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FORTUNE & GALLOWS · DEVELOPMENT RECORD

Ship's
Log

Patch notes. Development updates. Version history.

A public record of what changes aboard Fortune & Gallows as the game moves through active development.

Current StagePre-alpha development · recruitment paused
StatusActive Development
Playable Campaign1713–1730

THE DEVELOPMENT RECORD

Follow the voyage.

Use the log to separate release changes from broader development work and the game's longer alpha history. Entries dated before September 6, 2026 were reconstructed from retained project, version, testing, research, and source-control records and grouped for readability rather than copied as raw internal task logs.

LATEST ENTRY

The World Remembers. The Player Changes History.

Since our October 11 Ship's Log, two important threads have moved forward: how player actions might change the course of a historically grounded campaign, and how we're sharing the sound of Fortune & Gallows beyond the game.

A TEXT-BASED WORLD, BUILT AROUND PLAYER CHOICE

Fortune & Gallows is currently a text-based, open-world pirate role-playing game with a graphical interface. Players read the unfolding story, write what they want to attempt, and use interface panels for character details, inventory, navigation, and history. Our development footage and screenshots reflect that actual format. We are not announcing a switch to 3D or fully graphical gameplay.

HISTORY IS THE FOUNDATION, NOT AN UNCHANGEABLE SCRIPT

We're extending our historical-causality work so that a player's actions can, in principle, change events within that player's campaign. Historical research records remain intact; a character's choices cannot rewrite the sources. But if a player genuinely intervenes in the simulated world, the consequences should arise from authoritative state: who was present, what they witnessed, where ships and people went, and what later events can still occur.

Recent offline prototypes now test action preconditions, chronology, witness knowledge, persistent consequences, and replay integrity. This is engineering and validation work, not a claim that historical divergence is already available in the live Alpha. The next step is strengthening the source-backed authority contract and challenging it with adversarial tests.

DEEPER NASSAU, MORE BELIEVABLE EVERYDAY LIFE

Nassau remains the focus of our immediate playable-world work. We're tightening the relationship between places, people, work, ships, and information. A possible occupation is not automatically an open job; a rumor should have a believable route from witness to speaker; and cargo should not appear, disappear, or move simply because narration says so.

We are continuing to test scene navigation and player-facing interactions while the underlying employment and settlement systems are refined. Design fixtures, Development-side tests, and verified live behavior remain separate until the full player path is certified.

TESTING THE FOUNDATION

We have captured separate Development and Production database schema snapshots for reconciliation, and verified that revoking a test account's Alpha authorization blocks that account's access to its character list. Navigation, inventory, persistence, and release-readiness checks remain active. This update does not announce a new production game build or a reopening of Alpha recruitment.

THE FREE & THE DAMNED, VOL. I IS OUT NOW

Our first 13-track pirate-inspired album is now available to hear. The music explores different voices and maritime traditions from the wider world of Fortune & Gallows, and gives us a new way to share its atmosphere while development continues.

Listen on Spotify, explore the Black Keel Games music page, or find the album on YouTube. An instrumental companion collection is also in development. These releases do not imply that the music has already been integrated into live gameplay.

WHAT COMES NEXT

We'll keep working toward a small, honest, end-to-end Nassau experience: readable player actions, grounded opportunities, people who remember what they have learned, and consequences that persist. Alongside that work, we are hardening the historical-divergence prototypes and continuing the separation between experimental systems and verified Alpha behavior.

Build the world. Trust the player. Let consequences tell the story.

Development update only. Research, design, offline prototypes, and Development-side tests are not automatically released gameplay. Fortune & Gallows remains a text-based project in active development; no new build or public Alpha access is announced here.

A World That Doesn't Wait for You

Since our October 2 update, work on Fortune & Gallows has focused on a deceptively simple question: what should a Caribbean settlement be doing before a player arrives, and what should keep happening after they leave?

NASSAU: A SETTLEMENT, NOT JUST A BACKDROP

We're developing a denser picture of daily life in Nassau: goods arriving at the harbor, cargo counted and moved, employers needing hands, businesses opening their doors, and tavern conversations shaped by who actually knows what. The current design exercises concentrate on a small, connected chain of activity rather than claiming a whole city is already simulated.

One planned test follows a single incoming provisions lot from its arrival through a bounded work opportunity and any later report of that event. If the cargo moves, its location or count should change in the world's state; if somebody discusses it, that person must have had a way to learn about it. These are design and QA fixtures, not claims of a historical arrival or a finished live gameplay feature.

FAMILIES, BUSINESSES, AND OBLIGATIONS

Our worldbuilding is extending beyond individual NPC biographies to the ties between people and institutions. A shopkeeper can also be a parent, tenant, creditor, neighbor, or employer. A sailor can owe wages, a family can depend on a shipment, and a dispute can involve people who were never in the room when it began.

We are defining those connections so future NPC decisions can emerge from circumstances, obligations, loyalties, and limited information—not from characters waiting in place for the player to trigger a scene. Dialogue and encounter fixtures are being written to test this design.

WORK, TRADE, AND CONSEQUENCES

Employment and trade remain important threads. The design separates a possible occupation from an actual vacancy, an offer from an accepted agreement, and a completed task from money genuinely earned or paid. That distinction matters if the world is to remember work and its consequences accurately. Runtime certification and end-to-end player testing remain ongoing; no new production feature or version release is being announced here.

A CARIBBEAN BUILT FROM EVIDENCE

Historical research continues to shape the wider map, including ports, religious communities, legal jurisdictions, maritime life, and the difference between documented facts and plausible reconstructions. The core rule still applies: preserve uncertainty rather than inventing details to fill an empty location. Historically appropriate dates and the route by which knowledge travels are part of that same discipline.

FINDING THE GAME'S SOUND

We've been experimenting with original musical themes and environmental audio, including Fortune Rides the Tide, tavern-inspired music, and a busy Nassau harbor soundscape. These are creative explorations rather than announcements of a finalized soundtrack or audio integration in the live game.

BEHIND THE SCENES

Development and Production database snapshots have been exported for reconciliation, while environment differences, authentication behavior, game-state persistence, and release readiness continue to receive attention. The goal is a trustworthy Closed Alpha foundation, not a rushed declaration that every system is finished.

The aim remains the same: ships sail, merchants trade, families carry on, rumors travel, and choices leave traces—even when the player is somewhere else.

Your story is yours to write. The world should remember what you do.

Development update only. This entry describes research, design, prototypes, and work in progress. It does not certify new live gameplay behavior or announce a version promotion.

Expanding the World, Rebuilding the Foundation

Since our September 25 update, Fortune & Gallows has continued to grow in two directions: deeper historical research and stronger systems for turning that research into a living world.

A WIDER HISTORICAL WORLD

We completed core regional research passes covering the Pará and Maranhão coasts, Ceará, Rio Grande do Norte, and northern Paraíba. We also completed and verified 50 regional research pages covering Brazil and the Atlantic coast of South America, and added 50 passes to the Atlantic Africa atlas. More work remains, and the total atlas count still needs verification.

Each regional pass establishes what the evidence supports, what remains uncertain, and where deeper research is still needed. Brazil's historical current evidence, for example, is uneven: some areas have seasonal reports, while other details remain tentative or inferred.

WINDS, CURRENTS, AND THE CARIBBEAN

We completed the Caribbean Air Circulation Doctrine v1.0 and added it to the project's knowledge base. We also created a schematic map bringing together broad trade-wind patterns, localized seasonal reports, and documented ocean-current observations.

The map records only two specific water-current observations so far. It is a research map, not a navigational chart, and the island-by-island monthly wind picture remains open for further evidence.

RECONSTRUCTING VOYAGES FROM THE RECORD

We are continuing a source-by-source reconciliation of Royal African Company transatlantic slaving voyages against Galenson's Table B.1 and the underlying archival records. The work keeps ship identity, voyage identity, ownership, and the different stages of the forced transport of enslaved people distinct. This reconstruction remains active and is not yet closed.

DESIGNING HOW PEOPLE FIND WORK

The project's employment-system design specifies 70 professions and 160 possible job-offer templates across eight settlement labor markets. These are historically and socially grounded possibilities—not guaranteed vacancies. Whether work is available depends on the world's date, place, employers, open positions, and what the player has learned.

This is a specification and implementation handoff; the employment system has not yet been certified as runtime behavior.

DEVELOPMENT REBUILD

We created a separate Development environment and continued rebuilding the project from its certified source. During bring-up, we found and fixed an Edge Function recursion issue. The Development candidate is still being reconciled and prepared for certification; the full verification work is not complete.

Production remains untouched, and no live character data has been moved into Development.

ALPHA CONNECTION CHECK

We confirmed that the Black Keel Games Alpha app has been used successfully to post in the Discord server. The server currently shows an account with the Alpha Tester role. We are checking that tester identities, invitations, and access to the game line up end to end.

We are building the world carefully: checking what the sources can support, preserving what remains uncertain, and making sure the systems reflect the world's actual state.

History is fixed. Knowledge is not.

Building History Without Inventing It

Our previous development update focused on the enormous amount of work taking place beneath the visible game: the historical world, simulation systems, occupations, geography, law, economics, ships, people, and interconnected rules that eventually determine what happens when a player simply decides to do something.

That work has continued.

One of the clearest examples of the philosophy behind Fortune & Gallows can now be seen in a part of the world that, at first glance, might appear extremely narrow: religion and belief on Montserrat.

The Montserrat Religion & Belief research pass is now Core Pass Complete.

THE WORLD CANNOT KNOW WHAT HISTORY DOES NOT ESTABLISH

Fortune & Gallows is being designed around an important distinction: something being historically possible is not the same thing as it being historically established.

Montserrat now has four Anglican parish identities represented within the historical model: St. Anthony, St. Peter, St. George, and St. Patrick.

But they do not all have the same level of physical certainty.

St. Anthony at Plymouth has particularly strong evidence for the opening period. French forces damaged and stripped the church during the war in 1712, and records from 1715 document efforts to replace books, Bibles, prayer books, ornaments, and other church property. St. Peter is securely active by 1721.

St. George and St. Patrick appear through early-eighteenth-century parish and sacramental records, establishing institutional religious activity. That does not automatically establish the exact location, appearance, or physical infrastructure of every church in 1715.

So Fortune & Gallows will not manufacture those details. There will not be a church tower simply because a game designer thinks the town needs one. There will not be a rectory simply because one would be convenient for an NPC. There will not be an invented churchyard because the map looks empty without it.

The evidence determines what the world is allowed to claim.

SOMETIMES HISTORY REMAINS MESSY

Several surviving sources also create an unresolved problem involving Anglican clergy David Bethun, Richard Molineux, and James Cruickshank.

The surviving historical reconstructions do not produce a perfectly clean agreement about their exact titles and parish assignments around 1715. It would be easy to choose one interpretation and move on.

We are not doing that.

All three men may exist within the historical world where the evidence supports them. Their exact administrative relationships remain unresolved until stronger documentation establishes them.

That distinction is now part of the research model itself. Information can be:

KNOWN · PROBABLE · POSSIBLE · DISPUTED · OPEN · POST-CORE

Those are not simply research labels. Eventually they affect what the simulation is permitted to instantiate as fact.

CATHOLIC LIFE WITHOUT AN INVENTED CATHOLIC CHURCH

Montserrat's large Irish Catholic population presents another excellent example. Catholicism was unquestionably part of the island's human landscape.

But we currently have no secure evidence for a public Catholic parish church or resident Catholic parish priest during the 1715–1725 core period.

The easy game-design solution would be: Catholics live here, therefore place a Catholic church here.

The historical solution is much more interesting.

Catholic life can instead emerge through private household devotion, family religious knowledge, burial practices, correspondence, overseas religious relationships, occasional visiting clergy, and potentially clandestine sacraments.

Historical evidence indicates that priests could travel into Montserrat from neighboring islands, and a remarkable 1723 record connects a Montserrat merchant financially with Roman Catholic clergy in Galway, Ireland.

That is the Atlantic world we want to recreate. Not isolated map locations. Networks. People. Ships. Letters. Families. Memory.

MODELING ENSLAVED PEOPLE AS INDIVIDUALS

The same rules are being applied to the religious and social lives of enslaved Africans and Afro-Caribbean people.

A 1679 Montserrat law complains about enslaved people moving between plantations on Sundays and at other times. That establishes evidence of autonomous inter-plantation contact. It does not establish exactly what every person was doing.

Depending upon individual biography and circumstances, those movements might involve kinship, courtship, news, food exchange, healing, religion, friendship, trade, or escape from surveillance.

The simulation may represent those possibilities when the world state and individual people support them. What it cannot do is take a later cultural label and automatically project it backward onto an unnamed African person living in 1715.

The individual matters.

Where did that person come from? Who are their relatives? What languages do they know? What memories survived displacement? Who do they trust? Who can they visit? Who taught them? What have they personally encountered?

Those questions are much more difficult than assigning a generic cultural tag. They are also much closer to the kind of world Fortune & Gallows is intended to simulate.

EVEN THE DATE ON THE PAGE CAN DEPEND ON WHO WROTE IT

This philosophy extends beyond religion.

The project's global historical calendar doctrine is now designed around one rule: one physical timeline, multiple historical date labels.

During the opening period of Fortune & Gallows, Britain and its colonies are still using the Julian calendar while Spain and France use the Gregorian calendar. In 1713 the two calendars differ by eleven days.

That means a British ship's log and a Spanish document can contain different written dates while describing the exact same physical day.

Fortune & Gallows maintains one authoritative internal chronology so events remain synchronized. But historical documents preserve their historically appropriate dates.

More importantly, characters do not automatically understand the discrepancy. A merchant accustomed to international trade may recognize it. A navigator who regularly enters foreign ports probably has reason to understand it. A diplomat or clerk may encounter it professionally. Someone who has never traveled beyond their local community may not.

The world knows what happened. The people inside it know only what their lives have allowed them to learn.

Or, as one of our core doctrines puts it: HISTORY IS FIXED; KNOWLEDGE IS NOT.

WHY THIS MATTERS TO GAMEPLAY

None of this research is being done simply to create a historical encyclopedia.

Eventually all of these systems meet.

A character's religion can intersect with family, law, reputation, burial, marriage, literacy, migration, nationality, occupation, class, slavery, property, and politics.

Calendar knowledge can affect correspondence, contracts, navigation, court records, shipping schedules, and misunderstandings between people from different jurisdictions.

A seemingly insignificant historical distinction can become relevant because of something the player chooses to do.

That is the central design direction of Fortune & Gallows: the player does not receive a scripted list of historical choices.

The player acts. The world determines what that action means.

CURRENT RESEARCH STATUS

Montserrat Religion & Belief — CORE PASS COMPLETE

The remaining open questions are becoming increasingly narrow and archival rather than conceptual. Among the strongest targets are surviving Fulham church materials and colonial records that may clarify disputed clergy assignments and provide additional names from baptisms, marriages, and burials during the 1720s.

Those names matter. Every historical person we can recover gives the simulation another opportunity to represent an actual human life rather than generating a substitute.

The work continues.

One world. One clock. One authoritative state.

But every character sees that world from somewhere different.

That is the world we are building beneath Fortune & Gallows.

Building the World Beneath the Game

It has been a little while since our last full development update, and a tremendous amount has been happening beneath the surface of Fortune & Gallows.

Some of the most important work we are doing right now isn't a new button, screen, quest, or combat animation. We're building the world that makes all of those things matter.

Fortune & Gallows continues to grow from a historical text-based pirate RPG into something much more ambitious: a simulation where the world attempts to understand what the player is actually trying to do, determine what is physically and historically possible, and then allow the consequences to continue forward.

A WORLD OF SYSTEMS — NOT SCRIPTED CHOICES

One of our central design principles remains: Design from the intended player experience backward; program from authoritative world state outward.

Combat, injuries, illness, exhaustion, sleep, environmental exposure, physical actions, perception, knowledge, occupations, NPC behavior, reputation, law, economics, ships, geography, weather, and history cannot behave like isolated minigames. They have to interact.

If you decide to climb something, fight someone, work all night, sail into dangerous weather, ignore an injury, attempt an unfamiliar task, follow a rumor, or deliberately do something foolish, the game should not simply search for a prewritten response.

It should determine: What did you actually attempt? Could your character physically do it? What happened? Did you get hurt? Who witnessed it? What did they understand? What will they remember? And what happens next?

One surprisingly useful development test involved something as simple as a player deciding to poke hot coals with a bare finger. The game understood the action well enough to allow the burn—but that exposed a much larger question: what does being burned actually mean afterward?

That small test helped drive the design of a much deeper injury and physical-health system where wounds, burns, illness, exposure, fatigue, sleep, recovery, and sustained performance become persistent parts of the character rather than temporary lines of flavor text.

That is exactly why we keep trying strange things during development. If a player can think of it, we want the world to have a reasonable way of dealing with it.

RECONSTRUCTING THE WATER WORLD OF 1713

The historical world itself has also grown enormously. We are no longer researching ports simply as points on a map. We are reconstructing the physical maritime environment around them.

  • Currents, tides, winds, and waves.
  • River discharge, sediment, and salinity.
  • Reefs, shoals, harbor approaches, and navigable channels.
  • Changing coastlines and seasonal conditions.
  • The interaction between all of those systems.

Modern coastlines cannot simply be dropped into 1713. Modern dredging, canals, seawalls, reservoirs, stabilized inlets, port construction, river modification, reclamation, and centuries of shoreline change all have to be separated from the world a sailor would actually have encountered.

Our expanding Regional Current Atlas is therefore becoming much more than a current map. It is helping answer a far more important question: What was the sea actually like to travel through?

HISTORY IS FIXED; KNOWLEDGE IS NOT

Our historical research continues to operate under another major project doctrine: HISTORY IS FIXED; KNOWLEDGE IS NOT.

Real historical events still happen. The player does not get to erase history simply by arriving in the Caribbean. But characters do not possess a magical encyclopedia of everything happening in the world.

Their knowledge depends on who they are. A sailor may know something a plantation laborer does not. A merchant may recognize information contained in a shipping notice. A clerk may understand a legal document that another character cannot read. A veteran seaman may recognize a dangerous current. Someone newly arrived from Scotland may know almost nothing about a rumor circulating in Havana.

News can arrive late. Rumors can be wrong. Witnesses can misunderstand what they saw. Two people can know completely different things about the same event.

The historical world is fixed. The human understanding of that world is not.

EVEN THE DATE CAN DEPEND ON WHO WROTE IT

One particularly interesting piece of research recently became a global historical safeguard for the entire project.

In 1713, Britain and its colonies were still using the Julian calendar, while Spain and France—and for our project period the Dutch world—used the Gregorian calendar. That creates situations where two documents can give different dates for the same physical day.

The game now preserves that distinction. A British record can retain its historically appropriate Old Style date. A Spanish record describing the same event can show its Gregorian date. Internally, the world understands that both refer to the same day.

But the characters themselves may not. A well-traveled merchant, navigator, diplomat, or shipmaster might recognize the discrepancy. Someone with little experience outside their home colony might not.

Even something as basic as asking “What day did this happen?” can therefore become part of historical world simulation.

FOLLOWING THE EVIDENCE — EVEN WHEN IT DOESN'T GIVE US AN ANSWER

Another major effort underway is historical source provenance. As the historical database grows, we want to know where claims came from—not merely which website displayed something or which modern book mentioned it, but, wherever possible, what surviving historical witness actually supports it.

That means tracing archival references, identifying original records, preserving disagreements between sources, and refusing to create certainty where the evidence does not provide it.

Sometimes the correct answer is simply: We don't know yet.

One current investigation is a perfect example. We have been following the documentary trail of a vessel called GALGO, connected with Juan de Acosta and sold in Havana in 1719. We know details of that sale. We know the buyer. We know the price. We have the notarial reference. But the original British or Jamaican vessel that became Galgo has not yet been securely identified.

Rather than simply selecting a plausible ship and filling the hole, the record remains open while the investigation continues.

That same rule applies across Fortune & Gallows: Missing history remains missing until evidence earns the answer.

RELIGION, CULTURE, AND EVERYDAY LIFE

Research has also continued far beyond ships and piracy. We are reconstructing the religious, cultural, occupational, economic, and social worlds surrounding the player.

Recent work on places such as Montserrat illustrates how detailed that can become. Instead of assuming that every religious community must have had a convenient church building and resident priest, we distinguish between what the evidence actually supports.

An established Anglican parish might have a physical church. A Catholic community might instead rely heavily on family practice, correspondence, cemeteries, overseas connections, and occasional visiting clergy. An institution documented decades later cannot simply be moved backward into 1715 because it would make the game easier to populate.

The same care applies to African and Afro-Caribbean religious life. We know enslaved and free African-descended communities possessed their own beliefs, memories, relationships, practices, and traditions. But we will not assign a later label or ceremony to a specific person in 1715 without evidence supporting it.

Historical people deserve more than being turned into scenery.

HUMANS ARE NOT PROPERTY

There is another historical subject the project cannot avoid. Slavery was deeply embedded in the Atlantic world in which Fortune & Gallows takes place. Pretending otherwise would create a false version of history.

But depicting slavery does not require turning enslaved human beings into another commodity for the player to collect, trade, or profit from.

Our position is simple: Humans are not property.

The game can depict the institution because the institution existed. The player will not participate in buying, selling, trading, or profiting from enslaved people.

Where circumstances allow, interactions involving enslaved people can instead lead toward voluntary employment, paid work, transportation to safety, maroon or free communities where historically plausible, escape, emancipation, or other outcomes consistent with the situation and the historical world.

We want the game itself to communicate that through its world and consequences rather than stopping the experience for a modern lecture.

THE ADVENTURE SHOULD COME FROM THE WORLD

The larger vision behind all of this is becoming clearer with every development pass. We are not trying to write thousands of scripted adventures and then wait for players to discover them.

We want to build a sufficiently deep world that adventures begin to emerge from it.

You might hear something in a tavern. A sailor might be lying. A map might be genuine, inaccurate, stolen, obsolete, incomplete—or a trap. A storm might alter your plans. An injury might force you into port. A ship you expected to find may already have sailed. Someone you offended weeks earlier may remember you. A historical event may suddenly change who controls a harbor. A rumor that sounded worthless might become important three towns later.

And sometimes nothing dramatic happens at all.

You simply worked. You sailed. You drank. You gambled. You repaired something. You listened. You survived another day.

Because the quiet parts of life are what make the dangerous parts feel real.

WHERE WE'RE GOING

There is still a tremendous amount of work ahead. But the project is reaching a point where systems that once existed as separate ideas are beginning to connect into the same underlying world.

History informs geography. Geography affects sailing. Weather affects ships. Work affects fatigue. Fatigue affects performance. Violence causes injuries. Injuries affect what a character can do. NPCs observe events. Knowledge spreads through people. Rumors distort knowledge. Time changes the world. And the player exists inside all of it.

That is the game we are trying to build.

Not a story where we tell you what your pirate did.

A world where you tell us what you attempt—and the world answers.

Fortune & Gallows
In development by Black Keel Games

Build the world. Trust the player. Let consequences tell the story.

Technical Documentation Is Coming Aboard

We've built a new public technical-documentation area for Fortune & Gallows that explains how some of the game's underlying systems actually work—from free-form player actions and authoritative state to immutable history, the World Registry, and the Historical Event Engine.

The goal is transparency without exposing private operational or security material. The documentation distinguishes verified current behavior from design contracts and development work so that what we say publicly matches what the game actually does.

This first release is only the foundation. More system documentation, references, and development material will be added as features are verified and mature.

The Ship's Log opens — and the archive comes aboard.

Fortune & Gallows now has a permanent public home for development updates, patch notes, and version history. The first backlog pass also reconstructs the major milestones that led here so the project's history does not begin on the day the log was created.

  • Public development log established.
  • Patch notes, development updates, and version history separated by type.
  • Earlier alpha, website, gameplay, research, testing, and infrastructure milestones backfilled from retained records.
  • Mobile-first filters retained for quick browsing.

Religion and belief research becomes a real simulation layer.

The Caribbean religion pass continued beyond generic church labels into dated institutions, clergy, household belief, burial, missions, correspondence, clandestine practice, and evidence limits. Montserrat reached Core Pass Complete with Anglican parish identities, an Irish Catholic population without an invented 1715 public Catholic parish, documented visiting-clergy possibilities, and hard date gates keeping later Quaker, Methodist, and resident-Catholic institutions out of the wrong period.

  • Contradictory clergy records are preserved as uncertainty instead of forced into a false clean chronology.
  • Buildings appear only when the physical institution is actually supported.
  • Enslaved African and Afro-Caribbean religious life is modeled from individual provenance and evidence rather than later stereotypes.
  • The same evidence discipline is being applied across the wider Caribbean religious world.

Provision simulation reaches named-actor provenance.

The development branch extended the Player Agency provision chain through physical voyage stock and toward evidence-backed consumption. Exact loaded provisions, availability, exposure and unusable-state accounting, fresh-provision evidence, nutritional-evidence boundaries, and actor-specific receipt versus ingestion provenance are tracked without turning uncertain historical evidence into invented health effects.

  • Named crew membership alone does not prove that a person received or ate a provision.
  • Receipt and ingestion are distinct states.
  • Physical stock lineage must remain exact from source lot through voyage use.
  • Nutrition and health effects remain gated until evidence supports the conversion.

B14.28 adds exact fresh-provision identity evidence.

The next provision slice distinguishes a genuinely identified food from a generic fresh-provision category and records preservation/preparation evidence explicitly. Generic categories remain non-exact, and the system still does not infer nutrient content, vitamin dose, scurvy prevention, repletion, or physiological recovery merely because something is labeled fresh.

  • Exact food identity requires exact evidence.
  • Preservation and preparation state can be recorded without inventing nutritional effects.
  • The nutrition/health bridge remains closed until evidence supports it.
  • This work remains development-only; production gameplay was not changed by the B14.28 merge.

Public site · Ship's Log launch

The Fortune & Gallows public site gained a dedicated updates hub designed to remain useful as the project grows.

  • Added the Ship's Log / Updates page.
  • Added filterable Patch Notes, Development Updates, and Version History views.
  • Added Updates to both the Fortune & Gallows navigation and the main Black Keel Games site.
  • Integrated the log with official Black Keel branding and responsive navigation.

Player Agency B14 turns ordinary work into authoritative gameplay.

A large development sequence expanded player agency through evidence-gated craft, repair, market, and provision systems. The work began with transactional cask commissioning and repair at the Cooper's Yard, then added persistent physical condition, evidence-bounded service availability, exact settlement, and increasingly detailed economic provenance.

  • Commissioning requires an actual supported business/service and explicit player acceptance before money or time moves.
  • Cask repair targets an exact owned object and never invents damage from generic wear or an unknown condition.
  • Physical condition is separated from what the player currently knows about that condition.
  • Quotes, money, time, ledger entries, inventory, and settlement are authoritative and idempotent rather than narrator-created bookkeeping.

NPC trade moves from invented shopping to source-backed need.

The NPC economy was tightened so a model can express a bounded intention without inventing quantities, stock, prices, or money. Provision buying now depends on an authoritative need, an exact seller lot, real collective treasury, location, current price evidence, capacity, and server-side settlement.

  • The reasoning layer may choose whether to buy or defer; it does not invent the numeric purchase quantity.
  • The server derives exact quantity from need, seller stock, capacity, and available funds.
  • Cash transfer and the resulting buyer-owned physical lot are authoritative.
  • Generic synthetic target-stock buying is blocked where the evidence chain is absent.

Voyages begin requiring real provisions instead of abstract supplies.

The provision system was connected to NPC voyage preparation. Governed crews can now generate evidence-bearing ration needs, purchase what is actually required, reserve exact physical provision objects already held by the crew, bind those objects to a committed voyage, and release the reservation when the voyage completes.

  • Ration policy is not guessed from nationality, faction, ship class, merchant status, privateer status, or pirate identity.
  • Requirements use persistent crew membership, registered route days, explicit source-bound ration templates, exact items, trade measures, and authoritative on-hand stock.
  • Missing or ambiguous ration components remain unresolved rather than silently substituted.
  • The system deliberately avoids inventing a generic ship-hold abstraction or converting stock to health before that bridge is supported.

Player city maps promoted to the live experience.

Production-ready player maps moved from development into the live site. The map philosophy remains character-facing rather than omniscient: maps help a player navigate without pretending the character possesses a modern survey or knowledge they have not earned.

Alpha EULA 1.1 handoff repaired across player flows.

The legal gate was corrected so roster loading and character creation route a required EULA acceptance through the canonical alpha entry flow instead of surfacing a generic save-creation error. Server-side legal enforcement remains intact.

  • Character creation checks the current EULA before play begins.
  • Portal roster/select failures use the same canonical handoff.
  • Acceptance is recorded through the authoritative legal-acceptance path.

Fair Referee guidance and the opening cinematic reach players.

The public player guide gained the Fair Referee Contract and related clarifications: the narrator resolves the world rather than steering the player toward a preferred story. New characters also gained an opening cinematic after successful creation, while existing production authentication, branding, and legal gates were preserved.

The public face of Black Keel becomes a studio → game hierarchy.

The website evolved from a single game page toward a proper Black Keel Games studio presence leading into the Fortune & Gallows game site. Official branding, nautical/tropical visual direction, community links, the Black Ledger, Historical Companion access, and game-specific navigation were consolidated around that hierarchy.

Alpha 0.8.0 release candidate assembled.

The tested development branch was assembled into an Alpha 0.8.0 release candidate while restoring production routing and removing DEV-only runtime behavior. The release-candidate gate recorded broad automated coverage before production consideration.

  • Core gameplay gate: 10/10.
  • Jobs/continuity, ship acquisition, repairs, and five naval scenarios passed.
  • Officer uniqueness was tested across 1,000 seeds.
  • Naval/weather gate: 8/8.
  • Data-integrity, JWT/auth boundaries, runtime-context parity, and security-advisor checks passed with no ERROR/CRITICAL findings reported in the release record.

Production hardening synchronized back into development.

The development branch was brought forward with newer production security and admin work before release-candidate testing, preserving DEV-only gameplay additions while preventing the working branch from drifting behind live hardening.

Character operations move behind protected server endpoints.

Character creation, selection, roster loading, and deletion were progressively routed through protected server-side endpoints. This reduced direct client authority over sensitive character operations and strengthened the account/save boundary.

Character portraits become a real part of identity.

The character creator gained sex selection and sixteen selectable portraits, eight male and eight female, stored in canonical character state and shown in the roster and both game interfaces. The portrait art then went through several quality passes for resolution, cropping, face centering, borderless art, and mobile selector spacing.

  • Existing character saves remained compatible.
  • Avatar IDs stayed stable through the art revisions.
  • Avatar selection was moved to Step 1 so the real DOM, keyboard, screen-reader, and visual order agree.

Closed-alpha recruitment gets proper social link previews.

The alpha application gained a 1200×630 Open Graph image plus route-specific Open Graph and Twitter metadata, improving how recruitment links appear when shared. Public naming was also corrected consistently to Fortune & Gallows.

The live game enters canonical source control.

The current production design and authenticated routes were synchronized into the new Black Keel Games GitHub repository, establishing the source-controlled foundation used for the development → preview → production workflow that followed.

The play screen is rebuilt for mobile and desktop.

The playable alpha moved to the approved dark nautical interface. Desktop gained a wide story-plus-character layout; mobile gained a dedicated touch-first interface rather than merely shrinking the desktop page. The generic /play route became device-aware.

  • Player-written free-text actions remain central; no canned dialogue/action choices were added.
  • Mobile gained Story and Character views plus persistent game navigation.
  • Desktop retained the same visual language in a wider composition.
  • Later mobile polish fixed narration overlap, long-location wrapping, watermark placement, and vertical HUD height.

Story history becomes server-backed instead of browser-only.

Recent committed turns began loading from persistent game events, allowing the play screen to restore story history from authoritative records. A full Story History panel was added, presented as a modal on desktop and a full-screen view on mobile.

Character creation becomes occupation-driven and multi-character.

Starting attributes and trained skills moved into authoritative occupation packages instead of manual stat spending. Accounts gained multiple independent characters, a roster with Play/Continue and Create New Character actions, and explicit character selection before routing into play.

  • Accent/manner-of-speech was removed from the player-facing creation form.
  • The occupation package became the authoritative source for the six starting attributes and three trained skills.
  • Existing characters and saves were preserved when multi-character support arrived.

Admin user management becomes an operational tool.

A protected admin screen was added for account search, alpha access, cohort/expiration management, admin authorization, password resets, Discord/character status, and later permanent user deletion with typed-email confirmation and safeguards against deleting the currently signed-in administrator.

Black Keel Games takes shape around Fortune & Gallows.

The project moved from a game prototype toward an operating studio and closed-alpha program. Black Keel Games was established as the studio identity; the domain, public website, alpha application, admin area, Discord/community presence, legal acceptance flow, credits, help material, and technical documentation began consolidating around one product ecosystem.

The game rules are written around player intent, not menu choices.

Core interaction doctrine was formalized: the player writes what they attempt, NPCs do not speak or act without an in-world reason, the narrator does not write the player's dialogue or actions for them, and numbered dialogue choices are avoided. Strict and guided play remain separate modes, while descriptive commands can matter because the world evaluates the actual attempt.

Alpha 0.4.0 → 0.6.0-dev.1 progression.

The active Lokken playtest save moved through several early alpha milestones as the game transitioned from in-chat prototyping into a versioned web experience.

  • Alpha 0.4.0 — published August 27; Lokken migration milestone.
  • Alpha 0.5.0 — published later August 27 as the next alpha milestone.
  • Alpha 0.6.0-dev.1 — opened for developer testing and received the migrated Lokken save.

Nassau playtesting proves the world needs memory and continuity.

The Lokken Murdoch playtest established a persistent early Nassau chain involving markets, harbor authorities, taverns, runners, an apothecary, eavesdropping, a reliquary lead, waterfront movement, and reporting back to known NPCs. That style of play reinforced the need for durable scene state, NPC memory, jobs, evidence, and consequences that persist beyond a single prompt.

The historical settlement registry becomes a design constraint.

Research expanded across Nassau/New Providence, Havana, Kingston, Port Royal, Charles Town, St. Augustine, and Santo Domingo. Locations and points of interest began being classified by evidence rather than treated as interchangeable pirate scenery.

  • Nassau is modeled as damaged, improvised, and politically unstable during the pirate years.
  • Documented, probable, reconstructed, and fictional material are distinguished.
  • Later landmarks are not silently backdated into the opening years.
  • Language, law, religion, defenses, markets, slavery, and imperial jurisdiction can change the rules from one port to the next.

Locke Morgridge establishes the first durable playtest lineage.

The early Locke Morgridge campaign tested character statistics, occupation, tools, wages, shipboard work, watches, boarding combat, cannon-carriage work, prisoners, and NPC continuity. These sessions became an early proving ground for the game's free-form command philosophy and eventually fed the transition into versioned builds and persistent saves.

Known early alpha lineage

This list includes the early version milestones that are actually retained in the project record. Missing numbers are not filled in by guesswork, and a release candidate is not relabeled as a published release.

Alpha 0.2.0-dev.1Early developer build in the Locke Morgridge test lineage.
Alpha 0.3.0-dev.1Next early developer iteration in the same testing lineage.
Alpha 0.4.0Published August 27, 2026; Lokken save migration milestone.
Alpha 0.5.0Published August 27, 2026 as the next recorded alpha milestone.
Alpha 0.6.0-dev.1Developer-testing branch opened August 27, 2026.
Alpha 0.8.0Release candidate assembled and validated September 1, 2026.

HOW THE LOG WORKS

One record.
Three kinds of change.

01

Patch Notes

Release-facing changes: additions, fixes, balance or rules changes, UI work, and known issues.

02

Development Updates

What Black Keel Games is building, researching, testing, or improving between releases—including development-only systems not yet promoted to production.

03

Version History

The durable release lineage, with dates and status preserved as accurately as the retained project record allows.

DEVELOPMENT CONTINUES

Testing invitations are on hold.

We are keeping the closed-alpha program and its tooling intact while we prepare the game. Public applications are temporarily closed; future opportunities will be announced here.