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
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.
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 CoronaV1: white Navy fortress; knock down the tower and a large chest opens.
Porto ConchigliaV1: shell village with lanterns, neutral, with repairs and rum.
Testadura IsleV2: 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.
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."
Broadside cannons and good timing: how a sea battle is won.
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 CarpenterV1 slowly repairs when not fighting.
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
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 V2Officers 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
LibraryV1
researches that improve all ships
new researches available
TavernV1
recruits crew that boards
better sailors, Officers V2
VaultV1
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.
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;
ShopV1;
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
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):
Investigate: find who turned off the lighthouse light;
Pursue: follow the spectral light among the islands;
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.
Gold, Pearls, the shop and optional ads: how the game economy works.
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 PassV2
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.
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).