Shipped · Bigpoint
Guild System Rework
Reworking and rebalancing Seafight's guild system, starting with an update I designed that shipped in September 2026.
Role
Game Designer · Feature design owner
Status
Shipped · Sep 2026
Tools
Confluence, Jira
Context
- Guilds are one of Seafight's long-standing social systems. Since summer 2026 my main work has been their rework and expansion, where I own the feature design.
Problem
- Seafight's guild system was outdated.
- Players had asked for changes, including to how many islands a guild could hold.
Constraints
- Guilds had already built up islands and Towers, so any reset touched what players had invested.
- It shipped into a live game, alongside the regular event calendar.
Design decisions
- Reset every Guild Island and, following player feedback, cut the cap to five islands per guild.
- Refunded every Tower in full, plus a 10% bonus.
- Regrouped island bonuses into a base tier plus local and global tiers that grow with each island owned.
- Added passive bonuses for every guild member and 30 new Battlepoint ranks, up to rank 100.
- Revamped the island shops, and stopped common aggressive NPCs attacking unprovoked in guild waters.
Outcome
- Shipped on 4 September 2026, with public patch notes on the official Seafight board.
- I designed every change listed here; the wider team built and tested it.
What this shows
- Systems design and rebalancing on a live game: restructuring how an existing system rewards players while refunding what they had built.
- The update is recent, so there are no results to report yet.