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Devil's Basin is one of the three starting islands in Corsair Cove and the one the game warns about directly: the island invites a player not to let their eyes deceive them, because there is danger aplenty here. It pairs the most attractive terrain of the three with the clearest hint that the haven will not have the place to itself. See Islands for the comparison.
The Island
The landscape is built around a cascading waterfall and an Ancient Tree, with fertile land spread widely enough that a haven can be settled almost anywhere on the island. A shipwrecked treasure fleet lies here to be plundered, which front-loads the kind of salvage that on other islands has to be earned out at sea.
The warning is structural rather than atmospheric. Structures are scattered across the island, and the game frames them as a sign that the player may not be the only one laying claim to this exotic place. That reads directly onto the defensive layer covered in City Building: a haven raised here is contesting ground rather than occupying empty land.
The island is distinctive enough visually that its waterfalls and shipwrecks have been the subject of their own rendering fixes in the post-launch patches, which are tracked on Update History.
Feature | Detail |
|---|---|
Character | Deceptively inviting, with danger throughout |
Landmarks | A cascading waterfall and an Ancient Tree |
Terrain | Fertile land spread across the island, settleable almost anywhere |
Salvage | A shipwrecked treasure fleet |
Warning | Scattered structures suggesting a prior or rival claim |
Achievement | Sinkhole Sailor, for finishing a game on the island |
Choosing a Starting Island
All three islands are complete, finishable maps rather than difficulty presets. Each has its own achievement for finishing a game on it, so a haven raised on one is a separate run from a haven raised on another. The campaign runs on a fixed island, while the second mode randomises the layout around whichever starting island is picked. See Islands for the comparison and Getting Started for the opening moves that apply everywhere.
Unconfirmed Details
Who built the scattered structures, and whether they resolve into an in-game faction.
Whether the Ancient Tree is a mechanical feature or set dressing.
Island-specific resource deposits and event tables.