Captain’s log

Still building.
Already making waves.

A look at what’s taking shape, what’s being tested and what’s next for Run Out the Guns!

Two ornate brass swivel guns sit forward on the Courier bow, one on each side of the bowsprit.
Development update

A clearer view of the fight

This update is about reading the fight. Following a shot, knowing which guns are ready and finding your way through the lagoon should take less guesswork. Here is the latest pass, with fresh captures from the development project.

Read the full update
Warships exchange fire beside a tropical island and waterfall.
Combat notes

More time to fight back

A fight should give you time to make a decision. The latest development pass increases hull health, spreads new arrivals farther apart and gives newly spawned ships visible protection. Opening fire ends that protection.

You can also send your crew to repair between fights. Hold R once you are clear of combat. The guns stay silent while the crew works, and taking damage interrupts the repair. Boarding has a stronger payoff too: winning a clash fully restores your hull.

The controls are getting clearer alongside the balance changes. Hold W or S to move through sail stages, use 5 for a nearby harpoon target and aim broadsides from just outside the firing deck. These changes are in the development build and still need time in players' hands.

Two sailing warships face each other in a narrow turquoise channel.
Ship design

Your hull changes the fight

The Courier gets in and out quickly. It carries two guns on each side, turns sharply and can commit to Full Broadside for a short automatic barrage. That burst of firepower comes with a cost: it takes double damage while the ability runs.

The Brigantine brings four guns per side and Iron Reprisal, which absorbs incoming damage before returning it as a shockwave. The Galleon has six guns per side, rear-facing chasers and a tougher hull. Its Ramming Speed rewards a planned approach, with a cancellation option when the opening closes.

Each hull also has attacks it handles poorly. The Courier is vulnerable to explosive and penetrating shots. Elemental attacks hurt the Brigantine more, while damage over time and slowing effects are a particular problem for the Galleon. Those trade-offs are part of the ongoing balance work.

The Flying Dutchman emerges through spectral green storm fog.
Ability update

The Dutchman does not stay put

Calling the Flying Dutchman now changes the weather across the arena. The summon lasts 45 seconds. It rises, hunts nearby enemies, then dives and moves to another part of the map before emerging again.

Water drains from the hull as the ship comes up, with spray marking its dives and departure. The storm changes the sky and fog while leaving the ocean's existing wave settings intact. When the hunt ends, the previous weather returns.

There is a counter to the hunter. A direct hit from Heaven's Broadside can bring it down. The footage in the media gallery shows the effect in development, and its presentation is still being refined.

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The next broadside is coming

Keep a weather eye.

New ships to sink. New tricks to try. Follow the game as it takes shape.

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