Hi everyone,
Today we're continuing with the general gameplay overview of Feral Blue.
Boarding
We are quite content with what we managed to achieve with boarding in 'Blood & Gold: Caribbean!'. So we'll try to so something similar in Feral Blue: fencing is not too simple, not too complex (a few types of strikes and parries), you can shoot and can get shot yourself (for more adrenaline). Most likely, the boarding tactics will differ from ship to ship (and different crews), so fights could turn into massacre or someone might lock themselves in cargo hold and ambush you with spears (we remind, powder is in short supply).

Economic system
The main productive forces of this world are concentrated on the islands — every suitable piece of land is either plowed or planted with trees. Wood is the new oil, so without it there will be no ships and civilization will perish.
Not everybody could get themselves an island, however it can be bought — for example, from resident of the Andes. So some tribes are focused forests, pigs, slaves, wheat and other useful resources on these floating bases.
Finally, there are also sailing towns that have become the main trading centers in this world.
You trade with water. If wood is oil, then water is gold here.

Politics
Each major faction pursues its own goals. Players can create their own 'faction', if all goes well — or build a career by enrolling in one of the other larger ones. This is where we use our experience from Blood & Gold and, partly, Mount & Blade.
So this is our general vision for the project. As you know, game development is very unpredictable and something can go wrong at any moment. But after a good number of missteps in Blood & Gold, we hope our second try in making a game with the naval theme will go smoother.