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Islands are the starting locations of Corsair Cove. Each one is a separate map with its own terrain, hazards and salvage, and the choice of island shapes how a run opens: where there is flat ground to build on, how much cliff face the vertical construction toolkit has to work with, and what can be pulled out of the water nearby. Three islands shipped with the 1.0 release on July 31, 2026.
The Three Islands

All three are playable in the release build. Skull Rock is the island the campaign opens on and the one the pre-release demo used; the other two are the alternative starts that were revealed in the run-up to launch.
Island | Character | Notable Features |
|---|---|---|
Skull Rock Island | Comparatively peaceful atoll | Plenty of land and cliffs for a capital, shipwrecks to salvage, a skull rock formation to settle beneath, and mysteries beneath the waves |
Ship Graveyard Island | Wreck-strewn and hazardous | A long-abandoned lighthouse, jagged reefs, ships thrown onto the mountains by storms, a wreck bridging two cliffs, and the remains of a deep-sea battle to harvest |
Devil's Basin Island | Deceptively dangerous, fertile | A cascading waterfall, an Ancient Tree, a shipwrecked treasure fleet, broad fertile ground, and scattered structures hinting at other claimants |
Skull Rock Island

Skull Rock is described as a somewhat peaceful atoll with land and cliffs aplenty for building up a pirate capital. It carries the least immediate pressure of the three, which makes it the natural first island: there is room to lay out production chains without immediately fighting the terrain, and the shipwrecks scattered around it are an early salvage source.
The island takes its name from a skull-shaped rock formation, and settling beneath it is presented as the intended anchor point for a haven. Beyond the surface, the official description points at other mysteries scattered beneath the waves, which is the island's hook for players who push exploration rather than production.
Ship Graveyard Island

Ship Graveyard is the wreck island. Its lighthouse has been abandoned long enough that ships have been breaking on the island's jagged teeth ever since, and violent storms have thrown some of them clear onto the mountains above the waterline. The result is an island where wreckage is the defining resource and the defining obstacle at once.
Two features stand out in the official description. One wreck spans two cliffs and can be crossed on foot, which folds a shipwreck into the island's own bridge and walkway network. The other is the site of a large battle in the deep sea nearby, which can be harvested for resources.
Devil's Basin Island
Devil's Basin is presented as the island that looks inviting and is not. It offers a cascading waterfall, an Ancient Tree, and fertile land that can be settled almost anywhere, alongside a shipwrecked treasure fleet to plunder.
The warning attached to it is that structures are scattered across the island, which the official description frames as a sign that the player is not the only party laying claim to the place. Read straightforwardly, that points at an occupied island rather than an empty one, and therefore at earlier and heavier pressure on defences than the other two starts.
Named Locations at Sea
Separately from the three starting islands, the release build names locations reached through expeditions and events. These appear in patch notes and player-facing guidance rather than in the island reveals.
Location | What It Is |
|---|---|
Barbos Bay | An event location visited early in the campaign. Completing it produces a journey summary screen, and the tutorial routes players back to their Pier afterwards |
Buccaneer's End | A location with waters that ships navigate; an August 2026 patch fixed ships clipping through the islands around it |
Beyond the Shoreline
A starting island is only the settled part of a run. Beyond it lies The Seven Seas, laid out in rings of regions that stay hidden until a ship reaches their discovery point.
The first region opens just south of Skull Rock and holds four locations: dangerous fog to the northwest, a smuggler island to the northeast, Barbos Bay to the southeast, and a jungle island to the southwest. Barbos Bay is the one most players meet first, since it features in an early campaign event. Four larger regions ring that opening area, and nine more sit beyond those.
Choosing an Island
Learning the systems: Skull Rock. It is the campaign's opening island and the one the demo shipped, so it is the best-documented start and the least hostile.
Building around obstacles: Ship Graveyard. The wreckage is both salvage and terrain, and the cliff-spanning wreck rewards players comfortable with the vertical toolkit.
Room to expand, with a catch: Devil's Basin. The fertile ground is the most forgiving for wide production layouts, but the island is not unclaimed.
Island-specific building unlocks, resource distributions and event tables have not been published in detail. What is documented is the terrain and salvage character of each island, which is what the reveals covered.