Anno 1800 - Ubi-Thorlof

Hey Anno Community,

How often do you think about the Roman Empire? – Cause if you feel Anno and the Roman Empire go extremely well together (we do!), then you don’t want to miss out on any news about our upcoming game: Anno 117: Pax Romana!

 

As governor, how you build and govern will shape your story, your citizens’ destiny, and your provinces’ future. Will you cooperate with other governors or prove your military prowess by challenging your rivals? The cost of peace is yours to decide.

Decide which deities your citizens are worshipping to receive unique buffs, research new technologies via the Discovery Tree, provide your people with everything their hearts desire and build the city of your dreams!

 

Check out our gameplay showcase trailer below for some first impressions of the game:

 

Anno 117: Pax Romana will release on November 13th 2025.

To not miss out on any news about our new game and learn about new features like optional needs, religion, the discovery tree and more, follow Anno 117: Pax Romana directly on Steam.

We’re also doing livestreams on our Twitch channel and keeping you updated on everything Anno via our Anno Union website.

 

You’re already ready to rule? You can pre-order Anno 117: Pax Romana right now and be among the first to shape your legacy and the future of your provinces.

https://store.steampowered.com/app/3274580/Anno_117_Pax_Romana/

The Anno Team

Anno 1800 - Ubi-Thorlof

Hey Anno Community!

Did you follow the news on Anno 117: Pax Romana? To make sure you're not missing out on any news for the new Anno game that's releasing on November 13th, we'll also publish some of the news and developer blogs right here.

It’s not a secret anymore: land combat makes its return in Anno 117: Pax Romana. Naval combat doesn’t go anywhere, of course, and warfare in general is just one of many aspects of the game.

Today, however, we want to put it in the focus and take a look at the military means at your disposal, should you decide to – or be forced to – exchange your plough for a sword.

Anno and Warfare

Historically, Anno games always had a warfare component; and while it – like other features as well – changed in scope and design from game to game, we very much believe it to be an important feature for the game.

At the same time, Anno games are builder games: the main fascination (and therefore also the focus we put in terms of development) is coming from discovering the world, settling new islands, building ever-growing cities and all the logistics and productions required to support it.

We also know we have a playerbase with sometimes strongly differing views on the topic: how important is warfare in Anno, should it be mandatory, how is it implemented, should there be land combat, etc.

In short: it’s a discussion that’s been happening both in our team as well as in our community for many years already.

In fact, back in the Anno 1800 days, our (back then) Creative Director Dirk wrote a great blog on the tradition of military in Anno games – we very much recommend you check it out:

https://www.anno-union.com/devblog-the-art-of-war-i/

Now we’ve set the scene, time to take a look at how warfare looks like in Anno 117: Pax Romana and what this might mean for your cities and economy.

Naval Units

Let’s start on the ocean before we make our way to the land: Naval Combat!

Just a few weeks ago we talked about ship construction in detail: how you’re able to build your own ship setups via modules like additional sails, rowers and – of course – offensive modules like archer towers or catapults.

Have a look at the dedicated DevBlog here.

Different modules and other improvements can be researched via the Discovery Tree, to constantly increase the strength of your fleet.

The three different offensive modules (archer towers, scorpions, catapults) differ in range, accuracy, rate of fire and damage, making them useful in rather different situations. Catapults are slow and inaccurate, but archers are limited in range and can’t destroy fortifications.

https://www.anno-union.com/wp/wp-content/uploads/2025/06/naval-fight.jpg

Land Combat

Let’s invade someone! If you have a neighbour you really don’t like (in the game!) or if they have an island that should be yours (in the game!), sending an army is a valid solution.

 

Broadly, we separate land units into four types – infantry, ranged units, cavalry, artillery – with their own recruitment buildings.

As you might have guessed, you will also need to produce certain resources in order to train units in the first place: A group of Auxilia (medium infantry with spears), for example, requires weapons – for which you’ll first need to set up a production chain with a furnace, smith, and of course iron and coal production. Legionaries, on the other hand, also require expensive to produce armour.

 

While you start with a smaller selection of unit types, like the aforementioned Auxilia, as well as Archers, more unit types can be researched via the Discovery Tree. This allows you to later field the highly disciplined legionaries or heavy cavalry, as well as other specialised units.

The Discovery Tree also features a variety of upgrades, boosting aspects like unit morale, attack against fortification or accuracy.

A healthy mix of different unit types is one of the keys to victory: Auxilia with their spears are effective against cavalry, while Slingers or Archers are great to keep enemies at a distance. Cavalry is especially useful to flank opposing units or attack unprotected ranged units of your enemy. In short: we are using the good old stone-paper-scissors system here.

And then there’s artillery: the accuracy of Scorpios makes them great against individual units, while Onagers excel at the destruction of fortification.

In addition to the units’ health, you also have to keep an eye on their morale. If the morale becomes too low during combat, units might flee – and fleeing units can affect their nearby comrades, potentially leading to a larger rout. There is a chance for routed units to reform, otherwise they will ultimately vanish.

The Connections
Synergies

Both naval and land units will be needed to bring down your opponents: if your enemy has built a villa on their island, taking it is your main objective – simply destroying the trading post is not enough in that case.

Your ships will play a key role in not only shipping your troops to your opponent’s island, but also in clearing the landing by destroying defensive structures. Generally, as long as they are in reach, naval units can attack units and buildings on land, and land units can shoot back at naval units.

That also means that you can stop an enemy’s invasion by destroying their transports before they reach your shores.

Defences

Defensive structures you say? Oh yes! We’re giving you some options to defend your precious islands from rival governors.

Surround your island (or at least the important parts where the important people live) with a wooden palisade – or go the extra mile and research stone walls which require some proper artillery to take down.

Additionally, you can place defensive towers that fire back at any invaders and further slow their advance until you have gathered your own forces.

Economy

Every unit (naval and land) does cost:

  • Resources and money to be built/recruited

  • Money in maintenance

  • Workforce in maintenance

This means, your land and naval forces are deeply tied into your population and economy: you will need a large population and stable economy to support a big army. War is costly and must be considered carefully. The workforce you’re spending on troops and ships might also be needed to assure stable production of food or clothing – or in manning trade ships to supply the various islands under your governorship. Different unit types also require different types of workforce, meaning more advanced units require you to first have enough population of one of the higher tiers.

Units are therefore always tied to a “home island” in terms of workforce. Should you lose such an island, the game will automatically reassign units to another island with free workforce. If you do not have enough free workforce anywhere, then the units will slowly “desert”, i.e. lose health over time.

It’s also worth keeping in mind that time doesn’t stop when there’s a fight on land or sea: both attackers and defenders of course still have their empire to manage.

Production of goods and recruiting times also mean that quickly setting up a massive force or fleet is no small task either.

You want to see all this and more in action? Then check out our livestream on land combat from last week.

Outro

War, of course, is only one way of solving conflicts: you can always opt for the diplomatic route, forging trade treaties and alliances with other governors and live in harmony with your neighbours. For some of them, this is indeed their favoured course of action, while others might prefer drawing their sword instead of engaging in negotiations. Well, and then there are pirates who will likely only keep their feet still if you pay them enough money.

For peaceful players, playing with easier, friendlier rivals or simply disabling them and pirates is always an option, making war and combat very much a choice.

 

All this of course was just a rough overview of the military system in Anno 117: Pax Romana. Do you want to learn more about how we developed unit behaviour, how the calculations work behind-the-scenes – and also get some tips from the devs? Let us know and we’ll look into tackling these questions in a future deep-dive devblog!

In the future, we’ll of course also dive deeper into the topic of diplomacy and introduce you to your rivals!

Anno 1800 - CRM_OP******
It all starts here. Watch the Official Release Date Trailer and get a feel for the world you are about to build, one villa at a time.



Ready To Rule? Pre-Order Today!
Pre-order now to receive the Builder Pack, featuring exclusive in-game items. Be among the first to shape your legacy and the future of your provinces.
https://store.steampowered.com/app/3274580/Anno_117_Pax_Romana/
Anno 1800 - Ubi-Thorlof
Anno 1800 is teaming up with Victoria 3 for the ultimate Industrial Revolution bundle!

A century of trade and industrial transformation unfolds before you in Anno 1800 and Victoria 3. Your decisions will determine the future of your empire, whether that empire be a commercial titan or a global hegemony.

Anno 1800

Take charge of your own fortune as you navigate the rapidly evolving technological landscape and malicious political arena of the 19th century in their quest to build an empire that will reach from the smog-filled cities of the Old World to the teeming jungles of the New World.

Master city building, deep economy simulation and 4X strategy elements in an immersive world to prove your skills as a ruler. How the world remembers your name is up to you.


Victoria 3

Build your ideal society in the tumult of the exciting and transformative 19th century. Lead any of dozens of nations through a century of technological, political and societal change.

Balance the competing interests in your society and earn your place in the sun. Build an industrial empire, a center of trade, or a military powerhouse - the world is yours to command.



Save 20% on the Anno 1800 x Victoria 3 bundle until March 20th and profit from the dynamic bundle option with significant discounts on each included title.
Available on Steam now!
Anno 1800 - Ubi-Thorlof
Hey Anno Community!

Last week we released the “End of an Era” Pack, and we didn’t choose the name as a joke: With this Cosmetic DLC ends the postlaunch phase for Anno 1800 – about five and a half years after the initial release in April 2019.

What a ride it has been!
Announced in August 2017, Anno 1800 was at the center of everything we were doing for many years: from the big exciting announcement and the launch of the Anno Union over many, many DevBlogs, fan meetings at gamescom, playtests and livestreams to the release, over four seasons of postlaunch gameplay DLC and then two more years of support with Cosmetic DLC and updates. It’s certainly been quite a journey!

We were also happy to ultimately add mod support to the game (and see the modding community flourish), successfully launch Anno 1800 on consoles and celebrate both the Anno series 25th, as well as Anno 1800th 5th birthday with you all.

Sure, there were, no doubt, some hick-ups along the way:

Veterans might remember an incident with an armada of ghost ships in Season 1 or issues around the release of the “Eden Burning” scenario, which left the game in a rough state for the holidays.
For quite a while, the Influence mechanic remained a hotly debated topic – as were items and their balancing. Some of these topics even make a return now in discussions about Anno 117: Pax Romana.


However, ultimately, this didn’t overshadow the fantastic success that Anno 1800 had become or the incredibly appreciation we have seen from all of you, motivating us to continue working on the game throughout all these years.

Certainly, we did not plan for Anno 1800 to have such a long post-launch life, or to see so many smaller and bigger expansions. Looking back, we’re incredibly proud of our work over the last years – even while we are at the same time also happy to close this chapter of our history and start writing a new one. Now in ancient Rome instead of in the time of the Industrial Revolution.

We’re also incredibly proud of having had YOU all with us on this journey! We couldn’t be luckier with this awesome community we have – that is (even when something goes wrong) polite and patient, welcoming to new players, incredibly inventive and has created some of the best memories of our careers as devs.

You’re playing a huge role in what we’re doing, in many decisions we take and in why we can work in jobs that bring us joy.

Thank you!

Team Anecdotes & Messages
Therefore, to round things off, we think it’s only appropriate to finish today’s blog with some messages and memories from the team:

Let’s start with two easter eggs that we think haven’t been found yet!

We’re not going to reveal the full details but… let’s imagine there’s a first-person mode that lets you use one of the swan boats from the “Pedestrian Zone” pack. Now, let’s assume there’s a button that lets you… do some acrobatics with the boat. Wouldn’t that be fun?
Johannes, Senior Gameplay Programmer




If you’ve really messed up the water quality in the “Eden Burning” scenario, nature is protesting. Vehemently. At the beach.
Nico, Lead Programmer


Then there are of course some development stories…

Did you know we, for a while, seriously considered a scenario involving aliens in Season 4? It was supposed to draw on some 19th century science-fiction works and involve a defense against non-human invaders.
Dominik, Game Designer


Did you know that when the team first introduced cats and dogs to the game, they assigned them the regular “pedestrian kid” behaviour since we didn’t have a specific “pedestrian animal” behaviour yet? The result was… interesting, with gangs of cats and dogs heading to the zoo to watch the other animals there.
Jan, Gameplay Programmer


The time we forgot to remove the “strange idol” item from a cancelled questline in DLC 12. We hoped you wouldn’t notice but… of course you all did. And not just that, this even resulted in some elaborate conspiracy theories about secret messages and teasers (and we never do teasers, as you know).
Jannika, Game Writer




Wow, End of an Era is here, and my memories from working on 1800 are flowing in, everything from starting my first job for a big game publisher on Anno 1800 in 2021 till my last work on 1800 – the Eldritch pack.
Anno 1800 has given me so much joy and experience in working with game development, people and crafting great content for you, the player.

A couple of highlights are:
  • Introducing New World Rising in our Season 4 Trailer.
  • Being in charge of the Seasonal Decorations pack on the QA side (still annoyed it got released with the wrong icon, the placeholder was just that good hahah).
  • Working on the creative mode with Dominik, coming up with a lot of suggestions of what to add, like that every resident tier can be built directly, that every zoo and museum module could be built as an ornament – and just so so many ornaments!
  • And then, close to the end, when we added the mod support to Anno 1800, the great collaboration between the few of us that were still working on 1800 back then.
All in all, I want to say thank you to all of you – the fans – for supporting the game and our team these years. It’s been amazing and I can’t wait for you to see what Anno 117: Pax Romana has to offer!

Sic Parvis Magna
Jan, Development Tester



Thank you so much for every minute you played at Anno. Your support, your having fun while creating your own little world is the biggest joy and gratification a designer could ask for <3
Thank you for being the most wholesome community I ever joined! Nothing warms my heart like joining the twitch lives and reading your comments on Reddit.
The end of 1800 is just the beginning of a new chapter and the beginning of your new empire!
See you in Rome!
Elisabetta, UI Designer



There’s no doubt that we have one of the most wholesome communities in gaming. Both in the interactions with each other as well in interactions with us from the dev team, the calm, friendly and constructive manner in which you engaged with others made the lives of players and devs (especially mine <3) of Anno 1800 just so much better.
Never change, please, and we’ll all continue to have a great time with Anno.
Oliver, Community Developer
Anno 1800 - CRM_OP******
It truly is the end of an era...

After five years of regular updates, Anno 1800 has finally released its final content: the End of an Era Pack. This marks the end of a beautiful five-year industrial journey together with this game! With 30 additional contents released, we cannot thank you enough for your love and support!

To celebrate this milestone, these are the final days to take part in the #Anno1800CreativeFestival. We 're inviting you to showcase your best in-game creations using various additional content from the main game. Seize this opportunity to highlight your favorite contents!

What is the End of an Era Pack?

The Cosmetic Pack #16: End of an Era Pack was released today!

This pack includes everything you need to celebrate the grand finale of Anno 1800. Step onto the dance floor, watch breathtaking fireworks, or enjoy captivating performances in the auditorium. With over 27 new festive ornaments and skins, this pack will help you turn your cities into the perfect celebration space!

Last Chance to Attend the Creative Festival!

If you haven't seen it on our social media, you're invited to our Creative Festival! The festival is coming to an end soon, so don't miss your chance to participate. Here are the rules:

Use any combination of DLCs and Cosmetic Packs to design visual masterpieces in the game. Whether it's an island, city, or district, the choice is yours. Once you're finished, take a screenshot using the game's photo mode and reply to our post with your creation and the hashtag #Anno1800CreativeFestival. Don't forget to mention which additional content you used, so we can see what your favorites are! Here are our official accounts:At the end of the Creative Festival, we'll showcase the best creations across all our social channels to celebrate the community's creativity. There might even be a few surprises, so stay tuned! In the meantime, check out some amazing creations from the Anno community.



What's next? Anno 117: Pax Romana

The end of Anno 1800 is not the end of the Anno adventure! We revealed Anno 117: Pax Romana during Ubisoft Forward last June, and for those who missed the recent dev livestream on the Annogame Twitch account, the Anno 117: Pax Romana Steam page is now live! Be sure to wishlist the game and follow it to stay updated on the latest news. We can't wait to tell you more about the game in 2025!

https://store.steampowered.com/app/3274580

Veni, Vidi, Buildi!
Anno 1800 - Ubi-Thorlof
Release Date: December 5th, 6PM UTC+1


DLC-Support
  • Added support for the “End of an Era” Pack Cosmetic DLC.
New Content
  • Unlocked all past Twitch Drops for everyone
Bug Fixes
  • Fixed the missing textures for the man in the hammock in the “Pirate Cove” Pack CDLC on low and medium settings
  • Added several missing items to the Annoversary World’s Fair Exhibition reward pool
  • Fixed a false “Missing DLC” warning that was displayed when constructing some ornaments from blueprints
Anno 1800 - Ubi-Thorlof
Hello Anno Community,
As you might have seen in our latest teasers on social media or yesterday’s livestream, we will soon release a brand new Cosmetic DLC, the “End of an Era” Pack!

To be totally honest with you all, when first approaching this DevBlog, we struggled to find the right words to talk about it and give this Pack full justice – both because of its grandiosity and the fact that it marks, for real, the end of an era. If you don’t know this already, this CDLC will be the last piece of content developed for Anno 1800, after an amazing journey that lasted 5 years, with 16 beautiful Cosmetic DLC – not to mention the post-launch game content released over the years.

But let’s not get emotional now, we haven’t even started talking about the Pack! So, without further ado, let’s join the festival.

“A crazy unicorn festival of lights, flowers and dancing”
In this pack there are Funfair Stalls for all necessities, big and small: whether your residents would like to smash some unicorn pinatas, eat some food or enjoy the famous Anno cocktail at the Cocktail Bar – the Margarita Hunt – for an evening of fun, the End of an Era Pack contains everything you’ll need to build the perfect festival in your Anno cities.

For the residents who enjoy movement, a Dance Floor is in order – together with a Beer Tent for when they need a break and a fresh drink after all the late-night waltzes.



Flowers are a central theme of this pack as you might have noticed: Lily Pond Lights, Dazzling Dandelions, and colourful Fairy Flowers installations – each of them with multiple variations. And who knew flowers could pair this well with an Aquatic Streetlights and an Aquatic Light Tunnel?



A burst of colours and pure joy
Anno 1800 looks SO stylish in neon pink, don’t you think? Or neon blue, green, yellow... all the colours! Well, colours extravaganza is another recurring theme in this pack. Engineers’ and Investors’ residences have never looked this great – and so sparkly!



“The Jorgensens – The Musical” in Theatre now!
Fun for the whole family: the latest musical masterpiece starring Bente Jorgensen, Sir Archibald Blake, Carl Leonard von Malching (and his pink tutu), and The One True God of Anno, is in theatre now! Treat your residents to a show they will never forget, thanks to the Musical Stage included in this pack. Some of you might remember “The Jorgensens – The Musical” from the credits scene in Anno 1800, which was masterfully recreated by the talented Laura in this shorter version for the ornament (more info on this in the Q&A section). And do not worry about limited seating for the show, we even included an Auditorium to accommodate a big audience.



Paint your sky with fireworks
What kind of festival would it be without fireworks closing the night? Actually, let us rephrase that – what kind of End of an Era Pack would it be without fireworks celebrating the support you’ve showed us for the past 5 years? These fireworks will paint your Anno sky with our gratitude and appreciation, as well as... flying pigs and unicorns? (Editor’s note: no animals or magical creatures were harmed during the production of this CDLC)


Q&A with Laura, Prop Artist
And now, it is time for our favourite part: Q&A with the Art Team! We asked some questions to Laura, Prop Artist and CDLC Overlord™ on Anno, to get some insights on the creative process behind the End of an Era Pack.

Q: It seems that you had a lot of fun creating this pack! What were the main sources of inspiration for it?
A: So, after some brainstorming the decision was made: we wanted to go out with a big festive bang, a celebration of Anno and the Players and since it would release around Christmas time the first source of inspiration had to be fairy lights, lots of lights in the dark, like a Christmas Wonderland kind of theme. But the idea of another Christmas Package didn`t quite do it for us, so we went ahead and made it into, what I call, "a crazy unicorn festival of lights, flowers and dancing". Luckily, I had been to Tokyo earlier in the year and took away quite some inspiration from the teamLab Exposition, which is an amazing thing, everybody who can go see, do it! So, in short, the main sources of inspiration would be a mad mix of Christmas Wonderland sparkle and the fantastic teamLab Tokyo.

Q: What was the hardest ornament or skin to create? Why?
A: In terms of designing, the hardest were actually the tiny festive stalls. We have so many stalls in the game already, it was quite hard to come up with something completely new. So, after initial rather tame designs, I decided to go more bonkers with this and make them out to be weird, dreamy flowers from the top view, which in the end fit in quite well with the flowery overall theme.

Q: This CDLC is filled with content, which ornament or skin is your favourite? Is there a particular reason?
A: I think I have two favourites. The first will be the blue lights tunnel with the goldfish "swimming through", just because I would love to go through there in real life, sit down and just endlessly look at it. The second one are the waterlilies. They just look so pretty, better even in the dark and if precious production time was spent with a darkened monitor and only those lilies on the screen staring back at me.... It was.... Ehm... I was quality checking them, yeah...



Q: How was it to work on the last CDLC for Anno 1800? It’s literally the end of an era!
A: Working on it was great, as is true for most of the CDLCs. It’s true though that this time around there was mixed in a hint of sadness, to let my precious CDLC-babies go, to let go of my self-organised authoritarian overlord state, and the uncertainty of what would come next-task wise didn`t help either. But there was also relief, because it grew so hard to come up with new, purely cosmetic ideas. So, it was a cocktail of emotions, but staring at the waterlilies soothed about everything.

Q: Flying pigs fireworks?! We love them! But why?
A: Well.... Only when the pigs learn to fly, will there be an end to Anno 1800! 😄

Q: How complex was it to create the theatre ornament?
A: The Theatre was a self-evolving, not-certain-to-be-created-at-all kind of thing. We wanted to have a really big festive tent as a main attraction, but it ended up looking a lot like a circus tent no matter what. And I had been having this idea to bring the credits into the CDLC (because "The End"...), so I just threw the two of them together, the big tent with the theatre stage in front of it and there it was. What was a bit tedious was the animation of the puppets, which I did frame by frame imitating the exact movie animation. That took a lot of endurance... But the result was quite worthwhile, I think. So yes, it was the most complex ornament to do in this package, but also the most rewarding.

Q: Which Anno 1800 CDLC would you combine with this one to decorate your own city?
A: Well, this is something that I do really like about this package in particular, that it is so very universally combinable with a lot of the stuff we already have in the game. Be it the Holiday -, the Amusement -, the City Lights -Pack or the Seasonal Decorations, even the Chinese New Year Pack CDLC or the ornaments from the High Life DLC, you can just build a huge festival throughout the city, throw in basically everything: the madder, the better.


What’s left to say? We could write words and words about how weird it feels to be writing the last DevBlog for Anno 1800, and how bittersweet it is to be at the end of this journey – but that’s for another day.

The End of an Era Pack will be available starting December 5th for the usual price of 4.99€ or your regional equivalent.
We cannot wait to admire your festival-ready cities in Anno 1800!


List of full content
  • Musical stage
  • Auditorium
  • Dance Floor
  • Beer tent (2 variants)
  • Lily Pond Lights (4 variants)
  • Dazzling Dandelions (3 variants)
  • Wisp Lanterns (4 variants)
  • Fairy Flowers (4 variants)
  • Flowery Funfair Stall (2 variants)
  • Unicorn Funfair Stall (2 variants)
  • Cocktail Bar
  • Sunflower Swing
  • Aquatic Streetlights (2 variants)
  • Fireworks Podium (2 variants)
  • Aquatic Light Tunnel (3 variants)
  • Festive Light Tunnel
  • Funfair Arch (3 variants)
  • Balloon Pole (2 variants)
  • Flower Power Flag
  • Large Banner (4 variants)
  • Bunting (2 variants)
  • Sun Gate
  • Umbrella Seats (4 variants)
  • Iluminatree (3 variants)
  • Parade Pavement (4 variants)
  • Glowing Garlands (3 variants)
  • Festive Skin – Engineers Residence
  • Festive Skin – Investors Residence
Anno 1800 - UbiCecce
Release Date: September 19th, 3PM UTC+2

DLC-Support
  • Added support for the “Pirate Cove” Pack Cosmetic DLC.
Bug Fixes
  • Fixed misaligned smoke effects for the flagship when using the Nautilus skin
  • Removed sound effects of CDLC 14 residences which drowned out the rest of the game’s sound effects
  • Fixed an issue with ambient setting not being moddable anymore
  • Fixed an issue with the initialization of the mods when starting the game
Anno 1800 - UbiCecce
Ahoy me hearties,

It's yer Cap’n speakin’! Get yer spyglasses out, be it treasure wha’ ye see? Aye ‘tis, all the shiny loot ye see ‘ere is part of the “Pirate Cove” Pack Cosmetic DLC! Avast ye, enough wit’ the useless natterin’ now, weigh anchor and hoist the mizzen! Let’s 'ave a closer look at dis mighty good treasure. Aaaarghhh!



Ahoy t’ the Red Herring!
Splice the mainbrace, ye old salt! At the Red Herring we spare no grog or rum. Whether you need a drink to refuel yourself after a long time lost at sea or simply need a hiding spot from your sworn enemies, the Red Herring is the place for you. Be careful, though! Even walls have ears in this place, so make sure not to reveal where you stashed your treasure, savvy? You might need to use some War Cannons and Nautical Rope Fence to protect it from other buccaneers.



X marks the spot
Speaking of treasure – what “Pirate Cove” Pack would it be without Legendary Loot? According to a treasure map we found, a treasure has been buried next to an Interesting Rock Formation. Dis cap’n said too much already... ‘n we all know dat dead men tell no tales.



Pirates need to relax, too
After a long day at sea, sailing and plundering, 'tis time to relax. Yes, pirates need peace ‘n sleep too, sometimes. Whether you seek shade under the palm trees of the Hammock or some food at the Beach Barbecue, remember to first pay a visit to the Captain’s Tent to get your share of the bounty.



Fire in the hole!
Cap'n! Be ye ready t’ sail the High Seas wit’ the Ominous Octopus? Her infamous sails can be spotted from miles away and her reputation precedes her. Will you be brave enough to venture through dangerous seas and face other Man-O-Wars? The Ship-of-the-line has never looked this... ominous, indeed. Me think this look does suit her mighty well, doesn’t it?




The “Pirate Cove” Pack will be available just in time to celebrate International Talk Like a Pirate Day, that means starting 19th September – on PC and consoles, for the usual price of 100 Pieces of Eight... err, 4.99€ or your regional equivalent.

We look forward to seeing your infamous creations with the “Pirate Cove” Pack – we're sure you’ll make Anne Harlow and Jean La Fortune proud!



List of all loot
  • Abandoned Rowboat
  • Mutinous Crew
  • Captain's Tent
  • Hammock
  • Beach Barbecue
  • Shipwreck
  • Interesting Rock Formation
  • Guardian of the Cove
  • Tiki Torch (2 variants)
  • Legendary Loot
  • Crow’s Nest
  • War Cannon (2 variants)
  • Sand (modular system)
  • Nautical Rope Fence (modular system)
  • Palisade Gate
  • "Red Herring"
  • “Pirate Shack” skin for tier 1 residence (4 models)
  • “Infamous Outpost” Trading Post skin (4 tiers)
  • “Ominous Octopus” Ship-of-the-Line skin
...

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