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Ship Graveyard is one of the three starting islands in Corsair Cove, and the one built around wreckage. Its lighthouse was abandoned long ago, and without it countless ships have fallen victim to the jagged teeth of the island or been thrown on top of its mountains by violent storms. The result is an island where salvage is the defining feature of the landscape. See Islands for the comparison with the other two.
The Island
The wrecks are not scenery. Plundering them is presented as one of the island's main draws, and the same hazard that created them shapes how a haven is laid out. One wreck spans two cliffs and serves as a crossing, so a ship becomes a piece of the traversal network in the same way the bridges and walkways covered in Vertical Construction do. The island also carries the remains of an epic battle of the deep sea, which can be harvested for resources.
Ships thrown onto mountaintops mean salvage sits at awkward elevations, which puts the island's logistics problem front and centre. Reaching a wreck stranded high on the rock is a construction problem before it is an economic one, so City Building choices here are pushed upward earlier than on the calmer starting island.
Feature | Detail |
|---|---|
Character | A wreck-strewn island shaped by an abandoned lighthouse |
Hazard | Jagged rocks and violent storms that wrecked passing ships |
Salvage | Wreckage across the island, including hulls thrown onto the mountains |
Landmark | A ship bridging two cliffs, usable as a crossing |
Deep sea | Harvestable remains of an epic deep-sea battle |
Achievement | Ghost of the Graveyard, 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
Whether the abandoned lighthouse can be repaired or rebuilt during a run.
What the deep-sea battle remains yield, and whether the yield is fixed.
Island-specific resource deposits and event tables.