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6.1 Dev History

Letters of Marque has been developed in public. The official Patreon posts provide a narrative record of playable builds, experiments, technical work, player feedback, and plans, while the public development Trello shows work moving through the developer’s current workflow. This page follows the main line of that work; it is not a patch-by-patch changelog.

Development articles frequently discuss released behavior beside work that had not yet begun. The history below preserves that distinction. A feature enters the playable story only when a later post reports it implemented or in live testing.

6.1.1 The Developer

James Berrow, the independent developer of Letters of Marque
James Berrow, known as 20k in his work on Letters of Marque.

Letters of Marque is made by James Berrow, a London-based independent developer who works online as spacejames and uses the moniker 20k in his work on the game. He has spent most of his career as a contractor on small indie games and applications, and the game is essentially a one-man operation, funded through Patreon and developed in the Godot engine. If you have wondered why a solo project ships with a launcher that detects your graphics card and picks a rendering backend for you, the answer is that he wrote one — after establishing by testing that cards like the GTX 1660 Super run considerably better on Vulkan.

His background is unusual for a naval game. Before the boats, Berrow built a real-time renderer for general relativity: a GPU raytracer that draws black holes, wormholes, warp drives and other exotic spacetimes at playable framerates. He also writes a long-running technical series on simulating spacetime, black hole collisions and neutron star mergers on consumer hardware. The relevance to your gameplay is the water. Godot classifies water as a transparent surface, and transparent surfaces do not normally receive reflections — so rather than fake it, he replaced the engine’s reflection system outright with one that works properly, which is why the sky reflects off the sea and objects fade out correctly at the edges.

He documents development openly, and the devlogs are worth reading if you want to know why things are the way they are. Adding a single ship takes around six hours: stripping sails and rigging, placing and naming every cannon, marking up hull colouring, collision, mast positions and gunnery camera mounts, then retexturing for a consistent look. The USS Constitution needed mesh edits; the Gorgo took a full week. He has also filed bug reports against Godot itself for the engine problems he hit along the way.

The game moved to Steam distribution in 2026, beginning with an approved playtest build. Planned features include synced network water physics — so ships rock with the waves and cannonballs bounce off them accurately — meaningful waves and storms in combat, AI opponents and world content, and basic realm-versus-realm play including port raids. He identifies AI as the largest remaining gap between the current build and a complete game.

6.1.2 The first public battles

The first developer overview, published on October 29, 2025, introduced a free-roaming PvPvE sailing MMO set in the Mediterranean in 1812. At that stage the strongest component was a networked battle mode tested in fights up to three ships per side. The persistent overworld already supported accounts, ports, sailing, tagging other players, and joining battles, but most of its economy and activities remained plans.

The early combat build already established several principles that survived later development: manually aimed broadsides, physically driven square sails and staysails, armour, leaks, sail damage, chain and round shot, and cannonballs skipping from water. Player testing immediately drove balance changes and exposed tactical uses for systems that had first been added for atmosphere.

November’s ship-production update documented the work needed to bring new hulls into the game: preparing models, adding masts, sails, rigging, cameras, chasers, guns, and resistance appropriate to each vessel. Vanguard, Bounty, and Victory joined the development fleet, broadening tests beyond the original hull.

6.1.3 Building the persistent world

By December 2025 the focus had moved toward the infrastructure behind the overworld. Terrain, rendering, server movement, and transitions between open-world sailing and battle were rebuilt on foundations taken from the developer’s earlier multiplayer projects. This work was less visible than a new combat mechanic, but it made the economy and shared world practical to develop.

The first economy articles began with markets, buy and sell orders, taxes, industries, structural woods, and component-based ship construction. Historical research supplied the starting point for materials, while game balance determined their final effects. The posts repeatedly warned that recipes, prices, weights, and bonuses were provisional.

In January 2026, Growing the Economy reported the first half of that system live: resources at Messina, crafted ship components, installed modules, port ship management, and consistent ship statistics across the overworld and battle. USS Constitution was also added. The implementation proved the connection between materials, fitted components, and combat performance even though its numbers still awaited balancing.

6.1.4 Trade, nations, and the Steam playtest

February and March posts connected local ports to trade. The design sought to avoid making players personally haul cargo for hours: captains could organize trade while AI fleets created interceptable targets and reasons for battles. A later trade article documented the most complete workflow then available and separated current functionality from remaining work.

The March flag article introduced historical ensigns and cosmetic subnations. It also explained where faction balance and a coherent theme required compromises with strict political history. The result was intended to let captains express a regional identity without dividing an already limited player population into too many mechanical factions.

In April, the game moved into a Steam playtest. The roadmap reported roughly one hundred people with access and a rapid cycle of bug reports and fixes. The following update recorded improvements to international text, bandwidth use, interface scaling, chat filtering, the scoreboard, and gunnery. A player report led to a correction in the parallax calculation used by the aiming system, an example of public testing directly improving a core mechanic.

6.1.5 Collisions, wind, and water

May brought two systems needed for larger naval engagements. Ships could no longer pass through one another, and an upwind vessel could reduce the wind available to a ship behind it. The wind-shadow model considered relative position, vessel size, distance, sail direction, and sail condition rather than applying a flat proximity penalty.

Networked water was the next major technical project. Earlier battles treated the sea as a flat server-side plane even when the client drew moving water. The new system generated a synchronized surface that both server and client could evaluate, allowing ships, projectiles, and visible waves to agree about the height of the sea.

The May water article described work still underway, including buoyancy and revised cannonball interaction. The June follow-up then reported the new water system going live with the post. Ships could pitch and roll with the surface, while cannonball skipping and water penetration were recalculated against waves. This sequence is a useful warning against reading a technical preview as a release announcement: the later article establishes when the work entered the playable build.

6.1.6 Interface and NPC development

After the water work, attention shifted to interface and computer-controlled opponents. The developer described an NPC that needed to sail tactically, range its own shots, avoid friendly collisions, respond to stern camping, and participate in group fights rather than merely steer toward the nearest target.

The newest post in the archived series reported a test population of NPCs live in the game world and the new AI nearing wider release. It also introduced input remapping, an experimental controller scheme, hardware detection, and further compatibility work. With opponents becoming available, development could turn from a largely player-versus-player combat test toward repeatable PvE and PvPvE content.

The activity ideas in that article—treasure ships, capture points, merchant hunting, survival waves, timed objectives, and boss fights—were explicitly speculative. They belong to the history of the design discussion, not a list of released modes.

6.1.7 A record still in progress

The project’s development has alternated between visible game systems and the technical work required to support them at MMO scale. Combat arrived first; the persistent world, economy, distribution platform, networked physics, interface, and AI followed in layers. Player feedback has remained part of the process throughout, from balance adjustments in the first tests to aiming, networking, controls, and compatibility fixes after Steam.

The official development Trello continues that record between longer articles. It distinguishes immediate priorities and playtest feedback from broader pre-alpha goals such as AI and PvE content, economy and trade, realm-versus-realm play, boarding, repairs, crew, interface work, and production infrastructure. Because cards also include experiments and informal notes, their list placement establishes workflow state or development intent rather than availability in a public build.

For the complete article register, dates that were captured authoritatively, and direct links to every source, see Sources & Credits. Future milestones will be added here only after an official post or current build establishes them.

Sources & Credits

This page draws on facts from, and gratefully credits: Letters of Marque — Official Patreon Developer Posts · Letters of Marque — Official Development Trello. Prose is original; see how this guide is made.

Last verified 2026-07-27 by AI.