The PiratesAhoy! Community, makers of the popular mods Pirates of the Caribbean: New Horizons and Age of Pirates 2: Gentlemen of Fortune, presents...
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Hearts of Oak: Conquest of the Seas is a non-commercial PC game that is to become the historical seafaring game to end them all!
Fun, realistic gameplay on land and at sea, set during the Age of Sail, will provide extensive free play, exciting scripted storylines and intense multiplayer scenarios.
Our goal is to allow anyone interested in the era to be able to live their dream!

The gameplay will be similar in style to Akella's Storm Engine-based games that we are known for modifying, but we intend to take it further and offer more freedom, immersion and authenticity. The player will assume the role of a captain and have full command of their crew, being able to delegate tasks and give orders in the heat of battle. Dynamic hand-to-hand combat will make boarding enemy ships and capturing forts a fast paced, hectic experience. Whether you want to enlist in a navy, lead an honest merchant life, or resort to piracy, Hearts of Oak will offer many hours of gameplay.

Using the power of Unity, and the knowledge and talent of our artists, the game will deliver stunning visuals worthy of tomorrow's PC hardware. You'll be able to explore a vast open world filled with highly detailed locations, ships and characters.

We are a team of volunteers, and due to the scale of this project, the game will take many months to develop. We will be releasing tech demos, alpha and beta versions over the coming months, but please be patient and have faith in our dev team. This is our dream game concept, and we are determined to make it a reality!

Help Wanted!

We're looking for talented, enthusiastic people to help us make this game a reality.
For a list of our current vacancies, and for information on how to join the team, visit our Development Roles page.
Please note that we are NOT offering payment!

If you are unable to join our team, you can still help by spreading the word! If you know anyone with the skills we need, please do point them in our direction.

Frequently Asked Questions

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Blog RSS Feed Report abuse Latest News: Hearts of Oak Dev Blog 27th Feb 2015

7 comments by Armada_ on Feb 27th, 2015

Welcome to the first of our new Hearts of Oak development blogs!

We've decided to do things a bit differently with our news articles now, offering up a brief insight into our current development plans on a much more regular basis.

The usual news updates are few and far between, albeit quite long and packed with screenshots, videos, music and descriptions of all three. Therefore, we've opted to push out more frequent articles with only the most important information on the game's progress.

Don't worry, there will still be full news articles from time to time, but only at key milestones such as public releases or other big announcements.

So, with that out of the way, here's what we've been up to lately:

Developer Videos

In this video series, lead developer Captain Murphy talks through the latest updates from behind the scenes, explaining how and why each feature is being added to the game.

- Suimono Water System Overview

- Suimono Updates and FPS Controller

Production Plans

Recently, the team has been having lengthy discussions about how to move the project forward.
We are acutely aware of the lack of a public release thus far, but more importantly, the production roadmap was previously too vague, providing little framework to build from.

Now, we've begun to redefine the design document from the ground up. Don't panic, the final goal is still the same. The main thing we've changed is the route we're taking to achieve it.

What we're now working towards is a base framework that not only lays the foundations of future builds, but also has a strong focus on the core gameplay mechanics we want to include. This will lead into the first proper release with the following features:

  • Main menu with save, load and options dialogues
  • Top-down chart view for navigation, allowing simple trading, shipyard functions and basic interaction with AI ships
  • Ship encounter (in 3D sea view) between two identical vessels, with the player controlling one from the helm and the AI controlling the other

This game version won't feature islands, as the functionality of towns and colonies will be simulated on the chart view to start with. Remember, this is just a base version; we will be adding a LOT more assets and features once this release has been thoroughly tested and works to our satisfaction.

If you have any questions about this first game version, be sure to ask away in the comments.
Stay tuned for more updates soon!

Want to volunteer your time to the project? Check our List of Development Roles for details.
Want to support the project financially? You can donate through Paypal via our official site.
Check out our Frequently Asked Questions for more information on Hearts of Oak.

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Post comment Comments  (20 - 30 of 320)
OffGrid Jan 2 2015, 12:10am says:

Wow! Very impressed and excited for this project. Love the concept and the artwork looks fantastic! Keep up the good work and the best of luck to you in 2015. Happy New Year!

+2 votes     reply to comment
Armada_ Creator
Armada_ Dec 31 2014, 6:15pm says:

Happy New Year, everyone! We've got an end-of-year article posting very soon, so be sure to check back later for a summary of our busiest year yet!

+8 votes   reply to comment
Miklkit Dec 11 2014, 10:03am says:

Voting for Indie of the year is going on now and Hearts of Oak is currently in 4th place in the role playing rpg category.

+4 votes     reply to comment
TKAzA Staff
TKAzA Dec 13 2014, 5:46am replied:

Thats the top100 daily your looking at, there's no way to tell the ranking for the top100 votes.

+3 votes   reply to comment
Alexey1906 Dec 9 2014, 1:44am says:

any news?

+1 vote     reply to comment
Armada_ Creator
Armada_ Dec 9 2014, 3:08pm replied:

Plenty, though I've been bogged down with other work for the past fortnight so haven't had time to write an article.

Fear not, we'll have a new article up very soon. :)

+4 votes   reply to comment
david_the_angel Nov 29 2014, 7:00am says:

Good job so far! I have some questions about some features in the game, will you be able to sail between islands without using the world map and encounter ships at random? Also, will cannonballs make visible damage to ships where they hit, for example holes in the hull?

+1 vote     reply to comment
Armada_ Creator
Armada_ Dec 3 2014, 8:54am replied:

Yes, you will be able to sail between islands directly, but we're also going to let you set a course for your ship and then skip time until you encounter something or reach your destination.

As for damage, we'll probably end up with a middle-ground solution. Certain parts such as railings and masts might allow physical damage, while the outer hull will use 2D damage textures that create the illusion of 3D penetrations. Hopefully that will provide an impressive damage model that doesn't kill the framerate. ;)

+1 vote   reply to comment
Guest Dec 3 2014, 10:33am replied:

Wow, im hyped! Do you have any current deadlines in development or demo releases?

+1 vote     reply to comment
Armada_ Creator
Armada_ Dec 5 2014, 8:21am replied:

Unfortunately, as we're approaching the Christmas period, most of our developers are very busy elsewhere, so it's hard to say when we might have our first demo released. That said, we are making progress, so we might have something extremely basic available for testing early next year.

As soon as we have a proper estimated release date for the first demo, we'll let you know. ;)

+2 votes   reply to comment
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