Sailing is officially announced for November 19th.
That is less than four weeks away from today.
I am pretty excited. I mean, I knew this day was
coming. They were very, very stern on
releasing sailing before 2026 and they've kept their word so
far. It hasn't actually launched yet.
Who knows, there might be a delay, but I'm very excited for
this. There's a juicy blog that I have
not even glanced at yet. So this is all going to be
probably reiterated information that we've already heard over
previous blogs. But before we jump into this, I
know you guys have been wanting these little drink reviews back.
So we got a June Berry sugar free Red Bull.
Can you guys even see that? And it's so shiny.
But let's take a take a little sip, give it a little rating.
Why not? Oh yeah, ice cold.
This is a good one. This is a really good one to mix
Chobani extra creamy oat milk. I know there's probably some of
you Like, what the fuck did you just say?
Listen, Chobani extra creamy oat milk.
Mix a little bit like 1/4 cup in like a can, like an 8 oz can of
this. It turns it into like a smoothie
vibe. And if you have some little
coconut syrup, add a splash of that.
It's fucking perfection. So let's jump into this.
Beautiful blog. Oh my God.
Sailing launches N19. Look at look at this, it's so
shiny. Look at the little image right
here. Sailing launches November 19th.
After three years of design discussion and community
collaboration, we're thrilled to announce that Sailing, Old
School Runescapes First New Skill, is launching on November
19th at 10 UTC. Please note the exact timing of
launch on the day might move, and we'll be explaining further
detail in our next Sailing blog. Sailing unlocks new content
found at sea. Own and upgrade your very own
boat and as you hone your skills you'll reach previously
uncharted areas. It's a historic moment for the
team and of course, our wonderful community.
From early skill concepts throughout refinement, play,
testing, and polls, this has been a skill shaped directly
with you. Let's talk about what you can
expect from sailing, what's still on the horizon, and how
you can help influence development in 2026 and beyond.
So again, as always, these blog posts will be LinkedIn the
description. So if you guys want to check out
the official video, be sure to check it out there.
Sailing is a massive update. We call it our project of
projects. It's bigger and more expansive
than any content that's come before it.
As a new skill, it touches almost every aspect of the game,
giving you brand new ways to choose to play.
Old School Runescape has always been about player autonomy and
decision making. Build your own adventure your
way. Sounds like Subway Sailing is
going to offer. Oh wait, no, that was BK.
But Burger King does that have it your way?
Yeah. Burger King.
Jesus, Burger King sucks. Come on, can I get an Amen down
in the chat? That place sucks.
Used to be good as a kid. I think everything was good as a
kid though. Sailing is going to offer you
new goals and fresh ways to progress progressed without
taking away what already makes our game so special.
We want to reassure you that Sailing won't change what you
already love about Old School Runescape.
It's here to enhance your experience, not replace it.
We're confident that it will feel like a natural extension of
Gillenor, something that could have existed right from the very
beginning. Although we've shared lots of
details about Sailing throughout its development, there are still
so many things to discover when it comes to the game throughout
our public and NDA play tests. So we've continued to iterate on
what we can do to improve, and we can't wait to see you all
jump in for the very first time. It has been one of the greatest
privileges to work on a project like this.
From early concepts to alpha and then beta, it's almost time.
We'd like to extend a huge thanks to every single person
who has been involved in play testing or feedback, both
publicly and behind the scenes. Your work has been invaluable.
We're confident that we've created something special here,
and it is our sincere hope that when the community tries sailing
on launch day, players will feel like sailing has always belonged
in Gillner. That's a that's pretty, pretty
good to hear. Our community is the reason why
our game is incredible, and it goes without saying that your
feedback will continue to guide how we develop sailing,
especially after launch. We've got some cool ideas in
mind for what's to offer in 2026, and we want to help shape
next year and beyond. But before we dive into that,
let's break down exactly what features you can expect to see
when sailing launches on November 19th.
Warning, if you've been reading the blogs and watching our
videos on sailing over the course of development, you might
have already been well versed might already be well versed in
what's coming to the sailing. You can skip to the next section
here. So we will obviously cover
everything on this because I do want to give the whole recap to
all you. So let's take a look what's
included in sailing, shipbuilding and upgrades.
With the required sailing level, you can own up to five boats at
any time. Upgrade your boat at the
shipyard with stronger components and powerful
facilities that can aid you on your sailing journey.
There are three sizes of boats available, the raft, small boat
and large boat. You can use construction to
build facilities or simply pay a ship right.
Who can build most of the basic facilities?
Crew and multiplayer. Choose from 10 NPCS across
Gillenor and ask them to join your crew.
Remember, if your friends are online, they can also join you
too. Maximum of five crew mates or
friends can join you at any time, helping to manage your
facilities and help keep things smooth.
Smooth sailing ship combat The sea is teeming with new
creatures and aquatic wildlife, but unfortunately most of them
won't greet new faces very kindly.
Better be safe than sorry, we say.
Why not build yourself a cannon facility on your boat?
Ship combat has been designed to work very similarly to how
combat works on land, so don't expect raid level mechanics just
yet. Thankfully you'll be able to
repair your boat using repair kits at a shipwrights workbench
found near all shipwrights. Go nuts.
Damn, look at this giga Chad right here.
Yeah, sailing gameplay. Just like clicking rocks to mine
oars or logs to burn a fire, the core gameplay loop for sailing
is nice and simple. Earn sailing XP by successfully
interacting with facilities on your boat.
Simplest example of Loop of the Loop is trimming your sails.
You'll get a burst of XP and a nice little speed boost.
Wow or not Wow. Now it would be rather sad if
that was how you're expected to train sailing all the way to 99.
So we've developed 4 sailing training methods as well as a
hybrid sailing fishing training method.
Here's what's coming. Port Tasks use your boat as a
service to NPCS around Gillanore who need your help.
You'll unlock access to the port notice boards and docks once you
hit their respective required sailing levels.
You can choose to help NPCS deliver cargo from A to B,
Courier tasks, or take down a threat at sea and deliver the
proof to an NPC. Bounty tasks Store up to 5 port
tasks at any one time with the required sailing level.
We recommend taking and completing them alongside other
activities on your sailing journey.
Shipwreck Salvaging. Turn others misfortune into your
own benefit. There are many sunken ships out
there that still contain valuables.
It doesn't. It doesn't feel like Old School
Runescape without at least one activity you can do with the
streaming service on your third monitor, right?
To get your AFK gains in, we've developed a relaxing training
method called shipwreck salvaging or the sweaty method,
the He box jongs or the box yongs methods where you're just
sweating salvaging. Actually it's like it's like the
1.5 taking of shooting stars, which I'm actually doing right
now. You can.
You could sweat the literal fuck out of this rock if I wanted to.
You can take your salvage back to a port to to the port to sort
them into useful materials too. Sea charting.
Using your cap and log, you can document, chart, and study areas
of the sea that were previously undiscovered.
Spot something cool to see? Go and chart it, explore
Gillenor like you've never seen it before, and interact with the
world in a completely new way. This type of activity earns you
one time chunks of XP. When you complete an area,
you'll receive an additional chunk of XP and specific
rewards, including some interesting sailing upgrades.
Barracuda Trials The Barracudas are a ragtag crew of seafaring
adventurers united by their love of the open ocean.
Fiercely competitive and always up for a challenge, they've
turned their passion into sport, testing their skills against one
another in thrilling sea based time trials to see who truly
rules the waves. At launch, Sailing will feature
3 Barracuda Trials, the Temper Tantrum, Jubilee Jive and
Gwyneth Glide. Each trial offers you the chance
to prove your metal rise through the ranks and earn the respect
of Barracudas themselves. Conquer their challenges and you
could bag yourself a nice chunk of Sailing XP and some very
snazzy rewards indeed. Please note that the Barracuda
Trials are intended to award high amounts of Sailing XP,
provided you can play them mechanically well.
Deep sea trawling When you sail far out at sea, you'll find fish
that you cannot find near the shores.
Building a trawling net facility on your boat allows you to
access these fish, so you can earn a mix of sailing and
fishing XP. You can look forward to plenty
of new and exotic fish on launch, which can then be
transformed into powerful foods or herbler ingredients.
Quests Sailing launches with brand new quests If you took
part in the Sailing Alpha or Beta, you may already be
familiar with Pandemonium, the introductory quest for sailing.
This is designed to teach you the ropes, no pun intended.
Our most anticipated sailing quest, Troubled Tortugans
Introduced introduced a new race called The Tortugans.
The Tortugans are under threat by the Griffins and they need
your help. You'll meet them when you sail
over to the Great Conch. A follow up quest, The Red Reef,
is planned to launch sometime later next year.
More information on this will be shared below.
New areas. We're not going to reveal much
about our new islands you'll discover with sailing since we
want to preserve some of the magic on launch.
But to give you an idea of scale, there are over 30 new
islands being added with the launch of Sailing, some of which
come with new dungeons. And it's all coming at once,
with room to expand later. It's pretty exciting.
The team has put a huge amount of work into environmental
storytelling, and we can't wait to see you all jump in.
Who will be the first to discover these mysterious
places. We're gonna get a new Helmet of
the Moon. It's gonna be Helmet of the Sea,
right? Helmet of the CDs, right?
Anybody. No new resources Perhaps the
most exciting of all, many, many new resources are being added to
Sailing. Bank space will be increased and
you'll be able to gather new items like logs, ores, rocks,
fish, fish, seeds, fabrics, and more.
Check out the Skilling and Resources blog for more details,
as all of them will be available with the launch of Sailing,
except the Incendiary and Chain Shot cannonballs, both planned
for later. Look at these little pirates.
These ants with the literal fuck.
Interesting. I like how they have the old
school model of rocks and then like these new school like RS4
looking rocks. You know with the little veins.
No it's fine. New training methods.
When you unlock access to new islands, you might stumble upon
an awesome new way of training another skill.
We've carefully designed these new training methods to fill
current gaps in progression. All new training methods listed
in the Skilling and Resources Blog and the Slayer Blog will be
included at launch. Some notable new training
methods include crab hunting, Lantern fishing, blowpipe
fletching, and pirate thieving. Unique items.
Your boat opens the door to countless quality of life
improvements both on and off the water.
If you've built the right facilities, you can upgrade and
customize up to five boats, each tailored to your play style, and
add unique cosmetics to show off your achievements to other
players. Out at sea, unlock new dock
teleport locations using the Teleport Me to Boat spell, or
simply set sail directly to your destination.
We completely acknowledge that many players will come continue
to prefer using traditional teleports for fast travel, and
that's OK Sailing either directly or via teleports unlock
to via the skill can offer an ideal option for certain
situations. If not, it will still offer
plenty of rewards outside of traversal.
The gleaming rapier now called Belle's folly.
What actually that's a that was probably a good call.
I think the rapier people had concerns of it being like a slow
5 tick weapon and rapiers are supposed to be pointy and fast
and then somebody like debunked that they're like, well, they
are quick but you know, takes a little bit to wind up or
something like that. Five tick powerful set.
Belle's folly. Belle's folly.
I like that belly folly. Now Belle's Folly is a brand new
5 tick powerful stab weapon provided, providing an
alternative to the Zamarac in Hosta without completely
eclipsing it. The Horn of Plenty is another
powerful account upgrade, allowing you to gather resources
at an improved rate and providing a boost to your Hunter
level. More rewards were mentioned as a
part of our latest blog, so go check that out as they will be
all available on launch. What could 2026 sailing updates
look like? 2026 is set to be a very
exciting year. We're not going to reveal
details in this blog since we typically do so via the Winter
or Summer Summit live stream reveals.
However, we got lots of. We get lots of questions and
suggestions about how sailing will expand after launch, so
we'd like to share a quick preview of our current thoughts.
All of this may change. You may all have different
wishes once you've got into grips with sailing after all, so
please don't see any of it as being set in stone.
Early 2026 The Red Reef Second Tortugan Quest A new type of
port task The Red Reef is a second quest in the Tortugan
storyline which is planned to be added to sailing in early 2026.
We've also got ideas in mind for 1/3 and final quest as part of
this series. However, plans around this are
much more vague due to the quest being very being further away
from release. Summer summer 2026.
Small scale boss at sea, player designed island, player designed
shit. OK OK.
As Sailing is such a community driven project, we initially
planned for a player designed island to be a part of the
launch package. However, as we got further into
the project we realized that players need to have a good idea
of what sailing is and several existing island reference points
to be able to design something within our specifications.
The player designed Island competition should kick off
shortly after launch when you've all had a chance to get your
hands on the content. This will allow you to explore
the area and see what already exists before adding your own
ideas. We cannot wait to see what
amazing ideas you all come up with.
Autumn 2026 new Barracuda Trial, sequel quest, existing storyline
and late 2026C expansion. The updates we suggested for
early 2026 would be relatively quick for us to implement, which
is why we could offer them so soon after the skills launch.
Anything else like the player design island or a new C boss
will need more time for its unique code and graphics, so
we'll offer those later on. Also, we think a new type of
poor task would be welcomed as variety after Christmas.
What could further sailing updates include?
Now that we've covered generally what's included in sailing, we
wanted to take a moment to acknowledge any content or
feature that was discussed by the team during development or
refinement that might be missing.
Some features might have been cut, moved, or simply not
selected for the initial sailing launch for specific reasons.
Some might be too large in scope, or others may require
further design discussions or community input.
We won't go into too many details here, but here's a quick
note on where we're at. Ship PvP.
We absolutely love the idea of PvP battles with ships at sea.
Thematically it hits the spot and it's something that could
really bring the sea to life. This is the feature mentioned
during pre production of the skill and isn't something that
was ever planned for launch however or considering it would
be such a huge undertaking. However, the technical work to
make it viable someday has been done, and we're confident that
it could happen. From a technical perspective, we
intend to investigate ship PvP at some point in the future,
depending on player interest, desirability, and other things
the game needs. There's a section later in this
blog detailing how we'll analyze player feedback, so keep reading
to find out more. Colossal Boats Colossal Boats
were a massive party size boat initially planned for the launch
of Sailing. Unfortunately, their sheer size
were too large for fluid navigation and we didn't see a
clear gameplay use for it other than it being social friendly.
While we love this aspect, we wanted to focus on the core of
the skill before expanding into extra content territory.
That's not to say we can't introduce them in the future,
perhaps even without changing the movement system, It just
means they would take a smaller role in gameplay, being more of
a nice to have feature. We're happy with the current
sizes of boats and we like to allow players to get used to
their navigation until we looked at anything larger.
So this feature is currently not development.
I think I was talking to one of the J mods on the casts several
months ago, talking about like a fucking party yacht.
Like just your yacht out in the fucking middle of the ocean and
just gilded. It's like pimped out.
It's got some demon Thrones and shit on it.
And man, that that shit would that would be a clan party.
Like fucking clan boat where it like your whole clan has to
collab to like pimp it out. Some like 50 fucking billion GP
expense. That'd be crazy.
That'd be so cool. And then PvP it like fucking
cannon it down and explode it. Hybrid training methods C
Monster hunting, sailing Slayer and mineral dredging Sailing,
mining were hybrid training methods discussed during the pre
production phase of sailing in this blog.
When it came to creating the core sailing feature set we
decided to pick one hybrid training method, deep sea
trawling, sailing, fishing and flush it out completely to
ensure it met our standards. There are.
There was another hybrid training method, Coral farming,
mentioned during pre production which was a sailing farming
hybrid method. Since then we've changed it to
farming only activity which will be a part of the Launch further
quest. Throughout development we've had
many requests from players to continue the popular and iconic
pirate and Penguin storylines. They could have very close ties
in the sailing and we love the idea.
In fact, Mod Ed has already started plans on where these
stories could be taken. However, we didn't want to go
overboard on quests at the stage as it's important to focus on
the skill itself. Additionally, we want feedback
from players on what you want us to prioritize next year.
Sailing Guild. We mentioned the Sailing Guild
concept in our early pre production phase for sailing.
However, we have since determined that a Guild is not
needed for launch. Once players get their hands on
the skill, we will likely have more of an idea of what such a
place should unlock. There are no set plans for a
Sailing Guild, but our early conversations have the team
leaning towards making it Barracuda HQ, where you'll meet
the leader of the Barracudas, an NPC called MACO.
Interactive NPC ships. NPC ships have been added to
sailing, however in the future we would like to make them have
interactions with your ship, for example to be plunderable or
vice versa. No set plans have been made for
this yet as it will depend on feedback after launch.
How will gather feedback? We've been looking at how player
feedback will help to shape sailing even after its launch.
Recently, we published a list of polling improvements, including
ranked choice voting, the ability to use free text, and
more. Around a week before Sailing
launches into the game, we will be sunsetting our dedicated
sailing server and asking players to send feedback via our
official OSRS Discord. We'd like to thank everyone
within the Sailing Discord server for their continued
support and feedback throughout development.
However, as the content will be officially live by then, it
makes sense to consolidate feedback in one single Discord
server so we can monitor it better.
When sailing launches were firstly going to focus on bugs,
issues and quality of life changes that we can add to the
road map. Afterwards, we'll start looking
at larger features and how your feedback will shape our
overarching road map. We'll let you know about any
changes to our road map during our regular Summit.
Revealed live streams. Developer testimonials Oh shit.
Modelina Senior Game Designer, Most excited for players to try.
I can't wait to see players in the Troubled Tortugans quest and
the surrounding content. The quest is the first one in
the new Tortugans storyline and it does a great job of showing
how Sailing can further the game.
Firstly narratively by providing you access to a new storyline
that you previously couldn't reach without sailing, but also
in its reward space. You get to meet a brand new
people, fight new creatures, farm corals, trap crabs.
To me, it's the perfect example of how I like to see Sailing
expand. Gillenor favorite piece of work?
I'm incredibly proud of the team's hard work across the
whole project. The highlights would probably be
the customization system and Barracuda trials.
The customization system is a solid system built to handle
lots of customization options. It's easy to add to and I can
see us wanting to use it for plenty of reward space.
The Barracuda trials have incredibly fun gameplay and they
all feel unique. Each trial is in a new place
where the objective is strongly linked to the thematic of the
area. It's really satisfying to push
your limits and increase your own sailing skill.
Not just in not just the in game number, but how accurate you
click and how good you are at judging.
Turning circles, speed and distance.
Launch Tips As tempting as it is to get into the sailing as fast
as possible, don't space bar the introductory quest.
The Pandemonium quest teaches you the basics of sailing and
contains a lot of useful information that you don't want
to miss. Other than that, keep an eye out
on the skill guide and level up messages to see when you unlock
new upgrades to your boat. These are super important.
Similar to upgrading your gear, they change anything from
resistances allowing you to go to new seas, defenses to let you
tank more damage and even boat speed.
Additionally, be up to date with quests.
The Corsair Curse, Sung of the Elves, and Children of the Sun
can provide access to specific ports.
Dragon Slayer can help you get a new crew mate.
There's bound to be more of These are just a few that will
help mains decide whether you want to make money or spend
money on release. There's going to be a lot of new
resources coming into the game with sailing.
If you want to rush to 99, you should expect it to be costly
until the new resource prices settle.
If you want to make money, consider getting your sailing
level up to a point where you can farm these resources that
the people rushing are going to use.
They will never be as valuable as they are on launch day.
Iron. Expect to do a lot more than
just sailing. Upgrading your boat is key, but
to do that, you'll need new resources.
Grab your axe and get ready to chop some trees hardcore.
Let's go, let's let others go first.
The sea is dangerous. If you want to explore places no
one's been yet, don't do it in this game mode.
UIM. Enjoy the cargo hold.
Small but helpful detail. Crewmates unlock at level 40.
Don't forget to recruit them. OK Mod Husky, senior game
designer, most excited for players to try.
Selfishly, I think I'm gonna say Barracuda Trials since that's
where most of my energy has put in has been put into.
That said, I really do hope that most players take time to enjoy
charting to its fullest. I've had the hardiest chuckles
reading through Mod Abe's code reviews and all the good old
OSRS wit and humor he's included with that side of the skill.
I'm sure absolutely none of our players are going to deprive
themselves of that experience. Clicking blue and holding
spacebar stare. This is the yeah nobody's going
to do that, right? It's so funny because, like, I'm
exactly a player that clicks blue and holds spacebar, but
with these blog posts I am like, reading every fucking word of
it. I should translate this over to
the actual game, at least for sailing.
Favorite piece of work? Barracuda Trials being non
instanced is high up there. It's really cool seeing others
sail around the place making it feel alive.
This also made tutorialization a pain since most cutscenes
teleport the player around and we can't do that outside of
instances nicely. But thanks to some cool new
engine tech, we've managed to include a nice fly over all
Barracuda areas, which should make learning the ropes much
easier. I'd also like to shout out the
cool idea I had with deep sea trawling.
The Shoals themselves are actually using boat tech, with
lots of smaller fish NPCS all moving around independently, but
all moving together cohesively. It was such a cool moment to
share that implementation with the team, and it's our first
example of that tech being used for something other than boats.
I'm excited to hear what the players think.
Finally, thanks to some awesome work from Maude Lenny, the
shipyard is now a real place in the world and not an instance
like in the alpha and beta. It's going to be so cool seeing
other players going around all at once, fixing up their boats
side by side. You won't see the other players
boats of course, but I always like when the game feels more
like an MMO launch Tips It's really important to read.
The Pandemonium quest is telling you about boat movement.
Good foundation makes for smooth sailing later on.
A tip I'd like to a a tip I'd give to anyone is take your
time. I know that launch day as many
people rushing to train as high as they can as fast as they can
and they can't and to finish the skill.
But as a maxed iron myself, I really do miss skilling grinds
and the feeling of leveling up. OSRS is the game that truly
embodies the message of. It's about the journey, not the
destination. I'm sure those who want 2 will
get to 99 eventually, so take your time, explore the new
content, try out different kinds of training methods.
There's so much here to enjoy beyond just sitting at one
training method until you're done.
Mains, the boat building aspects of sailing are not intended to
be cheap. We have new planks coming out
and more expensive than mahogany, so make sure you've
got some cash lying around, although you may want to wait
for prices to settle and go for the second or third best option
until they do irons. Don't think you're off the hook
with not needing GP either. You may not be buying from other
players, but if you haven't trained your construction I'd
get moving with that and make sure you've got money to convert
new logs to planks. I'd also perhaps look at some of
the forestry awards like the sawmill voucher or a ritual
mulch to make nature's offerings.
Both of these can help you get more mileage out of your time
spent wood cutting, Farming to plant new hardwood trees, and
crafting to make new fabrics are also beneficial skills to keep
in mind. UIM be careful dying on islands
which you don't have an easy way back to.
You may have an hour or you may have an hour, but having to get
a boat together from scratch might not be the quickest thing,
especially if it's surrounded by dangerous waters.
Make sure you have good money maker to pay the retrieval cost
for your boats and have a second boat prepared.
Damn shit's dangerous. Small but helpful detail.
You can trim your sails to go faster.
You get the opportunity every 30 seconds or so.
This sounds really really obvious, but the amount of
streamers or content creators I watched who were just staring at
their screen not doing it was really surprising to me.
Mod Abe, game designer. Most excited for players to try.
Very selfish as I made it, but sea charting.
Particularly some of the weirder drinks and harder mermaid
puzzles just to see the reaction from players.
Favorite piece of work? The core boat movement just
feeling as good as and polished as it does.
Honestly, it is a feat of dark sorcery that the boat techs
worked at all. I'd hate to think how many
innocent souls were sacrificed to get it to work this well.
Launch tips. Get yourself out on the sea and
familiarize yourself with with how the boat moves.
If you can pair this with a bit of charting, a port task, or
both, this will help ease you into the new mechanics.
Also a tip for any player, construction will be your
biggest friend for sailing, so anything you can do to improve
that before launch will help you one.
Also for hardcore's, let others let other people taste the
drinks first. Some of them are quite potent.
Oh no hidden gems. A lot of the islands with
mooring points on them have plenty of small details and
hidden features, so I'd encourage players to spend a
little time on all of them to see what they offer.
Maude Nin, Senior Game Systems Engineer, most excited for
players to try. I'm very proud of the movement
system that we've created for the boats, and the best place to
master it is at a Barracuda trial.
Favorite piece of work? What an impossible question.
For me, it's seeing the design team piece together all the
different bits of engine tech that we made for sailing.
You could build a boat from scratch, sail it around, park it
out of port, and then it stays there even when you walk away.
That persistence is a small detail, but really makes your
boat feel real. Launch tips?
Bring your cargo. It won't deliver itself.
As the resident, Uimi must have warned my bankless brothers that
building a better boat is a bit hard on the old inventory.
Perfectly doable, but might warrant a death bank or death
pile whenever you want to upgrade.
If you have a problem with that, you can always downgrade.
All right, God damn, I swear, like he box said, just recent
save a cast was trying to convince me of some of the like
the fond of UIM or whatever. I swear he was very clear that
UIM, if you're feeling UIM to any degree, then you'll like it.
But if it already feels like you're not going to enjoy
something like that, you probably won't.
But he's just talking about death piles.
And now it's not really that big of a deal, but just the word
death piles, just like triggering.
It's like I don't want to do that hidden gem.
You can reverse your boat to get yourself out of almost any
situation via the side panel. As long as you know this, you
shouldn't be able to get stuck anywhere.
Mod curse principal QA analyst. Most excited for players to try.
Usually with something as grand as a new skill I'd be pointing
people in the direction of a specific training method.
However, when it comes to sailing, I am more excited for
people to just begin their journey exploring the ocean.
This is a huge area of the game that's existed from the very
beginning, but we've never had access to it, so enjoy the
exploration. It isn't too often that we get
to feel a breath of fresh air in something we've seen for such a
long time. Favorite piece of work?
The highlight of the skill has been having the boat movement
itself feel very old school. An initial concern when playing
around with the movement system was that we didn't want it to
feel like you were jumping into a different game every time you
boarded and disembarked from your boat.
So when the current iteration of the boat movement and the
direction system was implemented, it felt like it
belonged in the game because we still have that Click to move
tile based system. The engine team did an
absolutely fantastic job with this and I hope people can enjoy
how smooth it feels on launch day.
Launch Tips If you're a main account, Enjoy the ride.
Iron Man Get working on those boat construction supplies when
you can. Hardcore.
Be careful in drinking random fines at sea.
They can be lethal and ultimate. Get a bank.
Maude Libre QA Analyst Most excited for players to try
salvaging partly because I suspect nobody will say
salvaging, partly because I'm a simple man who enjoys simple
things. Smack tree, get wood.
Smack shipwreck, get salvage. Rejoice.
Favorite piece of work. Honestly, the core movement.
We went through so many iterations of this long ago, and
given how important that core movement feel is to many pieces
of sailing, I'm glad we settled with this launch.
Tips, mains and irons. Prepare some general
construction supplies. Hardcore.
Watch out for the sea Drinks. Fucking hell.
And expired ones, especially UIM.
Sorry, no tips for you. You've chosen suffering.
You already know what's coming. Fuck.
All right, this is this is nice. This is really refreshing and it
felt very structured. Well done, whoever designed this
blog. I didn't even see any typos
either. Fucking phenomenal.
Wow. So we're under 4 weeks away from
old school's first ever new skill.
It has been literally 12 1/2 years since this game has been
out, which is just wild to think.
If we're talking February 2013, now it's November 2025 and or
it's October 2025, but it will be November.
I'm excited about this. I know in many rambles and in
many casts I've been sort of that content creator that's kind
of shitting on things and just sounding like a pessimist.
But ultimately I am very excited about sailing dropping.
I think it's very easy to nitpick little things.
I can nitpick things not involving sailing.
I mean, there's a lot of things I nitpick in this game, but I am
also a player that feels like we're on the golden age of this
game and sailing is most likely going to enhance that feeling I
believe. And they've been so careful.
Knowing that Modolena and Husky and others have been leading
this project gives me so much fucking hope for the overall
success of launch. And honestly I'm excited to see
some new series pop up like Sailing only series, some
Tortuga Island fucking, or the Great Conch only island area
locked Ultimate Iron Man. I'm very excited and it honestly
gives me a little bit of desire to like start a new account just
for fun and kind of see what that's like to fully just like
mesh sailing in with everything early game.
But at the same time, I think this blog has also convinced me
maybe to wait a little bit longer just because of what
they're saying with like, you know, make sure you have a shit
ton of money, make sure you have really high construction, make
sure you have access to sung of the elves and everything else.
So, and also maybe it will be better to have metas sort of
explored and fully discovered before jumping in and feeling
like you're actually taking advantage of everything that
sailing has to offer. And to be fair, we're going to
just continually get more and more sailing stuff.
So all that said, let me know what your guys's thoughts are
down in the comments. I want to hear from you guys.
Are you excited? Did you all expect it to be so
close? I mean, I think this is what I
was imagining sometime late November.
I wasn't expecting December. December is usually when they're
like no updates, just kind of chill out for Christmas, but
man, it's exciting stuff. It is exciting and there's it
sounds like they're going to have one more blog coming up
right beforehand, which I will definitely cover.
So stay tuned be sure to subscribe like the video.
If you enjoyed this ramble, check them all out on Spotify as
well. Link in the description give it
a rating if you guys want to help support and thank you all
and thanks all to the channel members as well.
You guys are fucking legends. Thank you guys so much for
supporting me and I will catch you boys in the next one.
Peace.