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Steam News4 August 202610d ago

Community Chronicles: The Legacy of the Sea Dogs Series

Greetings, captains! Konstrush here, lead developer at ReCon Team. Today I would like to share with veterans and newcomers alike a piece of the history—and the love—behind the game series that gave rise to “ Caribbean L

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Full Caribbean Legend: Age of Pirates update

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0 fixes38 additions19 changes1 removal
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  • UI and audio
  • Maps
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addedGreetings, captains!A quick reminder as well: special “Caribbean Legend” bundles are now available.
changedPrefaceOh yes... The history of this series is genuinely confusing, even for its most devoted fans. Players from the post-Soviet world can still trace the chain of events with some effort, but for an international audience, untangling all those names, labels, and re-releases is a serious challenge. I will not dig too deeply into the origins of the series or the later fate of its creator, Akella —plenty has already been written about both, even if most of it is in Russian. Instead, let us jump straight to the most interesting, difficult, and tangled period in the history of “Sea Dogs” .
changedChapter 1 — The Age of TroublesI will spare you a complete list of that game's sins and problems. The damage to Akella 's reputation, together with the company's other crises, appears to have been so severe that development of the next instalment was left in doubt. The community—both post-Soviet and international—was split into a clear before and after. The future of the series was murky, to put it mildly...
addedChapter 1 — The Age of TroublesBut in the age of ancient forums, unfinished features, and improvised workarounds, an ordinary player was searching for a developer. That developer was Seaward —a modding team that created the first add-on.
addedChapter 2 — The First Age of ModdingModding... Modding in “Corsairs / Sea Dogs” never changes. It began to grow almost immediately after the second game was released. That is hardly surprising: from that point onward, even users with little technical experience could modify the game without too much difficulty. At first, the scene produced small patches, such as those by Alexus&Morgan . In time, modders formed full teams and began building major modifications—for example, PiratesAhoy! with “New Horizon” , or Seaward with “Return of the Sea Legend” .
changedChapter 2 — The First Age of ModdingPost-Soviet players will already know the broad outline of what came next. Seaward received Akella 's support and approval to release “Return of the Sea Legend” officially, on the condition that the team moved the modification onto the third game's foundation. The release was not given a number, but its title was concise and perfectly logical: “Sea Dogs: Return of the Legend” .

Caribbean Legend: Age of Pirates changes

addedA quick reminder as well: special “Caribbean Legend” bundles are now available.
changedOh yes... The history of this series is genuinely confusing, even for its most devoted fans. Players from the post-Soviet world can still trace the chain of events with some effort, but for an international audience, untangling all those names, labels, and re-releases is a serious challenge. I will not dig too deeply into the origins of the series or the later fate of its creator, Akella —plenty has already been written about both, even if most of it is in Russian. Instead, let us jump straight to the most interesting, difficult, and tangled period in the history of “Sea Dogs” .
changedI will spare you a complete list of that game's sins and problems. The damage to Akella 's reputation, together with the company's other crises, appears to have been so severe that development of the next instalment was left in doubt. The community—both post-Soviet and international—was split into a clear before and after. The future of the series was murky, to put it mildly...
addedBut in the age of ancient forums, unfinished features, and improvised workarounds, an ordinary player was searching for a developer. That developer was Seaward —a modding team that created the first add-on.
addedModding... Modding in “Corsairs / Sea Dogs” never changes. It began to grow almost immediately after the second game was released. That is hardly surprising: from that point onward, even users with little technical experience could modify the game without too much difficulty. At first, the scene produced small patches, such as those by Alexus&Morgan . In time, modders formed full teams and began building major modifications—for example, PiratesAhoy! with “New Horizon” , or Seaward with “Return of the Sea Legend” .

Greetings, captains!

Konstrush here, lead developer at ReCon Team. Today I would like to share with veterans and newcomers alike a piece of the history—and the love—behind the game series that gave rise to “ Caribbean Legend” and “ Caribbean Legend: Age of Pirates” - (Sea Dogs)”. This should help both current and future players understand the history, spirit, and philosophy of our project, while also taking a dive into the rich and often difficult story of this remarkable series. Grab a cold drink and some snacks before you settle in for this long read.

A quick reminder as well: special “Caribbean Legend” bundles are now available.

Polnoe izdanie Korsarov Vybor igrokov

Preface

Oh yes... The history of this series is genuinely confusing, even for its most devoted fans. Players from the post-Soviet world can still trace the chain of events with some effort, but for an international audience, untangling all those names, labels, and re-releases is a serious challenge. I will not dig too deeply into the origins of the series or the later fate of its creator, Akella —plenty has already been written about both, even if most of it is in Russian. Instead, let us jump straight to the most interesting, difficult, and tangled period in the history of “Sea Dogs”.

Chapter 1 — The Age of Troubles

That is the best way to describe what happened to the series after the disastrous release of “Corsairs 3 / Age of Pirates: Caribbean Tales”. The community worldwide had expected a major leap forward after the breakout success of “Corsairs 2: Pirates of the Caribbean / Pirates of the Caribbean” —and yes, the naming problem was already making the series hard to follow outside the post-Soviet market. Players were also waiting for the originally planned story about Beatrice and Blaze, the children of Nicolas Sharp from the first game. What finally reached the market, however, disappointed everyone: newcomers and loyal fans alike.

I will spare you a complete list of that game's sins and problems. The damage to Akella's reputation, together with the company's other crises, appears to have been so severe that development of the next instalment was left in doubt. The community—both post-Soviet and international—was split into a clear before and after. The future of the series was murky, to put it mildly...

But in the age of ancient forums, unfinished features, and improvised workarounds, an ordinary player was searching for a developer. That developer was Seaward —a modding team that created the first add-on.

Chapter 2 — The First Age of Modding

Modding... Modding in “Corsairs / Sea Dogs” never changes. It began to grow almost immediately after the second game was released. That is hardly surprising: from that point onward, even users with little technical experience could modify the game without too much difficulty. At first, the scene produced small patches, such as those by Alexus&Morgan. In time, modders formed full teams and began building major modifications—for example, PiratesAhoy! with “New Horizon”, or Seaward with “Return of the Sea Legend”.

Remember how I said the community split after the third game? Russian-speaking modders chose to keep improving that game, while much of the international community stayed with the beloved second instalment and continued modding it instead. The split had a deeply negative effect on the series as a whole. A little later, you will see why I have drawn your attention to this particular moment.

Post-Soviet players will already know the broad outline of what came next. Seaward received Akella's support and approval to release “Return of the Sea Legend” officially, on the condition that the team moved the modification onto the third game's foundation. The release was not given a number, but its title was concise and perfectly logical: “Sea Dogs: Return of the Legend”.

Akella, however, did not place much faith in the amateur fan developers at Seaward. In an attempt to restore its reputation, the publisher launched two projects at once: a reboot of the long-troubled “Captain Blood / Age of Pirates: Captain Blood”, and the add-on “Sea Dogs: Dead Man's Chest”, which most international players have probably never even heard of.

For anyone who missed it, “Dead Man's Chest” was intended as a comprehensive response to the third game's failures: a fuller story about the Sharp and Beltrop families—yes, fans of Charles's adventures, this is where the roots of “The Pirate Saga” can be found—an expanded combat system, better technical quality, a larger content base, and more. The add-on did have genuine strengths, but it was an acquired taste, filled with strange game-design choices and an unfinished main storyline. More importantly, it marked the first serious division of the global community: the add-on was never released internationally. Perhaps that was for the best at the time, yet the players who did manage to try it were once again disappointed by the final quality. The official developers had failed to satisfy even their most loyal fans...

Seaward's slogan while developing “Return of the Sea Legend” was simple: “From fans, for fans!” Without turning this into a lengthy analysis, the philosophy worked. The game became a huge success, restored the series' reputation, and gave players hope for its future—but only Russian-speaking players. It never reached the international market, making this the second time the community was split.

This time, however, justice eventually prevailed. Not long afterward, Akella and Seaward released “City of Abandoned Ships (CoAS)”, which many players still consider the best entry in the series. In truth, it would probably be more accurate to call it an Enhanced Edition (as with “ The Witcher”): a polished and expanded version with support for the most widely spoken languages. The problem was that it may already have been too late to win back the international audience...

The result was clearly positive across the post-Soviet market, while international players received it with mixed feelings. Yes, this was essentially what should have appeared back in 2005—but the add-on did not reach the wider world until 2009. Unfortunately, even this solid entry failed to reunite players and modders around the globe. The Russian-speaking community kept expanding and modifying “CoAS”, while international fans largely remained with their beloved second game, “PoTC.

The one reasonably successful English-language “CoAS” project worth mentioning is Gentlemen of Fortune , but even it could not match the standard that would soon be set by a new modding team: BlackMark Studio.

Chapter 3 — The Second Age of Modding

That is right: while Akella and Seaward were working together on “Corsairs 4 / Sea Dogs 4” —a project later cancelled during yet another economic crisis— BlackMark Studio was only taking its first steps in “Corsairs” modding, and its future members were still working more as individuals than as a team. By 2009, however, two of BMS's key members, Tymofei and Metazot, were already releasing some of the finest texture and model modifications available.

BMS's first truly notable modification focused on the protagonist's arsenal and carried the fitting name Reblading . It is difficult to say whether this was the starting point for a full-scale add-on or simply the team's way of announcing itself to the wider community. One thing was already clear: the young team had no intention of stopping.

Only six months later, now reinforced by new members, BlackMark Studio released a major fan-made hardcore patch for “CoAS: 1.3.2 Adventure Tales”, the foundation on which the “CL: AoP” remaster is built. It was a gift to any fan of the series: countless bug fixes, improved textures and models, new gameplay features, quests, and much more. From that point on, almost nobody even considered playing Seaward's original version 1.2—the improvements in 1.3.2 AT were simply too substantial. Yet even this barrel of honey had its spoonful of tar... Once again, the update was available only to the Russian-speaking community. This was now the third time that... well, you understand the pattern.

If I kept listing every case in which the “Sea Dogs” community was pulled apart, I would not stop at ten. Still, it would be a crime not to tell the international community what it had been missing all those years.

Seaward and BlackMark Studio were far from the only names on the post-Soviet modding scene. Many ambitious teams attempted full-scale modifications, with results ranging from excellent to decidedly uneven. I will not bury you in the details of every project; instead, I will offer a quick overview. Even the most dedicated fan may have missed some of them. Admittedly, enjoying these projects today can be... difficult. Trust me, I know what I am talking about: I have personally played just about everything the scene produced.

Wind of Freedom was one of the first large-scale unofficial, non-commercial add-ons, released by Seven Winds Team in 2007. It was built on “Corsairs 3 / Age of Pirates: Caribbean Tales” and Storm 2.5. Even Russian-speaking players largely overlooked it, because Seaward's releases were the major hits of the moment. On the other hand, it was a valuable first attempt—one that allowed the team to follow up with a genuine success...

Cursed by Fate was “Seven Winds Team's second unofficial add-on, this time built on “City of Abandoned Ships” version 1.2 and “Storm 2.8”. It is generally treated as a sequel to “Wind of Freedom”, but its feature list was extraordinary: creating a custom protagonist from any available character model, building your own colony, a full main storyline, new missions, items, mechanics, and an almost absurd number of other additions. Unfortunately, the add-on was not based on BMS's 1.3.2 AT, leaned too heavily into mysticism, offered inconsistent writing, and suffered badly in both technical quality and stability. Even so, in terms of sheer content, this may be the greatest loss for the international community. Remember this mod.

Secrets of the Far Seas was another of the earliest unofficial add-ons. Where Seven Winds focused on sandbox gameplay, the modders at BGTeam chose to build around a tightly wound main plot, stronger direction, and more elaborate staging. The first release clearly found an audience, but beyond a very strange—and at times excessively fan-fiction-like—story, the modification had little else to offer.

Secrets of the Far Seas 2 was BGTeam's second unofficial add-on, and it was never completed. This time the ambitions and production plan were far larger, including a range of new mechanics and systemic changes. That very ambition may have prevented the team from carrying the project through to a finished release. Development used the Storm Engine 2.8 version of “City of Abandoned Ships 1.2” —and, once again, not the much more advanced 1.3.2 AT foundation.

A Pirate's Story was one of the last major unofficial add-ons for City of Abandoned Ships version 1.2, created by the “Corsairs-Harbour” team under Dolphin. It was arguably one of the strongest projects of its kind, with an impressive standard for its time: two playable characters with their own storylines; a huge amount of content, from ships and weapons to side quests and new gameplay systems; management of a personal colony; a welcome rejection of unnecessary mysticism; and solid writing built around real people and historical events. At one point, the project was considered for official publication by Akella, but BlackMark Studio's previous achievements and design document for its own upcoming project proved more competitive.

New Abilities began as a small modification by a single modder, Rasteador, intended to add modest improvements and new possibilities to “City of Abandoned Ships” version 1.2. It eventually grew into something far more ambitious. Consider the list: the first wearable hats, the first perk tree, the first chest-lockpicking mini-game, crafting specialisations, weapon upgrades, readable books, and much more—all without access to the engine's source code. Interesting as these gameplay ideas were, the project was once again built on the outdated version 1.2. Meanwhile, another giant was about to capture the post-Soviet community's full attention: a new official add-on from BlackMark Studio...

And that is only part of the story. I have not covered smaller modifications, cancelled projects, or works that never reached release, such as Toward Death by Brigantina Team, Secret Shores by Mett & Chandos, “Lost Island”, and many others.

Chapter 4 — The First Modding War

Still alive? Good. Although I have avoided drowning you in exact dates, one obvious question has probably been forming in your mind: “Why did all these major modifications choose version 1.2 instead of the more advanced 1.3.2 AT?” Let me try to explain...

First, consider the official comment that accompanied the final release of 1.3.2 AT, written by BMS's leading figure at the time, Tymofei:

"We had so many ideas that bringing them to life took a full six months, an entire squadron of advisers and testers, plus a few changes to the long-suffering Storm Engine 2.8. And believe us, not every idea made it into mod pack 1.3.2 AT. If not for our burning desire to delight the series' fans and rekindle their fading interest in this wonderful game, we could easily have become carried away, skipped every intermediate stage, and gone straight to creating the add-on we are carefully raising in a private nursery on a remote island in the Caribbean archipelago."

It is reasonable to assume that 1.3.2 AT was a trial run, and that the team's future work was intended for a major—or even official—add-on.

Second, many players could open the scripts, alter the game to suit themselves, or install additional mods. Those changes were not always made carefully enough to avoid introducing new bugs.

Third, competition between modding teams was fierce, and everyone wanted to stand apart. Teams often did not want their work or content migrating into rival projects. That attitude is difficult to endorse, but it is at least understandable—even though the entire modding scene can suffer as a result.

Fourth, BMS at the time followed a firmly hardcore design philosophy (you may have encountered echoes of it in both CL and CL: AoP) and did not particularly appreciate players trying to cheat or make life easier for themselves. One especially strange decision was to build anti-cheat protection into a single-player patch.

In the end, BMS leadership answered the original question with a harsh decision for the entire modding community: the game-script source code for patch 1.3.2 AT was closed and encrypted. The situation became absurd. Discussing the code on the largest fan forum was forbidden and punishable by a ban. The funniest part is that the rule remains in force there to this day.

Naturally, many players and modders met the decision with open hostility, arguing that they had been stripped of the right to edit the game's code. Accusations, retaliatory bans, and endless arguments flooded the forums of the time. The echoes of that war still live in the minds of veteran players, producing Vietnam-style flashbacks whenever BMS is mentioned—even though almost none of the old team remained by the time “Caribbean Legend” was created.

Eventually, a community member known as kb31 cracked the BMS 1.3.2 AT scripts and released them publicly. BMS responded by ending support for the patch and focusing entirely on its future standalone add-on. Perhaps that was ultimately for the best, but the post-Soviet community had now fractured as thoroughly as the international one. When the fourth main game was later cancelled altogether, the prevailing mood became either bitter or deeply pessimistic.

Chapter 5 — The Third Age of Modding

Where another franchise might have died long ago, “Corsairs / Sea Dogs” survived not because circumstances were kind, but in spite of them—and so did its modding scene. Akella itself was also in serious trouble. The funding and resources needed for a full new instalment and meaningful development of “Storm Engine” simply no longer existed. With the fourth game cancelled, the publisher returned to a familiar strategy: find a talented team and commission another add-on.

The next project to take the stage was BMS's truly monstrous undertaking, grown from the same “CoAS 1.3.2 AT” foundation and given the revealing title “Sea Dogs: To Each His Own (TEHO)”. Among all the competing projects and teams, BMS won Akella's development contract convincingly. The decision was entirely deserved—although the result was not without its problems.

TEHO was neither an absolute failure nor an unquestionable triumph. We will politely ignore the fact that it launched in 2012, when both the game and its engine had fallen far behind contemporary releases such as “Assassin's Creed III”, “Alan Wake”, “Fallout: New Vegas”, and “Far Cry 3”. Even so, the genre remained almost unique, with no real competitors in sight. But as you may remember, the old BMS team's game design rested on one defining pillar: hardcore difficulty...

And this was not skill-based hardcore, self-imposed hardcore, realistic hardcore, or even deliberately unbalanced hardcore. No. It was a special kind of hardcore that routinely forced players to abuse exploits and mechanics, study forum walkthroughs for hidden requirements, go God knows where to find God knows what, and hoard absolutely every item just in case. If patch 1.3.2 AT was a children's party, the original TEHO was the “Die or Survive” programme. The community summed it up with a popular saying: “Anyone who has beaten “Hand of Nemesis” does not laugh at the circus.”

The community, already fragmented by its opinions of BMS, split even further. Many players disliked the loss of that familiar sense of freedom: the new add-on focused on a single protagonist, Charles de Maure; quests had to be completed in a strict order; the game constantly imposed time and level limits; colonies could no longer be captured; the PIRATES faction could not be selected; service under another nation was impossible; and so on. Three distinct camps emerged: international players, isolated and left far behind; fans of free-form CoAS gameplay, scattered across multiple projects; and TEHO's story-focused hardcore audience—the veterans and most devoted fans of the series.

Here is another unpopular opinion: the old BMS team was not guilty of every mortal sin that forum critics tried to pin on it. If you have been paying attention, you will have noticed that the team had been nurturing its creation long before signing a contract with Akella. From the beginning, both the project and its design philosophy were aimed exclusively at series veterans and hardcore players. It was not merely unsuitable for a mass audience; it was too demanding even for many casual players who already knew the series.

At the same time, digital game distribution was entering a period of rapid growth, and Akella apparently decided to release the game on Steam. Once again there was no English localisation, but the model was convenient: sell keys directly and perhaps attract a few new players along the way. The series had always had a high barrier to entry; now it felt more like a literal high bar that newcomers could not pull themselves over. Many gave up during the notorious opening section on Martinique. This hurt both the project and BMS itself, and the series became associated with something painfully niche and exceptionally difficult to learn.

To BMS's credit, the team did not abandon its creation despite almost no financial return and very limited development time. It continued supporting the game, updating the engine, and releasing DLC and patches all the way through version 1.7.3. The team also decided to bring the game to the international market, but the English translation took years. Only in 2016 could players finally experience the release in English, thanks in large part to the now well-known Joruba.

The series survived, after a fashion. Its most loyal fans stayed, some newcomers may have arrived, and every DLC became a major annual event for the community. TEHO mods were created as well, though few reached the scale of earlier projects—especially since the scripts remained closed for some time. The most notable examples were New Stories ”, “Libertalia”, and “Wayne's Patch”. Even so, this was another slow and painful decline. BMS's later DLC received a cold response, while the game and engine carried an enormous fifteen-year technical debt.

And now for yet another opinion that remains deeply unpopular in the community: “Storm Engine” is an excellent engine for the work it was designed to do. It was built by genuine masters of their craft. Back in 2000, they created—without exaggeration—one of the strongest foundations ever made for naval gameplay, complete with a global map and full land-based adventures. That is simply true. Many modern engines still cannot provide the same functionality out of the box, and “Unreal Engine” is not a universal cure. The engine itself was never to blame for the lack of investment in its development—investment of money, time, and labour.

For a small piece of evidence, consider the very limited Captain Blood demo shown at one exhibition, built on an early version of the improved “Storm Engine 3.0”. Even that demo already featured destructible forts, albeit through scripting, and physical behaviour for shipboard cannons. Today, we can see what Captain Blood might have become: a thoroughly modern game by the standards of its era.

The source code for “Storm Engine” was normally available only to development teams and the publisher. Ordinary users had no access at all. This severely restricted modders, who were forced to build endless workarounds whenever they wanted to add new functionality. Then, in a single moment, everything changed...

Chapter 6 — The Fourth Age of Modding

This era can be said to have begun with Akella's final collapse and the end of support for TEHO. The series was left homeless, waiting for someone to pick it up—engine and all—and put it back to use. I do not want to disappear into legal disputes and licensing details, but the label ultimately passed to “Black Sun Games”, a company founded by former Akella staff. Some time later, the source code of “Storm Engine” was released publicly.

The patient—the series itself—seemed more dead than alive. Surprisingly, however, this turn of events gave modders unprecedented freedom and, more importantly, brought the wider community together. Developers from around the world began improving the old engine as a shared effort. The project became known as “Storm Engine Open Source”. These changes did not happen overnight, of course, so let us step back for a moment.

As I mentioned earlier, the TEHO era produced far fewer major add-ons than the years before it. Not everyone liked BMS's policies or design vision. Not everyone wanted to follow the story of Charles de Maure as the sole protagonist. Some simply missed the freedom that CoAS had once provided. A project built around those desires was inevitable, and it arrived at exactly the right moment—when interest in BMS's game was extremely low and fans were desperate for something new.

That project was LEOPARD's “Corsair Ship Pack”, or CSP. Strictly speaking, it was difficult to call the early version a coherent project at all: it was an ultimate compilation of almost every mod the author could find. After years of meagre rations, the community reacted instantly and downloaded it with enthusiasm. Unfortunately, the first release was not especially successful. It suffered from severe balance problems, made already exhausting mechanics even more cumbersome, and lacked any unified style or vision—a textbook kitchen-sink amateur mash-up, or what the post-Soviet scene calls “vasyanstvo”. Deeply disappointed, the author temporarily left modding and even changed the direction of his YouTube channel.

That might have been the end of the story—but it was not. Roughly a year later, LEOPARD returned with fresh energy after meeting Gregg, a modder from another game. You could jokingly call Gregg CSP's éminence grise, but his contribution is difficult to overstate. Together, they staged a powerful comeback: rethinking, adding, and rebuilding major parts of the game until CSP became a genuinely serious project. It still carried some of its original weaknesses, which later team members worked hard to fix, but for roughly five years it remained the only add-on receiving regular updates and support.

The CSP team also worked hard to keep modding alive, publishing useful tutorials and creating new tools. This made an enormous contribution to the revival of the series' modding scene, attracting newcomers and bringing veterans back. The team endured a difficult technical journey and migrated the project across two engines— “Maelstrom Engine” and the previously mentioned Open Source —in an effort to improve it. CSP earned genuine popular affection and built a loyal fanbase. There was little competition, either. The situation looked wonderful, but problems still emerged. Serious ones.

I will not list every issue, but the most common and important problem in projects like this is the absence of clear art direction. CSP began as a collection of small community mods; later, it started drawing from larger projects as well. Remember “Cursed by Fate” and “New Abilities” ? Much of their content eventually flowed into CSP in one form or another. It was often reworked and mixed with original material, but additions were frequently driven by personal wish lists rather than deliberate game-design decisions.

The development policy was highly permissive

each team member could add content, change mechanics, or rebalance systems largely in isolation. That freedom made development enjoyable, but without strong direction and oversight, a project can easily become a Frankenstein's monster.

An old ironic quote describes it perfectly

Only in CSP can you play a hero from RAID: Shadow Legends, travelling from the world of Cyberpunk to the Caribbean with weapons from Baldur's Gate, blasting Terminators with a shotgun to music from The Witcher, fleeing the Guthrie family from Black Sails, then joining Jack Sparrow and d'Artagnan to beat the hell out of Davy Jones—before sending d'Artagnan away on a fireship to sink the Titanic. A truly great mod.

For many players, CSP eventually became a rich stew containing everything that could—and could not—possibly be added. That does not mean it was terrible or unplayable. Quite the opposite: most players enjoyed the sheer volume of content. Is it still worth trying today? I see no reason not to explore it and discover what the community was playing before “Caribbean Legend”. The project is freely available to everyone, including English-speaking players.

Over time, however, the project increasingly seemed to favour quantity over quality, while several radical and questionable changes alienated part of the audience. Its popular support was no longer absolute, and some people began privately calling it “Corsair Ship Bug”. At that point, I decided to return to the roots of the series and begin the long, difficult development of “Caribbean Legend: Age of Pirates” —a remaster of the classic CoAS 1.3.2 AT experience.

A development diary about AoP's origins was published long ago, so I do not want to repeat the full story. In brief, the goal was to reconstruct the beloved classic on the improved Open Source engine, refresh it technically and visually, but avoid demolishing or completely reinterpreting the game's foundation. That is why the project was named “Reconstruction”, and the team became ReCon Team.

Interestingly, Sea Dogs: Legendary Edition ”—a remaster of TEHO —was announced at roughly the same time. A team of like-minded developers and a dedicated audience gradually formed around our project. After Legendary Edition was released under its new name, Caribbean Legend, both I and BMS's publisher, represented by Joruba, wanted to produce an official remaster for players who value the freer style of gameplay. Most interestingly, ReCon Team was far from the first group to receive such an offer. LEOPARD and the CSP team were approached first. But let us take this one step at a time.

Chapter 7 — The Second Modding War

Almost everything I have written so far has been leading to this chapter. Once Caribbean Legend launched its fairly successful crowdfunding campaign, the paths of the modders, players, projects, and the series itself all crossed at a single point. The result was a genuinely volatile, almost nuclear mixture.

Let us review the ingredients:

  • a global community that had already been divided years earlier

  • a fractured post-Soviet community angered by the old BMS team's decisions, including closed scripts and bans for criticism or dissatisfaction

  • a community split between fans of BMS's story-driven, hardcore TEHO and the freer CoAS experience now represented by CSP

  • a CoAS community that was itself divided, including a vocal anti- CSP camp

  • a fractured modding scene, after some teams chose to develop their own engine improvements secretly in private repositories instead of contributing to Open Source

  • a community containing both people who hated the ageing Storm Engine and people who simply hated the series itself

And now money entered the equation as well. What can I say? “The train went BOOM!”

Relations between CSP and BMS had already been tense. Now the wave swallowed everyone, everywhere. It was a true shitstorm, only this time it unfolded on modern platforms—Discord servers. It felt as though everyone was constantly fighting everyone else. You are probably wondering: how did CSP receive a publishing offer from BMS under those circumstances? And why did the deal collapse?

Joruba's original goal was not only to re-release TEHO, but also to create a polished new edition of CoAS —something many fans considered equally valuable. CSP would probably have needed to learn the meaning of feature cut and remove some content, but everyone could have benefited in the end. One day, while servers and channels were once again boiling over, Joruba approached LEOPARD with a decisive proposal: bury the hatchet, gain mutually beneficial publicity, and release CSP officially on Steam without paying a publisher's commission. How many modders ever receive an opportunity like that? The question answers itself.

For a moment, reconciliation seemed possible. CSP could have gained quality control and official status while uniting the broader CoAS community. BMS could have relaxed its strict moderation toward critics and CSP supporters, while easing some of its game's suffocating hardcore restrictions. In time, BMS, CSP, and ReCon might have developed a healthier relationship and shared more development experience. Localisation could have drawn international players back in and even improved relations with the developers of New Horizon. Storm Engine's fiercest critics and the community's more eccentric personalities would still have complained, but they would mostly have remained on the sidelines. History, however, does not recognise the conditional mood.

Unfortunately, only a week after Caribbean Legend launched, the verdict arrived: “Peace is not an option.” Dissatisfied with the terms, CSP withdrew from the agreement, rejected cooperation and a Steam release under BMS, and a recording of the call between Joruba and LEOPARD was leaked publicly. There was no road back.

It is important to understand that some members of the community had always fed on negativity and conflict. They might not have played any Sea Dogs project in years, yet they were still prepared to defend their political positions regarding particular games, developers, and personalities at any cost. CSP had built part of its fanbase around hostility toward BMS and TEHO, among other targets. Why? Hate is easy to sell, and keeping an audience angry takes very little effort. BMS made matters worse by adopting a “ban criticism” strategy on its own server, reopening old wounds and reviving old flashbacks. As a result, many people interpreted CSP's attempt to reach an agreement with BMS as a betrayal.

Bans began flying like machine-gun fire. People were branded as members of one camp or another, and no third position was allowed: you were either with us or against us. I personally tried to remain between the two sides, but it was impossible. Who was truly responsible? There is no simple answer. Was Joruba wrong to ban nearly every form of criticism at first? I do not think the answer is straightforward. Falling ratings and review bombing posed an existential threat to the project, while determined haters could easily demoralise a team that was already surviving on sheer willpower. Was LEOPARD wrong to yield to the crowd? Probably not in any simple sense, either. Very few people could endure such toxic pressure from their own fanbase and even their own team.

Remember kb31, the talented programmer who had cracked the BMS scripts for CoAS 1.3.2 AT years earlier? He received a permanent ban from the BMS forum. Ironically, he later became one of the strongest advocates for a single shared Storm Engine Open Source platform. As you already know, that vision never became reality. Still, kb31 continued development independently in a private repository, primarily supporting CSP. When CSP and BMS made peace, it was therefore unsurprising that kb31 chose to stop helping LEOPARD and refused to share his improved Vulkan-based engine. “Burya Engine” did not yet exist as a meaningful alternative, so this was probably the decisive factor behind the collapse of the deal.

The strange part was that CSP made no serious attempt to compete with CL through active support or new content. In fact, several developers began working with BMS or ReCon instead. CSP chose to focus on migrating to “Thunderstorm”, a new engine under active development by kb31. But overcoming such a vast technical debt without funding meant either an extremely long development cycle or outright failure. CSP did have its own crowdfunding, yet, surprisingly, Thunderstorm itself was never funded.

Where Things Stand Today

Viewed from the present, the conflict's results are not entirely negative. BMS continued developing Caribbean Legend successfully through version 2.0. ReCon Team received an offer to release the classic CoAS 1.3.2 AT experience on an improved engine as CL: Age of Pirates, which will continue to grow alongside CL. “Pirates Ahoy!” is actively developing its “New Horizon” remaster and, in my view, has every chance of becoming an excellent project for fans of the second game. The team behind the still-unfamiliar “Far Horizon” partially joined forces with BMS and after some time will continue working on its own large-scale add-on. CSP, meanwhile, entered a long period of hibernation.

The releases of CL and AoP finally brought most of the community closer together, united by a shared goal: reviving this game series. The CL line has also opened a new age of modding unlike anything the community knew before. Its Steam Workshop is filling with excellent mods, including the genuinely ambitious “ Worldmap Expansion (WME)“. The updated Burya Engine will provide far more useful tools for mod development. Even so, the community may have lost its chance to become completely whole. Or perhaps there is still hope. Who knows?

Epilogue

If you made it this far, you are a legend. I would award you an achievement for it. You now know almost everything about how this community died, survived, and returned. This history may help you understand the strange, toxic comments that sometimes appear beneath projects, teams, or individual developers. You do not have to look far: reviews for CL and CL: AoP still contain examples today.

Naturally, this is nowhere near a complete account of every conflict and event surrounding the series. I could also discuss the attempts to build a playable version on other engines, including Unity and Unreal Engine. But the game is so distinctive, complex, and expensive to reproduce that the task may be beyond even all of the community's currently active developers working together.

As I said before, only two inseparable sides can keep this game alive: developers and players. Modding is always valuable and deserves unconditional respect, but the essential resources for progress will always be working hours and funding. Those resources allowed BMS to make an extraordinary leap forward in every area and build an excellent remake. Now it is ReCon Team's turn.

Finally, as promised, I want to explain the philosophy behind ReCon Team's work on “CL: Age of Pirates”, and how it may differ from CL in the future. If you picked up the central idea running through this long read—that the international community was unfairly denied years of worthwhile content—then congratulations: your Perception stat is high.

In the future, we intend to develop and deepen the original series' classic gameplay while remaining faithful to its core concepts. We will focus on improving original quests, expanding interaction with the world, adding quality-of-life features, rebuilding the interface, fixing bugs, and upgrading the visuals. At the same time, we want to remaster the finest content from the golden age of the series and the CoAS modding scene, then finally make it available to the international community that was unable to experience it before.

The first result of this approach was a collaboration with CSP quest writer Sinistra, remaking quests from the original game for the Sea Dogs DLC.

We have also contacted Dolphin (Sergey Ustimenko) the legendary creator of “A Pirate's Story”. That means Michel de Grammont's questline will be coming to “Caribbean Legend: Age of Pirates”.

Thank you to everyone who read this long diary. Another entry will be published soon, covering the biggest and most exciting changes in ReCon Team's upcoming “Age of Pirates” patch, which will most likely require starting a new game. Stay tuned and do not miss the news.

P.S. The author of this article has no intention of reigniting conflicts within the community.

P.P.S. The author accepts that some events may have been overlooked or left unmentioned. If you would like to add something or correct the author, please do so in the comments—but remain polite and follow Steam's community rules.

Source

Steam News / 4 August 2026

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