Blackwake now FREE to keep
Blackwake is now free to keep!
Blackwake is now free to keep!

Blackwake is now free to keep!
Blackwake is now free to keep!
We've done some cleanup work for a few areas of the game over the past few weeks: Tutorial has been given a much needed facelift in many areas All in game medals are now Steam Achievements Elite players can now level past 1000 Bot shove timer reduced by half Bots can no longer fr
We've done some cleanup work for a few areas of the game over the past few weeks:
Ahoy there! Today we have finally fully released our game Blackwake! After three years in early access we are happy with the current state of the game. It has gone above and beyond the base game standard we initially had. It’s been a long journey with many ups and downs, we made
Ahoy there!
Today we have finally fully released our game Blackwake! After three years in early access we are happy with the current state of the game. It has gone above and beyond the base game standard we initially had. It’s been a long journey with many ups and downs, we made mistakes, learned from our failures and pushed forward to bring Blackwake where it is today.
We have permanently dropped the price to $9.99USD
We have pushed out a small patch for the game as well.
- Addressed tortuga colliders that may have been causing memory leaks
- Removed some unused assets from scene to free up memory
- Small update to make vote screen clearer
- Bots will now only occupy cannons loaded with normal shot
- Handmortar/grenades damage radius halved
- Permanent double XP for all
Blackwake started as an idea by Dakota in 2013. There was a lack of proper naval warfare games that existed at the time. Mods like Pirate Ship Wars and Battlefield Pirates were some inspiration in the initial journey in developing the game. Tyler saw Dakota’s small demos on an online forum, and offered to help push Dakota’s small idea into something much larger.
We failed a Kickstarter in 2014, with the game catering to a more realistic naval sim audience, even though we threw in a sea monster at the end of the pitch trailer. It was far too serious, and overambitious to garner any attention. While we were disheartened at the fact of this failure we tried to see if more people were interested in the concept. A few youtubers, DarkLiberator and SMii7y tried out our game with their friends, to our surprise their time playing the game was full of laughter. We realised at that point that we took our game far too seriously.
2014 Kickstarter Pitch
So in 2015, we attempted another Kickstarter, but this time with the aim for a more casual approach. That is when the comedic voice acting was born, we realized the game would be a hit. Many Twitch streamers took part in promoting the Kickstarter, we couldn’t have done it without Ngotie, evilBunny and Bikeman. The Kickstarter was a success raising $170k AUD. Over two years we developed the game, hired out the necessary artists, animators and voice actors to push an early access version. Our Kickstarter backers were a huge help in continuous play testing each weekend, finding bugs and suggesting features.
2015 Kickstarter Pitch
We tried to be as realistic as possible on the player base and sales for the game. Comparing ourselves to other games in similar scope and price range, we expected around 300 concurrent players at launch and selling around 30,000 copies after a MONTH.
In 2017 we finally released the game. We had some stroke of luck, the PUBG beta servers were down, the streamers waiting at the time needed something to play so they picked up Blackwake. This led to a HUGE influx of players, our servers filled up so fast we couldn’t spin up new ones in time.

After 3 years of being in early access we have sold over 1.2 million copies! We never expected the game to get as big as it did. If anyone remembers the launch we only had two ships in the game at the time, the Galleon and the Hoy. We had only planned to possibly add more ships and polish the game off, but due to the positivity of the community we continued to develop the game further.
Over the course of early access we added and removed a lot of things due to community feedback. Some things worked, some did not. Pioneering the naval genre at the time took a lot of experimenting.
Capture the Booty mode
Teams would fight over a treasure chest to bring back to their base. First to 2 points wins.

Seige Mode
A faction would attack a fort with their ships, push a cart of explosives to a gate, then capture a flag to win.

Update 3.0 was a huge undertaking, we wanted to give players the ability to choose which ship they fought with. So we introduced ship building from docks. We had combined TDM with Siege mode to bring a mode called Conquest, which attempted to give more variance per match by letting players choose if they wanted to win by naval combat, or capturing the fort. Unfortunately this was not received well for the players that purely liked naval combat, so eventually it was scrapped.


We also implemented a new cannon aiming system. After much demand from crewman for more importance, experimenting with different methods we settled on the “grenade launcher” approach to cannon aiming. You can also turn the cannons too, which you couldn’t before. You also needed the range of ships by using the spyglass which we implemented as an item.

Small crew vessels
Junk Ship
Tanky ship with 4 cannons a side and one front cannon


Schooner
Fast moving ship with 5 cannons a side


Cutter
Sort of an agile anti-boarding ship with 2 rear guns and 4 guns a side


Bomb Vessel
3 Cannons a side, 2 rear guns and a Mortar


Gunboat
Smallest most agile ship in the game with 2 cannons a side, and 2 front guns.


Carrack
The tankiest small vessel in the game with 5 guns a side and multiple decks

Large Vessels
The Bomb Vessel, 7 guns a side, 2 front and with 2 mortars

Xebec
The fastest large ship in the game, with 9 guns a side, 2 rear and 2 anti sails per side

The Cruizer
The tankiest large ship in the game with 10 guns a side


New Shot types
Initially we only had cannonballs, grapeshot and grapples in the game. We decided to expand the mechanics of it during the massive 3.0 update.
Barshot demasted ships


Chainshot was an anti sail

Heated shot caught ships on fire. No more RNG fire from cannonballs, it had to be planned for.

We wanted a bit more variance to TDM matches so we added maps that had certain environmental settings.
A volcano map which when erupted, the entire environment would turn red with ash and ships would get damaged if they were close to the volcano

An iceberg arena, with ice patches which would slow down your ship and cause holes if sailed through.


Waterspouts
These would pick up ships and kill the crew if they were not aware of their surroundings and raised their sails.

Tortuga map arena with new islands


A ranking/prestige system, we wanted to reward players with long playtime. This worked together with unlocking of cosmetic items. The longer you played the cooler you could make your character look.



Ingame stats for those wanting to achieve some interesting things

We added crew bots to extend the life of the game. Players will replace them as they join the game.

The ability to vote and choose mode. At launch we only had TDM available, so during the 3.0 update allowed players to vote for a mode at the end of the round.

We added the ability for friends to stay together for the following rounds, by setting an ingame tag.

A new team selects a screen. Initially you didn’t even know who was on what ship until you selected it, leading to very frustrating moments trying to group with friends or balance team.
A new win screen to show players outfits and their achievements through stats and leaderboards.

A lot of new cosmetics for both factions were also added!



We also had over 500+ bug fixes and quality of life changes over the course of early access. We are quite happy with what we achieved as a two man dev team, who hired some help along the way. Seeing people enjoy the game and the happiness it brought you was the main driving factor for us to push as far as we did. Blackwake was truly driven by the community and we are proud of what we have achieved.
Thank you all for the support you have given over the years! For now we see the game as complete. Dakota plans to do a few more small fixes in the meantime.
See you on the seven seas!
Tyler & Dakota
Today's Deal: Save 90% on Blackwake !* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Monday at 10AM Pacific Time
Today's Deal: Save 90% on Blackwake!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time

Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time. I’ve spoken in depth before about Sonic mods, and yet I’ve not uttered a word about Freedom Planet . Originally conceived as a mod, it soon became its own game in much the sa
Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.
I’ve spoken in depth before about Sonic mods, and yet I’ve not uttered a word about Freedom Planet. Originally conceived as a mod, it soon became its own game in much the same spirit as the classic Sonic games. In a time when the blue hedgehog was struggling, this was a ray of speedy sunshine.
To the people still enjoying Blackwake here's a patch for you! - Tortuga map should now properly load in - Melee blocking has had its time limit removed due to popular request - Damaging bots should show a hitmarker - Joining late should no longer display dead bots as frozen - Bo
To the people still enjoying Blackwake here's a patch for you!
- Tortuga map should now properly load in
- Melee blocking has had its time limit removed due to popular request
- Damaging bots should show a hitmarker
- Joining late should no longer display dead bots as frozen
- Bots should now die from fires started by fire shot
- Bot auto-death on a grapple attach should no longer cost tickets
- Bots killed by FF should not cost tickets
- Score rewarded for killing enemy bots
- Bots should properly spawn in with just 1 player min.
- Bot deaths should no longer bug CTB capture counter
- CTB now has a cfg setting for no time limit for private competitive matches 'compCTB'
- Joining a server that has bots disabled should no longer show frozen in mid ship
- "Someone is using this" should now properly stop you from using cannons
- cfg for siege is now 'allowFortModes'
- Fixed ships sticking to new islands map
We have some upcoming news about Blackwake which will be revealed soon. For now see you on the seven seas!
Dakota & Tyler
Quick clearing up: - Bots are not intended to replace players, but help maintain the ship while a server seeds - The initial bot patch was just a starting point, not final at all - We were aware they were OP and got in the way, leaving little for anyone to do - Bots will be able
- Bots are not intended to replace players, but help maintain the ship while a server seeds
- The initial bot patch was just a starting point, not final at all
- We were aware they were OP and got in the way, leaving little for anyone to do
- Bots will be able to be fully disabled once they are balanced. Currently they can be disabled with useBots=0 and having a password set.
- Hotfix to bot LOD/animation syncing
- Bots now have random skill that affects responsiveness and cannon ability
- Bots no longer move at incorrect speeds on large ships
- Bots can now die to swivels
- Bots now count towards ticket loss
- Bot cannon shots do less damage to players
- Bots now have a 25% chance to miss (should not affect ranges < 300m as with normal unaimed shots)
- You can now shove bots off cannons using E, they will not touch the cannon again for 30 seconds. Shove has a cooldown of 15 seconds.
- Bots now take different amounts of time to load cannons based on their randomized skill level
- Overall bots have been drastically nerfed in speed towards every task
- Tweaks made to LOD to try and solve some animation T pose issues
After bots are balanced in their "autopilot" mode we will begin making them follow actual orders.
Following this, we will be bringing the new siege fort into the game that will not suffer from the same verticality combat issues as the current one.
3.87 - Bots Bots fighting eachother In an effort to resolve the frustration and boredom brought on by attempting to crew a nearly empty ship (often causing servers to die), we have added bots. This will help ensure there is an adequate amount of action taking place in Blackwake a
3.87 - Bots
Bots fighting eachother
In an effort to resolve the frustration and boredom brought on by attempting to crew a nearly empty ship (often causing servers to die), we have added bots. This will help ensure there is an adequate amount of action taking place in Blackwake at any time.
- Load cannons
- Fire cannons
- Use the pump
- Repair holes when the ship reaches a certain level of damage
- Die/respawn
They are meant to supplement playercounts while a server grows, not replace players.
- Captain
- Participate in boarding
- Consume ship resources
- Contribute to kill statistics
- Repair nose/mast
This is only the first live iteration of bots and we plan to improve their function with time.
Blackwake has long since leaned on a heavy player requirement to feel the action that the game is supposed to give you with a full crew. This design did not come without consequences, though. By requiring so many players per faction it started to become clear how torturous it was
Blackwake has long since leaned on a heavy player requirement to feel the action that the game is supposed to give you with a full crew.
This design did not come without consequences, though. By requiring so many players per faction it started to become clear how torturous it was to simply man an under crewed ship while waiting for players to join.
Working closely with our testing community on the discord we've been implementing bots. We were trying to beat the sale, but rest assured they will be coming very soon. Gone will be the days of 3 players trying to run a galleon - a scenario so frustrating it could cause a server to stall at the 15-30 player mark.
https://www.youtube.com/watch?v=rJibvn5D6GI
We look forward to playing with our new overlords!
We have a new patch ready as we continue with our phase of bug fixing & polishing: Melee blocks can no longer be held and must be timed (will be hotfixed to be shorter next patch) CTB base icons display if chest is dropped on ships as well Hand mortar now always explodes on i
We have a new patch ready as we continue with our phase of bug fixing & polishing:
Today's Deal: Save 66% on Blackwake !* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Monday at 10AM Pacific Time
Today's Deal: Save 66% on Blackwake!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time

Ahoy lads, a new patch will be pushed today. It will contain some balance changes to bring the side arms in line and some needed bug fixes. EDIT: March 28th HOTFIX Fixed an exploit where you could instantly release grapples Fixed a bug where some hits of dagger and rapier would n
Ahoy lads, a new patch will be pushed today. It will contain some balance changes to bring the side arms in line and some needed bug fixes.
EDIT:
Weapon balance is not final, we will continue to tweak these. We definitely have some more bugs and polishing to do before we release the game. We are also going to be actively looking into the siege overhaul and two new island maps before our 4.0 Release.
See you on the seas!
Tyler & Dakota
Trailer: (made by Paren Iz Cursi, captain of RF) We're looking for an American-timezone caster that can cast the matches on the 6th of April and co-cast on the 13th of April, if you are interested to cast for potentially up to 100 concurrent viewers (last time we got around ~80

Trailer:
https://www.youtube.com/watch?v=ZjrfECo7MNc&feature=youtu.be
(made by Paren Iz Cursi, captain of RF)
We're looking for an American-timezone caster that can cast the matches on the 6th of April and co-cast on the 13th of April, if you are interested to cast for potentially up to 100 concurrent viewers (last time we got around ~80) refer to the contact information at the bottom of this post.
The tournament will be played over 2 weekends, the 6th of April and the 13th of April. There will be 2 seperate regions that will play on the 6th of april. Depending on your region the start time is UTC 02:00 (For NA/Oceania) and UTC 20:00 (For EU/Russia).
The times on the 13th of April will depend on the results on the 6th of April.
The exact fixtures and match details for the 6th of April will be released one week before the 6th of April when we know exactly which teams will show up, the start time that is mentioned above will not change however.
2vs2 small ships CTB.
No Barshot
No game breaking exploits
- Hiding in inaccessible parts of the ship
- Sprinting with the booty/having a weapon out with it
- Glitching the booty over the side of the tower
- Glitching through ceilings/roofs
- Intentionally having less players to speed up tasks
- Abusing team switching
- Intentionally teleporting the booty (staying on the rope/sails while ship is sinking)
- Insta releasing grapples
Small exploits allowed (Instaheal with rum/tea)
Third party crosshair allowed (It's impossible to check who uses it so we go tour de france style)
Unique ships (you can’t pick 2 of the same ships)
No Ice or water spout map unless both teams are okay with it
On the 6th of April the teams will play a round robin (everyone plays everyone once) to determine the bracket placements for the second weekend on the 13th of April.
The bracket for the 13th of April will look like this:

Here is a draft of the NA/Oceania league and the EU/Russia league for the 6th of april https://docs.google.com/document/d/1xHGg1HnxGf3nlZyNQP8Cuqd5USuofArqtkH4FQv5SSk/edit
Generally we play these kinds of tournaments with blackwake communities that are known to be able to field teams and show up. Communities that might be participating are:
RF (Russian fleet) https://discord.gg/RU7zW6p
GT (Great Tortuga) https://discord.gg/XrSgx6N
Ahoy (UK Ahoy) https://discord.gg/YhkQwGC
CC (Candlelight Cove) https://discord.gg/QpsAYf2
VME (VME Community) https://discord.gg/75UzXug
AF (Anzac's Finest)
SMS (The Sea Monsters) https://discord.gg/dPvdpFZ
Other communities or groups of 14 players are welcome to sign up. Contact info can be found at the bottom of this post.
You'll simply need to go to the #individual-signup channel and post your information and you'll either get picked up by a team or form your own team if there's enough people!

The tournament will be casted live with spectating mode and multiple casters here: https://www.twitch.tv/stackwake
You can also watch the VOD of the previous tournamentwake here https://www.youtube.com/channel/UCKpi0p1oIMOLFjojO6HpJxg
If you want your Twitch link added, your community or yourself to sign up for the tournament or if you have any questions about this tournament in general you can ask them here: https://discord.gg/S7cR8Aw
See you on the Seas!
- Tyler & Dakota
Hello everyone! The wonderful community has decided to host a tournament event this weekend. They will compete in a 2v2 CTB tournament with multiple teams. Where can I watch this The tournament will be casted live with spectating mode and multiple casters here: When will the tour

Hello everyone!
The wonderful community has decided to host a tournament event this weekend. They will compete in a 2v2 CTB tournament with multiple teams.
The tournament will be casted live with spectating mode and multiple casters here: https://www.twitch.tv/stackwake
City Local Time Date
Los Angeles, USA 12:00 Sat, 23 Feb
Houston, USA 14:00 Sat, 23 Feb
New York, USA 15:00 Sat, 23 Feb
London, UK 20:00 Sat, 23 Feb
Berlin, Germany 21:00 Sat, 23 Feb
Moscow, Russia 23:00 Sat, 23 Feb
Sydney, Australia 7:00 Sun, 24 Feb
It will be live casted by a group of casters, mostly veterans in the game. In the link below the previous tournament with casters is linked. VOD of last time (a lot of downtime in the matches, check the comment below the video for the timestamp)
https://youtu.be/wCDeHGn19I8?t=7768
Winners will receive the Golden Parrot Cup, a temporary trophy to display on their shoulders until the next tournament winners.

If you would like to join in on future tournaments check out the community discords!
Communities that might be participating are:
RF (Russian fleet) https://discord.gg/RU7zW6p
GT (Great Tortuga) https://discord.gg/XrSgx6N
Ahoy (UK Ahoy) https://discord.gg/YhkQwGC
CC (Candlelight Cove) https://discord.gg/QpsAYf2
VME (VME Community) https://discord.gg/75UzXug
Other communities or groups of 14 players are welcome to sign up.
The tournament will be casted live with spectating mode and multiple casters here: https://www.twitch.tv/stackwake
Sounds like a lot of fun!
See you on the Seas!
- Tyler & Dakota
Quality of life Galleon prop collisions completely redone Galleon hole position adjusted to be less inconvenient Added collision to hoy port barrel Captain is immune to bleeding from ship ram Shooting a grappled or spawn protected ship will display in crew hit info Waterspouts sp
See you on the seas!
- Dakota & Tyler
Quality of life Tooltips now flash yellow (they can be disabled completely in options) Shot type descriptions added Balance Galleon sink rate decreased 15%, speed increased by 10% Dagger swing speed +3x Bottle swing speed +1.5x Bottle bleeds 3x more severely than default rate Axe
See you on the seas!
- Dakota & Tyler
- Cannon loading/firing section added to tutorial - Tutorial has ultrawide 21:9 support - Fixed issue where mods would experience stuck kick menu in some cases - Fixed issue where ship labels may blink the old ship name when building a new ship - Made adjustment to chat box that
- Cannon loading/firing section added to tutorial
- Tutorial has ultrawide 21:9 support
- Fixed issue where mods would experience stuck kick menu in some cases
- Fixed issue where ship labels may blink the old ship name when building a new ship
- Made adjustment to chat box that may have caused text to cut off
- Supply crates have had their LOD extended so players hiding behind them aren't visible
- Captain can no longer slide off the wheel
- Enemy nose can no longer push captains off the wheel
- Fixed inverted glare in spyglass
- CTB map adjusted to allow more competitive interceptions. Base islands are closer together while chest islands are further apart from each other.
- CTB chest can now be captured from sea (not final)
- Ticket scaling for the NEXT round can be toggled by an admin/mod using /ticketscale
- Time limit reached win screen text changed to the leading team
- Blocked weapon switch effect while spectating
- Fixed interact zone of resupply area interrupting gunshots
- If another ship is too close to a docked ship spawn point it will sink on construct
- Clunky foot movement in tutorial has been fixed
3.77 is a small patch, introducing the first iteration of our single player tutorial introduction. Seeing ships with new players struggle to function was an issue we've always wanted to address. Players were often too overwhelmed by combat to get a chance to understand the basic
3.77 is a small patch, introducing the first iteration of our single player tutorial introduction. Seeing ships with new players struggle to function was an issue we've always wanted to address. Players were often too overwhelmed by combat to get a chance to understand the basic aspects of maintaining their ship.
We want to do our best to show new players the ropes before they join their first match. Keep in mind the tutorial is still a work in progress, but some education is better than none.
- Tutorial added
- Tutorial quality scaling when low fps is detected
- Bleeding black/white/blood should start stronger and more noticeable, so you heal sooner
- If you have not made it to the end of the tutorial a popup will ask you if you'd like to play it when clicking "servers" for the first time
- Tutorial can be accessed again through the main menu
- Fixed issue that could have been causing the recent invincible player bug
- Bleed rate slowed by 2x
- FF toggling itself is now it's own server option 'friendlyFireCanToggle', so the server can start with it off and it still be toggled on when a mod/admin decides to
Tyler & Dakota
In other news Lunaoreitic and Webbies have created a guide for running Blackwake on Linux:
https://steamcommunity.com/sharedfiles/filedetails/?id=1572108095
As we continue to move forward on our path out of early access (4.0), we have a new batch of both bug fixes and quality of life changes. - Fixed issue that caused some dead players to not respawn during initial grapple - Repairing mast segments now loop holding down LMB - Pressin
As we continue to move forward on our path out of early access (4.0), we have a new batch of both bug fixes and quality of life changes.
- Fixed issue that caused some dead players to not respawn during initial grapple
- Repairing mast segments now loop holding down LMB
- Pressing/holding LMB before reaching a hole repair radius will now let you repair
- Holding down LMB will now let you loop repairing multiple holes if they are within radius
- Ship range toggle is now on by default and rebindable. FOR EXISTING PLAYERS you may need to rebind this key manually.
- Players no longer collide with buckets
- Ropes of your own ship now glow when not on board
- Fixed UI issue not properly guiding you to your teams ship
- Schooner nose should be smoother to walk across
- Crews are now included in construction spawn protection
- Captain loss and w:l removed from stat card to reduce toxic interactions, especially towards crews containing new players
- Fixed pump/bucket placement on Xebec to not accidentally use the wrong item
- Third person reload animations synced to be more reliable, fixed issue where they would loop continuously until a weapon change occurred
- Ticket loss for non-grappled ships sinking is back after being unintentionally disabled due to the last patch
- Ticket scaling by server has been adjusted to be less severe, and is also a server option 'useTicketScaling'
In the next patch (3.77) we hope to introduce the early iteration of our single player tutorial so the community can begin to get a feel and provide feedback as it is completed in the coming months.
Tyler & Dakota
As we move forward with bug fixes and quality of life changes on our path out of Early Access, 3.7 focuses largely on infrequent issues surrounding grapples. Remember there will be little to no content additions until after 4.0 (release). With the imminent addition of a single pl
As we move forward with bug fixes and quality of life changes on our path out of Early Access, 3.7 focuses largely on infrequent issues surrounding grapples.
Remember there will be little to no content additions until after 4.0 (release). With the imminent addition of a single player tutorial we look forward to new routes of promotion later in 2019 such as free weekends. For now serious promotion has been put on hold while we bug crunch.
- Icey zones should no longer damage ships mid grapple
- After voting takes place tickets are scaled based on server population and the value set in the configuration
- Tomahawk false positive on anti-cheat has been tested to be fixed, meaning previous efforts to make the tomahawk more reliable should be noticed
- Fixed a bug where a specific grapple order would allow a 3rd ship to attach, possibly causing various issues for the rest of the match
- Ramming a ship should no longer kill your own crew or damage your own cannons
- ALT toggle has been moved to tilde (`) to avoid confusion during alt tab for new players
- Volcano eruption should now properly result in a red sky with ash rain
- Fixed ui-only issue of showing a ticket increase when a ship lost a grapple.
- Fixed issue where on first join holes both existing and new were not visible for 60 seconds
- Fixed issue where releasing a single grapple when grappled multiple times may spawn your crew
- Fixed an exploit that allowed instant grapple releasing
- Fixed two bugs that could cause the winning ship to accidentally go down as a loss after grappling.
Tyler & Dakota