the Jolly Roger" quests
  • Claude Durand now reliably triggers his loyalty event after a set time
  • Obtaining a patent removes pirates from the crew
  • Reputation no longer drops if the player exits "Flying the Jolly Roger" questline before Cartagena
  • Fewer soldiers in towns, and they stop the player less often
  • Chance to deceive the guards can no longer exceed 90%
  • Governors no longer ask you to infiltrate friendly towns
  • Passengers no longer ask to be taken to hostile towns
  • "Iron Will" perk no longer allows intimidating officers
  • Missing item descriptions—skill bonuses, etc.—have been added
  • Additional optimization of the tutorial on Martinique
  • Spelling and grammar corrections - thanks to all reports you have been sharing on Discord
  • Numerous bug fixes
  • Improved overall game stability

[h2]1.5[/h2]
That’s all for now! Over the past six months, we’ve done an incredible amount of work together. We’ve done everything possible and even more. Except for the Story mode epilogue, of course.

We could have done it already, but it would have been too... simple? I want to create something special and worthy of Charles de Maure's story—call it a "director’s cut" of his storyline, if you will. Plus, the game has long needed list of truly new mechanics, fixes for old ones, a complete rebalance, a new loot category, and a proper uplift of Sandbox mode. Not to mention improved controls, gamepad support, Steam Deck experience.

Patch 1.5 will take at least six months, and it will definitely require starting the new game. So for now, we’ll take a short break, rest, and then get back to work.

Leave reviews ːsteamthumbsupː as blue as the Caribbean Sea, download the patch, buy the DLC—and if you’ve been putting off playing the game for any reason, now’s the perfect moment to start!

Coming soon...

ːjollyrː