Invite-only alpha · Europe server

Pirate World

An online pirate RPG of islands, quests and broadsides.

Quest across the islands, crew a ship with friends, and fight it out broadside to broadside. Plays in your browser, or in a small desktop app for macOS and Windows.

Already invited? Sign in with the same email address, in the browser or in the app.

A classic online RPG, at sea

Pirate World draws on the online RPGs of the 2000s. You pick up quests in port, level up out in the wilds and dress your character in what drops. Then you gather a crew and go to sea, where sailing and gunnery are a job for the whole crew.

It's early. There are two islands, content up to level 10 and three crew adventures. The world is being built in the open, and the alpha testers help decide what comes next.

What's in the game

Land, sea and everything between

Islands to explore, quests to take

Start on Gullhaven Isle, a small island of beaches, a lighthouse and a harbour town, for levels 1 to 5. Then take the ferry south-east to Tidecrown Isle and Port Sovereign, its walled capital, with the Canefields, Blackwater Fens and the cursed ruins of Fort Ashcombe beyond (levels 6 to 10).

Quest givers wear a “!”, the world map shows where to hand in, and the rest is yours to find. Walk into the taverns, shops and smithies: the buildings are open and furnished.

Classic combat, your own build

Tab-target combat in the old style: auto-attack, a global cooldown, cast bars, interrupts, and rules for range, facing and line of sight.

There are no classes. Each level gives you a talent point to spend in any of five branches: Swordsman, Marksman, Doctor, Bruiser or Craftsman. Go deep in one or mix two, and respec for free in port.

Ships that need a crew

One of you takes the wheel and sets the sails while the others man the port and starboard batteries. Every broadside is aimed by hand: put the circle on the water, lead the target, fire, and watch the balls land.

Patch the leaks and mend the rigging between volleys. Enemy ships are crewed too: shoot down a gunner and that battery goes quiet. When an enemy ship sinks, her survivors swim over and climb aboard to fight you on your own deck.

Adventures for your crew

Sail out, gather your party at the chart table and set course. You and your crew enter a private instance: salvage a wreck at Wreck Cove, hunt the pirate brigantine Black Gull, or storm the smugglers' fort on Rumrunner's Rock.

Everything in an adventure is elite, so come with at least one friend. Leave whenever you like and you're back where you set out.

Day, night and weather

Everyone shares one clock: a full day passes in about two hours, with long golden sunsets and a half-hour night that is blue and moonlit, never black. Lanterns and windows light up after dark.

Every area has its own music, and the music changes when cannons start firing. Weather that differs from place to place is next on the list, and adventures will bring their own storms.

Screenshots

A look around

Patch notes

Latest updates

  1. v0.2.0updatenavalcombatquests

    Update 0.2: sea battles that fight back

    Enemy ships now sail properly and keep up the chase, cannons reach twice as far, and a ship needs a second sailor at the new Sail Lines. Creatures chase you further, and quest chains no longer send you back to clear the same camp twice.

  2. alphaserverdesktop

    Alpha 1: the persistent server is open

    Pirate World now runs on an always-on server in Europe. Invited testers get an account, characters that stay put between sessions, an in-game bug reporter and a desktop app.

All updates

Come aboard

Ask for an invite and we'll email you when there's room. Testers already invited can sail right away.