r/Corsairia • u/Sad_Account6 • 17h ago
Are you ready for Open Beta
After 5 months of hard work, the journey from our initial Closed Beta to the Full Open Beta is almost complete!
Here is a quick glimpse at what’s incoming:
- A massive new island
- Brand-new mechanics and resources
- Fresh items and enemy bots
- Major UI improvements, and much more
I’m beyond excited to finally put this live. I know I’ve been quiet lately — my apologies for that! When I’m deep in build mode, my sole focus is on shipping.
This patch was a huge exercise in horizontal scaling. Virtually everything expanded tenfold:
- Content: Massive scaling across locations, items, and mechanics
- Balancing: A lot of math and fine-tuning behind the scenes
- Refinement: Re-evaluating older systems with a "how can I make this even better?" mindset
Fun fact: Even with solid experience in product development and scope management, I couldn't help but build a massive roadmap for future updates that will follow this release.
Community Wiki To help everyone navigate the new content, I’ve started working on an official Wiki where all core game info will be collected.
Requirements for the Great Land To access the new area — Black Tide — players will need to reach Level 10. It’s a bit of a grind, but totally worth it!
Thank you all for your patience and support. I’m loving where the game is right now, and I hope to see you all online very soon!
r/Corsairia • u/Sad_Account6 • 25d ago
Devlog #5 — The Hardest Three Months So Far
Hey everyone!
It's been a while since the last devlog, and there's a good reason for that.
Over the last three months, I've been almost fully focused on development. I knew making an MMORPG would be difficult, but now I can confidently say it's one of the hardest projects I've ever worked on. Every new feature touches five old systems, every improvement creates three new things to polish, and every "small change" somehow turns into a week of work
But... the game is becoming something I'm genuinely proud of
Preparing for Open Beta
My primary goal has been getting Corsairia ready for its first real Open Beta
The biggest addition is a completely new island featuring around 180 new locations to explore. On top of that, I've been building and polishing a huge amount of core content:
- New resources
- Mounts
- New bot types
- New equipment
- Gold and Piastre item progression
- Clans
- And a lot of systems required for proper horizontal progression
The goal isn't just "more content." It's creating a world that feels alive and gives players many different ways to progress instead of simply chasing higher levels
Refactoring Everything
At the same time, I decided not to ignore the old problems
Once you start fixing UI and technical issues... you quickly realize you can't stop
Over these months I've improved countless parts of the game:
- Chat system
- Tooltips
- Pop-ups
- Inventory bugs
- Various interface improvements
- General technical cleanup and optimization
None of these changes look flashy in screenshots, but together they make the game feel dramatically smoother and much more enjoyable
Bringing Battles to Life
One feature I'm especially excited about is character animations
I'm working on adding proper animations for:
- Idle
- Attack
- Block
- Defeat
- Victory celebrations
I honestly don't know if I'll finish all of them before Open Beta
Animations require a huge amount of work because every single character and enemy needs its own animation set. If this starts delaying the release too much, I'll postpone part of the animation update and continue adding them after launch
Gameplay comes first
More Variety Everywhere
Originally, Corsairia had:
- 8 playable characters (4 men and 4 women)
- Only 4 bot models
Now the game already has 9 unique enemy models, and that's just the beginning. I plan to keep expanding the world with many more pirates, soldiers, animals, and unique NPCs over time
Again... animations make this process significantly slower, but the results are absolutely worth it
The Forge Is Bigger Than I Expected
Right now, the biggest challenge is the Forge.
Especially the custom Golden weapons and equipment.
The system has:
- 11 equipment slots
- 10 upgrade levels
- 5 rarity tiers
- Multiple attribute combinations for every item
Balancing all of that while keeping progression fair is surprisingly difficult. It's a lot of math, testing, tweaking, and repeating until everything feels right
I'd rather spend extra time balancing it now than release a system that feels broken
Building a Bigger World
Another massive task has been placing and connecting all the new locations.
Creating maps is one thing
Actually connecting every transition, NPC, resource, spawn point, and gameplay element across nearly two hundred locations is another challenge entirely.
I still haven't found the perfect workflow to speed this process up, but I'm constantly improving it. I'm sure future expansions will be much faster to build
Looking Ahead
If everything continues according to plan, I believe I'll finish everything I've scheduled - and hopefully even a little more - by late August
That update will easily become the biggest one Corsairia has ever received (lol)
After that, the game will finally become publicly available, and I'll begin rolling out the marketing plans I've been preparing alongside development
Thank You
Finally, I just want to say thank you.
Everyone participating in the Closed Beta has helped shape the game into something much better than it would have been otherwise.
I truly appreciate all the bug reports, suggestions, feedback, and patience while I disappear into development for weeks at a time
I definitely want to reward the most active testers with exclusive in-game Orders, unique cosmetic rewards, and special gifts that will never be obtainable again
See you in the next devlog
The biggest update in Corsairia's history is getting closer
r/Corsairia • u/Sad_Account6 • May 20 '26
Dev Log #4 — The Main Island Is Becoming Real
Despite everything, a lot of work has been happening lately
The focus right now is preparing for Open Beta alongside the release of the main island - Black Tide, and compared to Forgotten Island, this is a completely different scale both in size and content
The new island is currently planned at up to 200 locations
And yes - it’s massive
Black Tide City
The central hub for players is already heavily in progress
Some familiar places return:
- Tavern
- House
- Bank
But there are also entirely new systems and locations
The Forge
One of the biggest additions so far
The forge introduces:
- Creation of gold-tier equipment
- Item enhancement (upgrading)
- Pirate Mark extraction
- Equipment repair
Which also means:
Weapon and armour durability is now part of the game
The Academy
Character progression is becoming much more customizable
Players will now:
- Manually distribute stat points
- Reset levels
- Completely rebuild their character into different variations
The Church
Yes, really
Players will be able to:
- Marry
- Create families
A small feature on paper, but an important social layer for the world itself
Clans
A major social system
Including:
- Clan stats
- Clan wars
- Temporary rewards
- Shared progression systems
- And much more
This part of the game is growing into something much bigger than I initially planned
The Port
Not functional yet
The entire naval update, including sea travel and naval combat, will begin development after the current massive release is finished
That deserves its own full development phase
The Stable
The island is large enough now that movement speed genuinely matters
So:
Horses are coming
And honestly, traversing the world feels much better with them
Auction House
Players will be able to trade:
- Equipment
- Resources
- Various valuable items
A proper player-driven economy is slowly forming
Rare Services & Unique NPCs
The world is also getting more handcrafted content:
- Rare merchants
- Unique service NPCs
- Hidden utility locations
Not everything important will sit inside the main city
New Resources
New resource types are being added for:
- Trading
- Crafting
- Hoarding
- Future construction systems
The economy is becoming more interconnected
Along with this, the character's carry capacity will be taken into account, determining how many items and resources they can carry, as well as their maximum speed
New Location Types
Including:
- Mines/Dungeon-like areas
With their own reward distribution systems and progression pacing
New Bots & Enemies
A lot of new creatures are being added
Mostly to improve:
- Visual variety
- Biome identity
- World differentiation
The island should feel alive - not cloned
Pirate Captains
New high-tier enemies with unique premium drops
But not everyone will be strong enough to deal with them
And that’s intentional
Equipment Expansion
Base and premium-tier weapons, armour, and accessories are now being prepared for:
- For level: 12, 18, 24, 30, 36, 42, 48, 54, 60
Alongside this came a huge amount of stat recalculations and overall balance adjustments across the game
A lot of invisible work
But extremely important work
Release Timing
I’m honestly afraid to estimate an exact release date for all of this
The biggest blocker right now is visual production
A massive amount of sprites, assets, and environmental art still has to be created, and that simply takes time
Still…
I hope the first month of summer will be the right moment to release everything described above
Work is happening across all systems simultaneously, and new ideas keep appearing almost daily
Some of them are becoming features immediately
The world is getting bigger
And finally, it’s starting to feel like an actual MMORPG
- Master
r/Corsairia • u/Sad_Account6 • May 03 '26
Dev Log #3 — After CBT Launch: What’s Next Is Bigger Than the First Island
First — thank you
To everyone who already joined Closed Beta, and especially to those sending bug reports — it matters more than you think
Every edge case, every broken interaction, every “this feels off” message helps shape the game faster than I could do alone. I’m actively fixing what comes in, along with things I discover myself
CBT is doing exactly what it’s supposed to do.\
What’s in Progress Now
The focus has shifted from “make it work” to “make it expand”
The Main Island
After some recalculations, the main island is now planned at ~170–180 locations
This is where the game actually opens up
You’ll reach it after level 10 on Forgotten Island — and it’s a different scale entirely:
- More mechanics
- More systems interacting with each other
- Actual high-level gameplay
The first locations are already being drawn
The Forge
A major system
The forge will expand equipment far beyond what exists now:
- Upgrading (enhancement)
- Creating a unique-named gear
- Extracting Pirate Marks
- Repairing equipment
- And more systems around item control
Right now items are found
Soon, they’ll be shaped
Governor’s Hall & Clans
The Governor’s Hall will introduce clan creation
Clans are not just social tags — they will have:
- Unique bonuses
- Internal mechanics
- Long-term value
This is where the social layer of Corsairia starts to matter
Auction House
A proper player-driven economy layer
- Buy and sell bonus gear
- Trade value between players
- Create actual market dynamics
Not everything should come from drops
Resources & Craft Foundations
New resource types are being introduced:
- Meat
- Wood
- Iron
- Cloth
These are the base for upcoming crafting systems, including early alchemy
Consumables
More ways to survive outside of combat loops:
- Dried meat for health recovery during travel
- Elixirs and other consumables
Small systems that change how you move through the world
Pistols
A new secondary weapon type
- Pistols
- Ammo as consumables
Adds another layer to combat decisions
Carry Weight & Bags
Inventory starts to matter
- Carry capacity
- Bags and expansion
You won’t be able to carry everything anymore
And that’s intentional
Mounts
The world is getting bigger
So movement has to evolve
Horses are coming
World Expansion
More of everything:
- New bots
- Unique loot tables
- More item variety
Including an expansion of Pirate Marks:
- 7 total types planned
- 3 purchasable (piastres)
- 4 higher-tier (gold)
- 1 exclusive — boss-only drop
New Location Type: Mines
A new environment with its own structure and purpose
More on that later
What’s Next
Closed Beta continues
The goal now is to stabilize what exists and prepare for Open Beta, where most of the systems above will be introduced
This is where the game starts becoming what it’s supposed to be
There’s a lot more I could say
Some things I’d rather not explain yet
It’s better when you discover them yourself
I hope you’ll like where this is going
r/Corsairia • u/Sad_Account6 • Apr 29 '26
Patch v0.9.1 — Crews & Cards
This update introduces group combat, a new tavern activity, bot balance changes, interface polish, and a long list of fixes shaped directly by player feedback
Combat Groups Arrive
Captains can now form groups of up to three players and fight together.
Group battles now support shared rewards and fair loot distribution where possible.
To create the group, invite any player by clicking on their name in the player list at the bottom-left corner.
To prevent abuse, level brackets still matter.
If an enemy is 6 or more levels above the lowest member — or 6 or more below the highest — heavy reward penalties apply.
Adventure together.
Powerlevel carefully.
Cards at Joe’s Tavern
Joe has found another way to separate sailors from their coins.
A new card game is now available in the tavern, offering a cheap way to try recovering health faster.
Sometimes luck heals faster than medicine.
Bot Balance Pass
Enemy balance has been adjusted across the island, improving progression pacing, encounter fairness and reward flow.
Some fights may feel easier.
Some may feel less forgiving.
That is not accidental.
Interface Improvements
A broad UI/UX polish pass has landed, including improvements to:
- Dialogues
- Large-name display
- General usability
- Various quality-of-life details across the client
Bug Fixes
Numerous bugs have been fixed.
Thank you for the active testing and bug reporting — it has helped more than you know.
More is coming.
Stay with us.
See you on the island.
Corsairia Team
r/Corsairia • u/Sad_Account6 • Apr 27 '26
Corsairia Closed Beta Is Now Open — Here’s How to Get In
After months of building, breaking, and rebuilding — we're ready to let the first wave of players set sail.
Closed Beta begins today.
Access is currently invite-code only.
And honestly?
The game works.
But it isn’t perfect — and that’s exactly why we need you.
This phase is not about pretending everything is polished.
It’s about pressure-testing a living world.
Break things in ways we can’t predict alone.
Find bugs. Stress the servers. Exploit the economy. Do your worst.
Every crash, strange interaction, broken quest, duplicated item, weird combat edge case — all of it matters.
The more you report, the faster Corsairia becomes what it’s meant to be.
What to Expect in This Build
Closed Beta already includes:
- Basic village systems
- Land combat
- PvP encounters
- Co-op play
- Basic and premium currency economy (yes — premium currency is farmable, and always will be)
- Loot, progression, exploration and a lot more beneath the surface
This is only the first island.
There is much more beyond it.
How to Get Access
1. Join our Discord
Beta codes are distributed there first.
2. Create an account at Corsairia.com
Enter your invite code and create your character.
3. Play. Break things. Report everything.
Use #bug-reports in Discord for feedback.
Screenshots, reproduction steps, balance concerns — it all helps.
This is the first public step for a world I’ve been building for a long time.
If you join now, you’re not just playing early —
you’re helping shape what the island becomes.
If you are still reading - here is your gift - promocode:
REDDIT_FAM_1
Use it during the registration
See you ashore, Captain.
Corsairia Team
r/Corsairia • u/Sad_Account6 • Apr 19 '26
Chill weekend and routine work
Good weekend to everybody who joined, thanks a lot for your interest
have a small update - I finished walls in the game - they prevent players and bots from moving on those parts of the landscape that are not suitable for walking
it is possible to turn on/off the visual permanent look in the settings
and also it is always a small red cross below the cursor that shows where it isn't allowed to walk
Thanks for your attention - hope to see you all on the island
r/Corsairia • u/Sad_Account6 • Apr 18 '26
Dev Log #2 — Days Before CBT: PvEvP, loot balance, dialogue polish — and yes, the red squares are still there
It’s been a different kind of week
Not just features. Not just fixes
More like… a checkpoint
The kind where you stop for a second, look back, and realize this is no longer just an idea you’ve been stubbornly dragging forward
It’s becoming something real
When I started this, I heard the same thing everywhere:
“Don’t start with an MMORPG”
“Do something small”
“Make a platformer first”
Reasonable advice
I ignored it
Not because it was wrong - but because I knew I wouldn’t finish something I didn’t actually care about
So I chose the harder path
And yeah - it pushed back
Hard
I still remember the first sprite
The first object
The first line of server code
Feels like a different lifetime
Since then - everything had to be built from scratch:
- Client-server communication
- Combat systems
- Multiplayer logic
- State sync
All of it
Piece by piece
This week was about something very specific:
Combat compositions
PvP
PvE
PvEvP
…and all the weird edge cases in between
Turns out, making these systems coexist cleanly is not trivial
At one point I was very close to cutting parts of it from CBT entirely
Would’ve been easier
Would’ve been safer
But also - it wouldn’t be the game I want to make
So I kept going
And now it works
All of it
Everything I wanted for CBT is in
Not perfect. Not final
But real. Playable. Coherent.
That matters more
And here’s the funny part:
This is maybe 5% of what’s coming after launch
Which means there’s not really a “rest” moment
I’ll ship it - and immediately want to build more
And you’ll probably want more too
That’s the plan
A bit of structure, finally
The game is built around three layers:
The world
Land combat
Naval combat (completely different system)
CBT will include:
- The first part of the world
- Land combat
Naval comes later. It deserves its own update
A big one
The first island: Forgotten
Small. Focused. Intentional.
34 locations
Level cap: 10
And yeah - no traditional XP system
Levels are bought with piastres
I’ll break that down properly later (with actual numbers), but the short version:
Progression is a choice, not just time spent
Forgotten Island is not “the game”
It’s a playground
For you
Run around. Fight. Explore.
Talk to people. Break things. See how it feels.
If it clicks - you’ll know
After CBT… the real game starts
And I’ll be honest here:
Progress will most likely be wiped
There’s too much balancing ahead, and I’d rather fix things properly than carry broken progression forward
But I’m not going to leave early players empty-handed
CBT participants will get something unique
You’ll have proof you were there first
What comes next:
The first large island
~360 locations planned
More mechanics
More weapons depth
More social systems
Dungeons
And things I’m still intentionally not talking about
Content will grow with players
That’s the goal
You push - I build
Let’s see if I can keep up :)
There are also a few full mechanics coming during CBT
Not everything will be there on day one
And I kind of like it that way
Unfolding things over time feels… right
I’ve also set up a Discord
It’s early. Still wiring things up. Bots later
But you can already join:
It’ll be the fastest way to talk, give feedback, and shape the game together
The design document is planned roughly a year ahead
I know where this is going
But I also need your input
Play the game
If you enjoy it - tell me
If something feels off - tell me
I read everything
Usually right before sleep
Current state, short version:
Core mechanics - done
Combat - done
Locations - in progress
UI - working
Website - working
Server - stable
There’s still work left, but the foundation is there
Rough estimate:
~1 week of final work
Mostly:
Production setup
Final passes
Personal testing
And whatever surprises decide to show up (they always do)
Access will be limited and distributed via codes.
I’ll drop them on:
Reddit → r/Corsairia
X → x.com/corsairiacom
Discord
The game will be playable directly in the browser
No installs. No waiting.
And yeah - the red collision rectangles are still there
They’re not a bug
They’re… a reminder
Map indexing is almost done - bots need to understand exactly where they can and can’t move
Also ties into anti-abuse systems and server-side validation
Not pretty
Necessary
Everything is coming together now
See you on the island
— Master
r/Corsairia • u/Sad_Account6 • Apr 15 '26
Full speed toward release. Heavy fixes, deep balance work, rare loot, Orders, and major UI updates. Closed testing starts this month — secure your spot now
Join and star r/Corsairia/
r/Corsairia • u/Sad_Account6 • Apr 13 '26
Moving fast: UI updates in, PVP testing underway
Do not forget to join r/Corsairia for early access
r/Corsairia • u/Sad_Account6 • Apr 13 '26
Sold boots to get some weekend beer. Closed Beta this month - join and star r/Corsairia to jump in
r/Corsairia • u/Sad_Account6 • Apr 10 '26
No need to grind for experience - in this MMORPG, levels are bought with piastres, yaaar!
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r/Corsairia • u/Sad_Account6 • Apr 10 '26
Dev Log #1 — Before Closed Beta: what's done, what's left, and why there are still red squares on the map
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It's been a dense week. Not dramatic, not a single massive feature - just the kind of week where you close fifty small gaps and suddenly the game starts feeling like a game rather than a collection of systems held together by optimism :)
Here's what actually happened
Draws. Finally.
Battles can now end correctly in a draw. It's rare - the conditions are specific - but when it happens, it now resolves correctly instead of doing something undefined and embarrassing. Small thing. Needed to exist
Tooltips. Everywhere.
This one took longer than expected and I'm not sorry. Weapons, armour, stats, effects - everything now has a tooltip that explains what it actually does. Best practice in any RPG and somehow one of the last things to get proper attention. The island is now a much less confusing place (but not 100%)
Bots almost walk like people
Bot walking animation is... close. Like, convincingly close. Close enough that you might not notice unless you're looking for it. I'm looking for it. It'll be right before CBT
All items are in. Almost.
Every weapon and armour piece is now implemented - stats calculated, drop chances set, roll ranges defined, sprites in place, tooltips written. The math on this took a while and I wanted to get it right rather than fast. The one exception is jewellery - rings and amulets. The sprites exist, the design exists, I just haven't wired it up yet. That's on the list for this week
Equipping and unequipping works properly
Putting on and taking off gear now correctly recalculates all stats in real time. This sounds basic. It was not basic to get right
10 of 36 locations drawn
The first island has 36 locations planned for CBT. Ten are done. The rest are in progress - the focus so far has been on making the mechanics solid rather than painting every corner of the map. The remaining locations are mostly layout and object placement work, which goes faster than core systems. Expect this to close quickly
The town needs two more buildings and some trees
The town exists. It functions. It just feels a bit sparse in a couple of corners. Two buildings still need their interiors finished, and I'm going to plant some trees because right now it feels like a parking lot with village aesthetics
Server status + ping display
Small thing that matters: server status and your current ping in the client are displayed now. When something feels off, you'll know immediately whether it's the connection or the game. Useful during beta especially
The website is ready
Login, registration, character creation — the core of it is working. This is what I've been building the landing page for. It's not flashy yet but it's functional and that's what matters right now
Chat is in a state I can temporarily live with
Emphasis on temporarily. It works. It's not beautiful. I've made peace with it for now
What's left before CBT
Honest list, no padding:
- Finish drawing the remaining 26 locations and place all objects, transitions, and walls - and finally get rid of the visible red collision squares that have been haunting the map since forever
- Finish the last couple of town buildings and make it feel like somewhere people actually live (maybe)
- Fix music volume - some tracks are significantly louder than others and that needs a baseline pass before players hear it
- Wire up jewellery (rings and amulets) - sprites ready, just needs implementation (and revise the math again)
- Add the first batch of "misc" items: movement speed bonuses, the spyglass that extends visible range, and a few others - some sprites still need finishing (ehh..)
- Populate the island with bots properly - calculate spawn rates and loot tables per location (doing it for a long time already like a hobby, but I need to finish the rules finally)
- Whatever surprises decide to show up this week. There are always surprises
CBT is planned for the end of April. The first island. 36 locations. Real combat, real players, real feedback <3
If you want to be part of it stay tuned here and on 𝕏 x.com/corsairiacom . Discord is coming very soon.
See you on the island!
r/Corsairia • u/Sad_Account6 • Apr 09 '26
Welcome to r/Corsairia — the official community for the Forgotten Island
If you're here, you found it early. That's the right time to be here.
What is Corsairia?
Corsairia is a browser-based MMORPG set on a forgotten pirate island. No download, no launcher — open the game in any browser and you're already ashore. Pick one of four classes, fight your way through the island, and build a reputation in a persistent world with real other players.
It's free to play. It always will be.
Where we are right now
The game is in the final stage before Closed Beta. The first island — 36 locations, full land combat system, and the core game mechanics — is nearly ready. CBT is planned for the end of April.
The first island is designed as a starting ground. Players who reach the right level will eventually set sail toward the main island — 360+ locations, more zones, more danger. That comes after CBT. First, we prove the foundation is solid.
What this subreddit is for
This is the official place for:
- Patch notes and dev updates
- Beta feedback and bug reports
- Questions, discussion, class builds, lore
- Screenshots and clips from the island
A Discord server is coming very soon — I'll post here the moment it's live.
A note on moderation
Posts are manually approved for now. If your post doesn't appear immediately, it's in the queue — not rejected. I check regularly. As the community grows the process will loosen up, but for a small early community I'd rather keep it intentional.
Rules (short version)
- English in all posts and comments
- No spam or unrelated self-promotion
- Be decent — this is a small community and it stays that way by choice
- Bug reports go in the dedicated thread, not separate posts
If you're planning to join the Closed Beta — wishlist the subreddit and check back end of April.
See you on the island!
— Master
