Procedural hex islands
Every map is a fresh archipelago of hex-tile plateaus, forest groves, and shorelines - no two playthroughs settle the same land.
A cozy pirate country city-builder.
Oloaf - an improbably lively slice of toast in a hat that's more bowler than buccaneer, with a parrot that's surely a toucan (or maybe a penguin) - and his steadfast sidekick the Acorn drift ashore on an island they're quite certain is theirs. "I bought the map, so the land is ours - that's how it works." Gather a crew of fellow berries and fruit-adjacent castaways and build a pirate paradise, in a world where even the laws of physics nap under a shady palm.
The voyage so far
Real screenshots from the open alpha. Follow Oloaf and Acorn from a single dinghy to a sprawling pirate nation - the world is hand-tuned to feel warm, readable, and quietly deep.
On a calm tide before sunrise, our two would-be pirates paddle toward a green smudge on the water. By the time the sun crests it has become an island - grassy plateaus and forest groves climbing from a teal sea. Oloaf plants a flag with great ceremony; not everyone shares his reading of maritime law. But each procedurally generated isle is a fresh canvas, and what you make of it - with a little luck and a few treasure chests - is up to you.
Watch a handful of driftwood huts mature into a bustling town of cottages, markets and manors. Footprints, levels, and adjacency all shape how a settlement grows - from the first tent to a stout coastal fortress.
The build menu keeps construction fluid and tactile. Pick a building, place it on a hex, and chain producers right over the island while the economy hums beneath your fingertips - goods flow from grove to workshop to table, and citizens' needs are met.
Quest cards surface your next goal without ever breaking the calm. Complete objectives to unlock new buildings, mechanics, and stretches of sea - then point the dinghy at the horizon and do it all again on a brand-new island.
What you'll build
From a single dinghy to a sprawling archipelago - every island is procedurally raised from the sea, and every cottage you place feeds a living, breathing economy.
Every map is a fresh archipelago of hex-tile plateaus, forest groves, and shorelines - no two playthroughs settle the same land.
Wire up production chains, route logistics, and keep your citizens' needs met. Bottlenecks ripple outward - plan your supply lines with care.
Upgrade cottages into manors and fortresses. Manage footprints, garden plots, and building levels as your settlements climb toward grandeur.
Mist clings to the edges of the unknown. Sail out, scatter the fog, and discover new isles waiting to be claimed and named.
Dynamic weather rolls across the sea - golden dawns, dusky sunsets, and sudden squalls that change how your islands feel hour to hour.
Follow Oloaf and Acorn through a hand-authored campaign of objectives and unlocks - with a minimap and map overlays to keep your bearings.
Kitbash your own buildings from the game's own kit of parts in a sandbox studio - then trade your creations with friends as compact share codes. Open it right from the title screen.
New in the alpha
Open the Free-Build Tool straight from the title screen and step into a little sandbox island, stocked with the very same kit of parts the game builds its world from. No cost, no rules - just you and a pile of pieces. Preview it by day or moonlight, trade it with friends, then put it to the ultimate test: a pirate siege.
Drag frames, walls, roofs, doors, towers, cannons and banners onto the island and raise whatever you fancy. Pieces snap to the grid and stack into towers; sidings sit flush against a wall, cannons perch on the rooftops, and a running tally keeps count of the timber and iron your creation would cost. Tap T to spin a piece, hold Ctrl to place it freehand, and grab the erase cursor to tidy up.
Proud of a build? Export it to a compact share code, drop that code to a friend online - Discord, a forum, a message, anywhere a line of text can travel - and it rebuilds on their island exactly as you left it. Prefer something human-readable? Copy it out as plain JSON instead. Paste a friend's code into Import and their creation lands in seconds.
Flip on the attack simulator and a ring of pirate ships closes in to bombard your build. Your own cannon blocks answer back with a real fortress's range and fire rate, sinking raiders one by one. The structure has hit points - and with crumble mode on, pieces shear off and burn away to ash as its health drains, until the whole keep comes down. Lost it? No matter: end the siege and it rebuilds, good as new, exactly as you left it.
After dark
A living day/night cycle eases the islands into deep blues - and a hundred little warm lights wake up: cottage lanterns, roadside tiki torches, a lighthouse sweeping the bay. Some of the cosiest hours in the archipelago happen long after sundown. (Tap a scene to see it full-size.)
Moored boats swing their lanterns over the water, cottage windows spill warm light onto the docks, and the tide catches every reflection. The same town you raised by day turns snug and golden once the stars come out - torches flickering all along the paved roads.
Out on a quiet cove a lighthouse throws a warm beam across the sand, while a little dinghy drifts home by lamplight. Calm water, a dome of stars, and the soft hum of a settlement asleep - the archipelago's most peaceful postcard.
Screenshots
Forty scenes from across the seas - sunlit coves and harbours aglow at night, bustling towns and coastal battles, fair weather and storms, across four biomes and every size of isle. Hover to zoom; select any shot to view it full size.
Get it now
Try it instantly in your browser, or grab the native Linux build for the smoothest ride. Beyond the Horizon is a playable open alpha - and it's completely free.
The browser version runs a WebGL2 build - no install, no account. The Linux download is a single executable. All versions & platforms → - older releases archived; Windows, macOS & Android planned.
In the workshop
Experimental builds straight off a feature branch - play with a change before it lands in the main game. These are works in progress: rougher edges expected, and they may shift or sail off the horizon at any time.