Corsairs Compass
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Corsairs Compass

Game manual

The game book, chapter by chapter: the world, fleet, port, enemies and economy. It’s a draft – some things will change.

MVP first playable version · V1 full game · V2 long‑term content

Chapter 1

Welcome, Captain

A pirate adventure for your phone: set sail, fight, dig up treasure and bring the loot home.

Your port, in the Golden Age of Caribbean piracy
Your port, in the Golden Age of Caribbean piracy

Corsairs Compass is a pirate adventure for phone, in 3D cartoon with an isometric view. You start from your port, sail toward a different archipelago each time, fight enemy ships, dig up treasures and return home to spend the loot on ships, upgrades, and buildings.

Each voyage lasts 3–8 minutes and is played with one hand. The game grows over weeks: new ships, more dangerous zones, sea monsters, up to the legendary Kraken.

Setting

Imaginary Caribbean, Golden Age of piracy (1650–1730), in a light fantasy tone:

  • no modern technology;
  • sea serpents, ghost ships, cursed maps and a Kraken are allowed;
  • stylized violence with no blood, suitable for an audience 13+ (PEGI 7).

The four rules of the game

Pillar What it means
Sailing is enjoyable The ship has weight, inertia and wake. Turning well is a skill, not a detail
Risk vs reward The longer you stay at sea, the more you earn, but the higher your risk of losing the loot
Short sessions, long progression A trip in a few minutes, a captain career that lasts months
Paying goes further Pearls help progress faster, but everything can also be earned playing for free

How to read this book. Next to each feature is the phase it arrives: MVP is the first playable version, V1 the complete game, V2 long‑term content.

Platforms

  • Android MVP, iOS V2.
  • Only horizontal.
  • English and Italian MVP, other languages V2.
  • Game for single player and offline: Internet is only needed for purchases, ads and cloud saving.

Contents ↑

Chapter 2

The World

Islands that drift across the sea, a Compass that points to desires and four factions to meet.

The islands are not still. Follow the Compass and discover what they rest upon.

Note: the proper names in this chapter and the next are proposals, pending confirmation.

The Wandering Archipelago

In the world of Corsairs Compass the islands slip slowly across the sea. For that reason every voyage shows a different archipelago: the island that was to the right yesterday is now a bit more to the left today. Why they move is a mystery, and the game reveals it little by little.

The tone is that of pirate adventure: 70% wonder and danger, 30% irony in the dialogues.

The Compass and Ago

The captain receives as a gift a Bronze Compass that does not point north: it points to what its owner desires most. Often it is a treasure; sometimes it is much more.

In the Compass lives Ago, a tiny, grumbling, loyal spirit. He loves treasures, hates wind, rain and fish, and comments on every voyage. He is the guiding voice of the game.

"Over there. No, over there. I'm pointing you, not advising you." — Ago

The Four Factions

No mandatory reputation, no choice that locks content: the captain is free. The factions explain who the enemies are and where you encounter them.

Faction Who they are Enemies Where
Royal Navy Blue uniforms, flag with a crown. Patrols the routes "to protect them" Navy Cutter MVP, Frigates V1 Everywhere, especially Blue Routes and Fort Corona
Salt League Merchants and shipowners, yellow and white flags. Count only profits Merchant Ships MVP All areas, Harbor Market
Brothers of the Undertow Theatrical and courteous pirates: they present themselves before firing Rival Captains V1 Whispering Reef, Blue Routes, Sea of Thunder
Keepers of the Tide Mystical order of Porto Conchiglia. Warn, then repel Sea Serpents V1, Ghost Ships V2 (Night) Whispering Reef, Sea of Thunder

Above all, without faction, sleeps the Kraken: the creature upon which the archipelago rests. Formidable, but not evil.

The Places

Porto Salmastro is your home: colorful houses around a sheltered bay, a wooden dock and a white‑red lighthouse. The harbor buildings (Shipyard, Workshop, Tavern, Cartographer's Library, Market, Harbor Vault, Lighthouse) are the places where you meet characters.

The sea divides into five zones, increasingly dangerous:

Zone Level Atmosphere Phase
Clear Waters 1 Turquoise water, merchant ships, cutter patrols. Here you learn MVP
Whispering Reef 4 Pink coral, rocks, breeze that whispers names. Nights with serpents V1
Blue Routes 8 Indigo waters, buoys and Navy lighthouses V1
Sea of Thunder 12 Gray‑green sky, lightning, ghost ships V2
Abyss of the Heart 16 Black water, blue lights, throbbing like a heartbeat V2

Special islands to discover:

  • Fort Corona V1: white Navy fortress; knock down the tower and a large chest opens.
  • Porto Conchiglia V1: shell village with lanterns, neutral, with repairs and rum.
  • Testadura Isle V2: a skull‑shaped rock where the legendary treasure is hidden. But is it really just a rock?

The Chapter Story

Each chapter is a mission from one or two short voyages. Chapters unlock only by playing: Pearls can get you there first with ships and upgrades, but they do not sell or skip the story.

Prologue MVP. At dawn, on the dock of Porto Salmastro, old Ottavio hands you the Compass. Inside sleeps Ago. The tutorial starts here and is expanded with the first two chapters.

# Title Where Phase
1 The Compass Awakens Clear Waters MVP
2 The Missing Merchant Clear Waters MVP
3 Duel at the Reef Whispering Reef V2
4 The Serpent’s Whisper Reef, night V2
5 The Admiral and the Harpoon Blue Routes V2
6 The Pirate Baker Blue Routes V2
7 The Ship Without Crew Sea of Thunder, night V2
8 Tramontana’s Honor Sea of Thunder V2
9 Testadura Isle Sea of Thunder V2
10 Heart of the Sea Abyss of the Heart V2

Three rival captains guard the fragments of a map. But it is not the map to any treasure, and there are those who want it for reasons very different from yours. In the end, before what sleeps in the Abyss, the captain must choose. Whatever choice he makes, the treasure will be his: it will change how the world remembers him.

Contents ↑

Chapter 3

The Characters

Thirteen faces, a spirit included: the people of the port, rival captains, the Navy and the Keepers.

Thirteen faces, including one spirit. The names are proposals: they need confirmation and, if necessary, tweaks. Each character has their own way of speaking, which you’ll recognize even without seeing them.

At the Port

Ottavio "Gull" Scarpa

Mentor. Former captain with a wooden leg, hands over the Compass in the prologue and guides the tutorial. Warm and patient, he tells exaggerated stories but always says something useful. On his shoulder is the gull Biscotto, the only one who dares to contradict him.

"The Compass doesn’t point north, Captain. It points to what your heart loudly asks for."

Rosalba "Soup" Cortese

Tavern Keeper. Knows every gossip of the port and seas and sells rumors like others sell fish: fresh. Chatty, curious, ironic. Runs the Tavern “La Zuppa Salata”.

"Sit down, Captain. The soup is hot and the gossip even hotter."

Fiorenza Astrolabio

Cartographer. Studies the Compass and research in the Library. Distracted and brilliant, she loses the thread halfway through a sentence and finds it on a map. Knows more about the Compass than she says.

"This island wasn’t there yesterday. Or it was, but it was a bit further left."

Baldassarre "Nail" Martello

Ax Master. A gentle giant who sells ships and upgrades. Few words, huge hands, tender heart: he calls the ships “my daughters” and gets offended if they’re mistreated.

"A hole in the hull is a wound. Bring it to me and I’ll fix it."

Don Teodoro Ducato

Merchant of the Salt League. Buys gems and spices from his stall at the Market. Greedy but friendly, he talks about discounts, interest and “opportunities”. Treats everything as a deal, even a greeting.

"The gems? I’ll take them, at an honest price. For me, naturally."

Ago

Spirit of the Compass. Tiny, grumbling, loyal. Signals treasures, comments on the journey and complains about wind, rain and fish. He’s the guiding voice of the game.

"A chest! Actually two! Can I have at least one? A coin? A button?"

Pepe Sartiame

Nostromo. Speaks in sea terms and comments on every event with an invented proverb. Practical and optimistic.

"Port the sail to port, Captain! Blue flag, of those that don’t serve tea."

The Rivals, Brothers of the Undertow

Captain Scarlatta Venturi

First map fragment. Rules over the Whispering Reef. Elegant and dueling, loves fair challenges and always presents herself before firing.

"Scarlatta Venturi at your service. Pray, fire first: the guest has precedence."

Gedeone "Sweetbeard" Pece

Second map fragment. Former pastry chef, kind and stubborn, lives on an island that smells of sugar. Before firing he offers a cookie, and if you refuse he gets offended.

"A cannoli, Captain? Then we’ll argue calmly."

Vasco Tramontana

Third map fragment. Former Navy officer, grim and proud, talks about honor. He left the uniform after seeing what was to be done to the Kraken.

"Honor is my compass, Captain. Yours, at least, points to something."

The Royal Navy

Admiral Leopoldo Ferraguti

Admiral of the Royal Navy. Strict and honest, convinced he protects the routes. Hates pirates, but hates more being deceived.

"The routes are safe as long as there’s the Navy. You, Captain, are a floating contradiction."

Lady Vittoria Arpione

Monster Hunter. The antagonist: cold, alluring, never vulgar. Believes the Kraken is a resource to chain, not a creature to understand.

"A sleeping monster is a mine, Captain. It’s not my fault if no one had a shovel."

The Keepers

Granny Anemone

Keeper of the Tide. Lives at Porto Conchiglia and explains the truth about the Kraken. Serene and ironic, she tells huge things with the voice used to talk about the weather.

"It’s not the monster that moves, child. We are the ones who walk on its back."

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Chapter 4

The Pirate Cycle

Port, voyage, return: the circle the whole game turns on.

The whole game revolves around a simple circle: port → voyage → return.

La mappa di un viaggio: ogni arcipelago è generato da un numero, il "seed"
La mappa di un viaggio: ogni arcipelago è generato da un numero, il "seed"

1. At the port

Spend the Gold earned:

  • buy new ships;
  • upgrade the one you have;
  • build and improve the buildings.

Then choose the sea zone and set sail.

2. At sea

Explore an archipelago specifically generated for that voyage. Fight, collect Harbor Vaults, dig up buried treasures.

Everything you find is "on board": it isn’t yours until you return home.

3. The return

How the voyage ends What you keep
You return to the dock, or use a Return Flag 100% of the loot on board
The ship sinks 50% of the loot (only a 25% loss in your first 3 games)
The crew mutinies V1 Like a sinking

At the end of the voyage a parchment summarizes:

  • Gold and items;
  • Experience earned;
  • Enemies defeated;
  • Challenges completed.

If someone calls you halfway through you can safely close: the game saves every few seconds and when you reopen it resumes exactly where you left off.

The long cycle

  • The Captain’s level rises with experience.
  • Each level opens harder zones, which yield better loot that buys better ships.
  • Every day there are 3 challenges and an access reward V1.

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Chapter 5

Navigating

A ship with weight and inertia: joystick, sails and turns you learn at sea.

The ship is not a cursor: it has weight and inertia.

  • The joystick on the left appears where you rest your thumb. It indicates direction, and the ship gradually turns toward it.
  • The sails on the right have three positions: stopped, half, full. They determine speed.
  • A stopped ship turns poorly: water is needed under the rudder. Those who learn to maneuver win duels.

The Sea

  • Every voyage takes place in a finite area, surrounded by a fog that repels the ship.
  • The mini-map reveals itself as you explore MVP.
  • Islands and rocks are solid: hitting them at speed damages the hull.
  • The hull does not repair itself at sea: the risk is real.

Wind, Night, and Storms V1

A nighttime storm: dangerous, but the loot is worth double
A nighttime storm: dangerous, but the loot is worth double

Element Effect
Wind Changes direction slowly. With wind in the rear +20% speed, headwind −30%
Day and Night 4‑minute cycle. At night visibility drops and nighttime enemies appear
Storms Sea zones with light continuous damage and waves that push the ship, but better loot

Contents ↑

Chapter 6

Combat

Broadside cannons and good timing: how a sea battle is won.

A well‑placed broadside is worth more than a thousand maneuvers
A well‑placed broadside is worth more than a thousand maneuvers

Broadside MVP

The cannons are on the sides of the ship, each with a 60° firing arc.

When an enemy enters the arc and is in range, the broadside fires automatically a burst, then re‑loads. Your job is to maneuver so that the enemy stays to the side, not in front or behind. The shells aim ahead of the target’s movement but stay within the arc.

In V1 you can choose manual fire, with two buttons (left and right).

Ammunition V1

Ammunition Effect
Round Shot Base damage to the hull
Chain Shot Less damage, but slows the enemy 40% for 4 seconds: hits the sails
Muskets Short range, lowers the enemy crew’s morale
Incendiary Shot The enemy burns for 5 seconds

Boarding V2

A ship with less than 25 % hull can be boarded: a quick mini‑game, and if you win you capture the entire cargo.

Hull and Repairs

  • The hull is the ship’s life.
  • At port repairs are free in MVP. In V1 they cost Gold, with the Shipyard discount.
  • In sea you can only repair with Planks and Pitch (+25%).
  • The On‑board Carpenter V1 slowly repairs when not fighting.

Contents ↑

Chapter 7

The Fleet

From Sloop to Galleon: five ships, each with its own character, and their upgrades.

Every ship has a different character: the small ones are agile, the large ones are floating fortresses. The skins (sails and flags) change the appearance, never the stats.

Sloop MVP

The starting ship: small, fast, nervous. It forgives maneuver errors and escapes everything, but two cannons per side are not enough against Royal Navy ships.

Hull Speed Turn Rate Cannons/side Hold Cost
100 6.0 120°/s 2 6 free

Schooner MVP

Sleek and elegant, it is the first true pirate ship. It can be bought after about ten voyages.

Hull Speed Turn Rate Cannons/side Hold Cost
140 6.5 100°/s 3 8 1 500 Gold · level 3

Brigantine V1

Sturdy and reliable, the warhorse of the Caribbean.

Hull Speed Turn Rate Cannons/side Hold Cost
200 5.5 85°/s 4 12 5 000 Gold · level 6

Frigate V1

Six cannons per side: a single hit from a Frigate can sink a Cutter.

Hull Speed Turn Rate Cannons/side Hold Cost
300 5.0 70°/s 6 16 15 000 Gold · level 10

Galleon V2

Slow, huge, golden. The dream of every captain, and the only ship that can challenge the Kraken.

Hull Speed Turn Rate Cannons/side Hold Cost
450 4.0 50°/s 8 24 40 000 Gold · level 15

Upgrades

Every ship has 4 components, each with 10 levels, and upgrades apply only to that ship.

Component Per Level Gain Phase
Hull +8% max hull MVP
Sails +4% speed, +3% turn rate MVP
Cannons +6% damage MVP
Hold +1 slot V1

Large upgrades (from level 6 onward) require work time in the Workshop V1, which can be accelerated with Pearls.

Where things are done. Ships are bought at the Shipyard; upgrades are made in the Workshop, and its level determines how far they go (2, 4, 6, 8, 10). Research at the Cartographer's Library instead improves all ships together. The table "Building → what it unlocks for ships" is at the end of the chapter The Port.

"The Schooner is fast. But remember: treat it well." — Nail

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Chapter 8

The Port

The buildings of Porto Salmastro, their levels and what they unlock for your ships.

The port is your home: an island with fixed spots for buildings. Each building has 5 levels, and each level increases its effect.

Construction times V1. Building and upgrading takes real time:

  • level 1: instant;
  • level 2: 5 minutes;
  • level 3: 30 minutes;
  • level 4: 2 hours;
  • level 5: 8 hours.

You can speed it up with Pearls or by watching an ad (−15 minutes, up to 3 times a day). Only one construction site works at a time; a second builder is purchased with Pearls.

The Dock MVP

Always present. From here you set sail and repair your ship.

"The loot only counts if it reaches home, captain." — Ottavio, on the Dock

The Shipyard MVP

Here you buy new ships (see Fleet). The higher the level, the cheaper repairs become.

"A hole in the hull is a wound. Bring it to me and I'll fix it." — Nail, at the Shipyard

The Workshop MVP

Here you upgrade hull, sails, cannons and hold. The level of the Workshop determines how far each component can be upgraded:

Workshop 1 2 3 4 5
Max upgrade level 2 4 6 8 10

Upgrades from level 6 onward are big jobs: they require time in the Workshop V1, speedable with Pearls. The smaller ones and repairs remain instant.

The Tavern V1

Here you recruit sailors. At higher levels better sailors arrive, and in V2 Officers appear.

The Cartographer's Library V1

Here you conduct researches: discoveries that apply to all ships together, unlike upgrades which apply to a single ship. Some examples: Copper Bundle (less damage from reefs), Scope (cannons with longer range), Shipwright (the hull regenerates itself out of combat). Each research is done only once, and the larger ones require time.

The Market V1

Here you sell gems and spices for Gold.

The Harbor Vault V1

Each level secures an additional 10% of loot in case of sinking.

The Lighthouse V1

At night you see farther and encounter fewer nighttime enemies.

Building Level 1 cost L
Workshop 500 cost × 2^(L−1)
Tavern 800
Market 1 000
Library 1 500
Vault 2 000
Lighthouse 2 500

Building → what it unlocks for ships

Building What it does for ships How it grows with level
Dock ship repair always present
Shipyard buys ships (Sloop, Schooner, Brigantine…) discount on repairs
Workshop upgrades hull, sails, cannons, hold of every ship max upgrade level: 2 / 4 / 6 / 8 / 10
Library V1 researches that improve all ships new researches available
Tavern V1 recruits crew that boards better sailors, Officers V2
Vault V1 does not affect the ship but the loot if it sinks +10% safe per level

The big jobs (high‑level buildings, upgrades from level 6, researches) require real time; Pearls speed them up.

Contents ↑

Chapter 9

The Harbor Menu

The port is the menu: tap the buildings to buy, upgrade and set sail.

The harbor is the menu. When the game loads (and on first launch you accept the privacy policy) you enter directly into the harbor: no title screen, no list of items. Everything you can do starts here, by touching buildings or buttons along the edges of the screen. The style is that of a book: wood, parchment, rope and brass, with large text and thumb‑friendly buttons.

Harbor Screen MVP

⚓ Lv. 3 ● 1,250 Gold   ◐ 40 Pearls + ⚙
TavernLighthouse
~ THE ISOMETRIC PORT ~
your ship sleeps at the dock
WorkshopShipyardMarket
Fleet
Challenges
⚔ SAIL
Shop
Story

Top bar. The captain’s level with the experience bar, Gold, Pearls with a “+” that opens the shop, and the settings gear.

The harbor. Tap a building to open its screen; buildings under construction show their timer. Dragging with your finger moves the view.

Bottom bar. Five items:

  • Fleet: the ships you own and their upgrades, with shortcuts to Shipyard and Workshop MVP;
  • Challenges: daily and weekly feats V1;
  • SAIL: the big central button that takes you to zone selection MVP;
  • Shop V1;
  • Story: the plot chapters V2.

Future phase items remain hidden until they’re available: in the first game the bar shows only two.

Pause and Settings MVP

At sea, the top‑right button opens pause: resume, settings, or abandon the voyage (which counts as a sinking). The settings also open from the harbor gear.

Setting What it does
Music toggle and separate volume
Effects toggle and separate volume
Voices toggle and separate volume: you can mute characters and keep music
Language Italian or English
Vibration activates when the ship is hit; can be turned off
Left‑handed inverts screen controls
Privacy review consent given at first launch

Dialogues and Voices

Characters speak. Every line has its subtitle, always on, so the game is understood even with audio off or on a subway.

  • Ago and Pepe comment the sea voyage with short quips;
  • harbor residents greet and tell stories when you touch their building;
  • the tutorial is narrated by Ottavio and Ago MVP, if voice quality is good;
  • all other voices arrive in V1. They are generated locally, without recording actors, so they can be added or corrected quickly.

“A repaired ship at the Dock is worth twice a lucky one.” — Ottavio, at the harbor

“Cannons ready: the broadside keeps an eye on their flank!” — Pepe, at sea

Contents ↑

Chapter 10

Life of the Port and Feats

Between voyages the port comes alive: visitors, gossip, events and trade routes.

Coming home should be a pleasure. That’s why the port has its own life, but every system costs less than 30 seconds on return: no extra timers, everything offline.

Radio Ago and the Harbor Gazette [MVP: testo] [V1: voce]

At each return Ago comments with irony about the just‑completed voyage: records, blunders, enemies, factions. They are 1–3 lines, chosen from a catalog of phrases tied to conditions (“sunk on first trip”, “returned with hull at 5%”).

"Port news: the captain returned with hull at 5%. The dock thanks you, the dinghy less."

"Three cutters sunk in one voyage. The Royal Navy asked to talk to you. I said you were out."

"Sunk on first trip, negative record broken. Congrats, it’s a start."

"Only one merchant saved. Don Teodoro sent a note. I didn’t open it: it smells of invoice."

Faction Reputation V1

Each of the four factions judges you from −100 to +100, based on what you do: no mandatory choice and nothing is closed.

Faction Gains if… Loses if… Effects
Royal Navy — sink cutters patrols more or less frequent; with very low reputation, the fine
Salt League trade raid merchants market prices, contracts
Brothers of the Undertow sink Royal Navy cutters — rival dialogues and challenges
Keepers of the Tide respect sanctuaries — dialogues, help at Porto Conchiglia

With a very low Royal Navy reputation the fine on your head triggers: more patrols, but better loot. A risk you can choose.

Trade Routes V1

The Market offers 2–3 contracts: “bring 5 spices to Porto Conchiglia within 2 voyages”. Goods occupy the hold and are lost if sunk. Reward: Gold and reputation with the Salt League.

Captain’s Almanac V1

Your memory book: bestiary (the monsters encountered, with a line from Ago), discovered islands, ships sunk by type, personal records. Completing a page gives small rewards, even free Pearls.

Harbor Events V1

At most one per return, with a card and two choices: Rats in the hold, Royal Navy raid (pay, hide or fight), Port party. They’re never paid for: protective items are also obtained by playing.

Beautify the Port V1

Decorative slots welcome statues, lanterns, flags and feats trophies. They attract visitors on a stroll, like a merchant, bard or spy, with lines and small morale bonuses. Decorations are free (won through feats) or cosmetic, in Pearls.

Feats V1

No “collect ten items”: missions ask for feats that give satisfaction, narrated by Ago.

Three per day, to be completed in one or two voyages. Some examples:

  • sink a cutter with a single broadside;
  • return to the dock with hull below 15% and loot intact;
  • defeat two enemies within 30 seconds;
  • complete a voyage without ever trimming sails;
  • Spear‑Thrower: sink a ship with a hit.

One per week: the Feat of the Week, a chain of three stages with a mini‑story. For example The Ghost of the Lighthouse (indicative stages):

  1. Investigate: find who turned off the lighthouse light;
  2. Pursue: follow the spectral light among the islands;
  3. Confront: challenge the ghost and relight the lighthouse.

At the end a trophy to display in the port, a title, a flag, Gold and free Pearls.

What satisfaction. A screen with the vault opening, Ago’s comment, the trophy appearing in town square. A series of days gives a growing bonus, and if you skip a day nothing happens. One free replacement per day for the mission you don’t like. Feats cannot be bought: optional advertising only grants +1 mission per day.

Contents ↑

Chapter 11

Islands and Treasures

Islets, jungles, forts and reefs: where to dig and what you find.

The islands

Island What you find Phase
Islet 0–1 loot on board MVP
Jungle island 1–2 loot on board, 30% buried treasure MVP
Cliff Only obstacles: watch the hull MVP
Naval Fort A tower that shoots; if you destroy it, a big loot on board V1
Neutral village Repairs at 50% cost, rum V1
Skull Island The legendary map treasure V1

How to find the loot

  • Beach chests MVP: just pass by with your ship.
  • Buried treasures MVP: marked by an X. Stop near the shore and press Dig. It takes 3 seconds, and if you get hit the dig stops.
  • Map fragments V1: three fragments make a treasure map that leads to a legendary treasure.
  • Wrecks V1: loot in open sea, sometimes guarded by a monster.

Items

Item Effect Phase
Gold pouch 10–30 Gold MVP
Wooden chest 40–120 Gold MVP
Iron chest (buried) 150–400 Gold, 30% chance of a gem MVP
Planks and Pitch Repairs 25% of the hull MVP
Return Flag You return home immediately with all loot on board MVP
Gem, Spices Sold at Market (250 and 80 Gold) V1
Rum barrel +20 morale V1
Monster bait Summons a monster with double loot V1

Items occupy hold slots; gold does not.

Zones

Zone Level Loot Enemies Phase
Low Waters 1 ×1.0 ×1.0 MVP
Coral Barrier 4 ×1.6 ×1.5 MVP
Navy Routes 8 ×2.5 ×2.2 V1
Storm Sea 12 ×4.0 ×3.2 V1
Kraken Abyss 16 ×6.0 ×4.5 V2

Contents ↑

Chapter 12

Enemies and Monsters

Cutters, merchants, rivals, serpents, ghost ships and, deep in the Abyss, the Kraken.

Every enemy has a recognizable behavior: some patrol, others chase, others flee. When badly damaged, some try to escape.

Navy Cutter MVP

Patrols the sea. If it sees you it chases and tries to get you in the arc of its fiancata (broadside).

Hull 60 · damage 6 · loot 30–60 Gold.

Merchant MVP

Does not shoot: runs away. It is slow but sturdy, and the hold is full.

Hull 120 · loot 80–200 Gold and spices.

Rival Captain V1

Defends its island and attacks you if you approach. Sometimes it guards a fragment of map.

Hull 200 · damage 10 · loot 150–300 Gold.

Navy Frigate V1

Aggressive, tries to flank you. Appears from the third zone onward.

Hull 260 · damage 12 · loot 200–400 Gold.

Sea Serpent V1

The serpent emerges near the rocks, then dives and is invulnerable for 3 seconds
The serpent emerges near the rocks, then dives and is invulnerable for 3 seconds

Hull 180 · bite 15 · loot: a gem. Appears at night, from the second zone.

Ghost Ship V2

Appears only at night and passes through islands
Appears only at night and passes through islands

Hull 300 · damage 14 · loot: two gems.

The Kraken V2

The final boss of the Abyss
The final boss of the Abyss

Hull 2 000. The encounter has three phases:

  1. Tentacles: area attacks, announced by a signal one second before.
  2. Suction: a vortex that pulls the ship.
  3. Rage.

The prize is the legendary treasure.

Contents ↑

Chapter 13

Crew and Research

Sailors, morale and Library research: the crew you take with you.

A good crew reloads faster, and sings better
A good crew reloads faster, and sings better

Crew and Morale V1

Each ship has a minimum and maximum number of sailors, who enlist at the Tavern. Every sailor beyond the minimum reduces cannon reloading time by 5%.

The morale ranges from 0 to 100.

What Happens Effect on Morale
Every 20 seconds at sea −1
The ship is hit Sway
You find a treasure, open a rum barrel Salt
Morale Level Consequence
Below 30 −15% speed and reload
0 Mutiny: the voyage ends like a sinking

Officers V2. Nostromo, Cannoneer, and Navigator are unique characters, each with a permanent bonus.

Research V1

Conducted in the Cartographer's Library, once only, and applies to the entire fleet. The more expensive ones require time.

Research Effect Cost
Nautical charts +25% exploration radius 800
Copper bundles −30% damage from reefs 1 200
Chain shot Unlocks ammunition 1 500
Machine gun Unlocks ammunition 1 500
Barometer Storms appear on the minimap 2 000
Telescope +20% range 2 500
Incendiary shells Unlocks ammunition (requires chain shot) 3 000
Ship carpenter Repairs 1% of the hull every 5 s out of combat 4 000

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Chapter 14

Gold, Pearls and the Shop

Gold, Pearls, the shop and optional ads: how the game economy works.

The port shop: Pearls, ships, sails and flags
The port shop: Pearls, ships, sails and flags

Two currencies

Currency How it is earned What it is used for
Gold Playing: vaults, enemies, treasures Ships, upgrades, buildings, research
Pearls (premium) V1 With purchases, or in small amounts from challenges, achievements and ads Everything that speeds up progress

The golden rule. Pearls give power and speed, but everything can also be obtained by playing for free, just slower. The game is single‑player: paying does not take anything away from anyone.

What you buy with Pearls

  • Ships immediately, even before the required level.
  • Accelerators for construction, big upgrades and research.
  • Gold: 1 Pearl is worth about 10 Gold.
  • Consumables: Return Flags, Planks and Pitch, special ammunition.
  • Loot Insurance: on that voyage, if you sink you lose nothing.
  • Wreck recovery without ads.
  • Second builder at the port.
  • Skins for ships, sails and flags.

The shop V1

Offer Content
Pearl Packages From 100 Pearls (≈ €0.99) to 6 500 Pearls (≈ €49.99), with increasing bonus
New Captain Package One‑time, low price: Pearls, Schooner and Return Flags
Timed Offers Ships and upgrades discounted, rotating
Letter of Marque (monthly subscription) Pearls every day, loot bonus, Insurance included
Premium ships First with Pearls, later also with Gold
Season Pass V2 Free track and premium track

Ads: only if you choose

No surprise ads. The only ads are those the player chooses to watch in exchange for a reward:

  • double loot at voyage end;
  • recover the wreck after sinking;
  • have an extra daily challenge;
  • cut 15 minutes from a build;
  • receive some Pearls per day.

Accuracy

  • Every price in Pearls also shows the value in euros.
  • No random paid prize chests.
  • No fake countdowns.

Contents ↑

Chapter 15

Captain Career

Captain levels, new zones and milestones: how your career grows.

Captain Level

  • Experience comes from defeated enemies, treasures, and completed voyages, with a bonus if you return without sinking.
  • To level up you need 100 × level^1.5 experience points.
  • The maximum level is 10 in the MVP, 20 in V1 and 30 in V2.

Challenges and Goals

  • Daily challenges V1: 3 per day, e.g., “Sink 5 cutters”, “Collect 1 000 Gold on a voyage”, “Return home with at least 80% hull”.
  • Achievement V1: permanent goals, linked to Google Play Games in V2.
  • Chapter story V2: 10 short chapters that introduce the zones and bosses.

The Intended Rhythm

Moment Goal
A voyage in Low Waters 3–5 minutes, 150–300 Gold
First Schooner After about 8–12 voyages
Duel against a cutter 15–25 seconds
Early playtime You sink roughly once every 4 voyages

Contents ↑

Chapter 16

The Route: What Arrives and When

The roadmap: what arrives in the first playable version, the full game and beyond.

MVP You sail, you fight, you return home

About 8 weeks.

  • Sloop and Schooner.
  • Hull, sails, and cannon upgrades.
  • Low Waters and Coral Reef.
  • Navy Cutter and Merchant.
  • Harbor Vaults and buried treasures.
  • Port with Dock, Shipyard, and Workshop.
  • Rescue, Italian and English, tutorial.

V1 The full game

About 10–12 weeks.

  • Wind, night, and storms.
  • Ammunition, crew, and morale.
  • Tavern, Cartographer's Library, Market, Harbor Vault, and Lighthouse, with build times.
  • Brigantine and Frigate.
  • Navy Frigate, Rival Captain, Sea Serpent.
  • Two new zones.
  • Daily challenges.
  • Pearls, shop, advertising with rewards.
  • Tests with real players.

V2 Content and long playtime

  • Galleon.
  • Kraken and Abyss.
  • Ghost Ship.
  • Boarding, Officers, chapter-based story.
  • Cloud save, achievements, seasonal pass.
  • iOS version.

Contents ↑

Chapter 17

What do we call it?

Corsairs Compass is a working title: here are the alternatives.

Corsairs Compass is the working name. Here are some alternatives to consider. Before choosing, verify that the name is available on Google Play and as a trademark.

Name Why
Corsairs Compass The compass guides toward treasure: evokes exploration and maps
Tides of Plunder "Maree del bottino": risk and reward
Brine & Bounty "Salsedine e bottino": short, snappy, cartoonish
Jolly Roger Isles The most famous pirate flag, plus the archipelago
Cannon Cove Port and combat by broadside
Skull & Sail Simple, instantly memorable, great icon
Golden Wake The golden trail of a ship loaded with loot

Avoid names too similar to existing games (Sea of Thieves, Tides of War, Pirates Outlaws).

Contents ↑

Download PDF

The full illustrated book, ready to read offline or print.

Contents
  1. 1 Welcome, Captain
  2. 2 The World
  3. 3 The Characters
  4. 4 The Pirate Cycle
  5. 5 Navigating
  6. 6 Combat
  7. 7 The Fleet
  8. 8 The Port
  9. 9 The Harbor Menu
  10. 10 Life of the Port and Feats
  11. 11 Islands and Treasures
  12. 12 Enemies and Monsters
  13. 13 Crew and Research
  14. 14 Gold, Pearls and the Shop
  15. 15 Captain Career
  16. 16 The Route: What Arrives and When
  17. 17 What do we call it?