Development notes
Before the voyage, an island to imagine.
A good landing should make you want to step off your ship. And, a little later, set sail again.

Curiosity begins at the coastline
A beach, a bend in the shore, a pier looking out to sea. As we work on the first places in VibePirates, we keep one question in mind: what will make you take that next step?
The World Designer lets us shape terrain, paint surfaces and place plants and structures. This image shows a Palm Haven world-building experiment: a small example of how an island gains character, one detail at a time.
A place to journey through
The game’s direction brings exploration, gathering, combat and crafting into the same voyage. The first playable slice is where we test those connections: arriving somewhere, finding something useful and having a reason to take to the sea again.
These images show the game and its tools in development; the final appearance may change.