Galleons is a game created on November 4, 2008, by Wingman8. This game has over 22,600,000 visits and over 373,000 favorites. It stands as one of the most famous games ever created on Roblox. The last update was on July 23, 2022, restoring the game to a functional state. Galleons broke several times due to Roblox updates over the years. Each time Galleons broke, the game was shut down until it could be fixed; sometimes this took several months. The longest shutdown was nearly a year long. Since the year-long shutdown, the player base of Galleons has been on life support, but people do still play as of 2025. As long as someone keeps a server alive, people will join.
General Game Function[]
Galleons is a round-based game with all rounds timed at 25 minutes. There are 2 teams named after their respective colors: Red and Blue. The main goal of the game is to sink the enemy team's ship using cannons aboard your own ship. When you join, you will be in the spawn box. To use the shop, become captain, vote for a mutiny, vote for a ship, use your tools, or play the game, you must first choose a team. Cannons are selected by moving your character next to one that is not in use and equipping the cannon tool. If you walk too far away from your cannon, you will lose ownership of it. When the color of the cannon mount is sand red, it's reloading. When the cannon mount turns green, you are able to shoot. Cannons cannot hit something if it's too close, nor can they hit their own ship. Gunpowder barrels are dotted around each ship. When shot by a cannon, the barrel will explode, dealing damage to the ship or killing players nearby. Points are earned from damaging the enemy ship, or finding and keeping treasure to the end of a round. These can be spent on items in the game's shop, including cannon upgrades, weapons, and other items. Ships can be controlled from the pilot seat so long as the team captain doesn't lock it. Simply walk into the seat and your character will sit on it. If you try to sit on the seat of the enemy ship, you will die. You will also slowly die on the enemy ship over 1 minute and 40 seconds, this is likely to prevent spawn camping. The ship is controlled using the WASD keys, or the arrow keys if you choose. When steering, tap the controls, don't hold, they toggle. Once to start the ship, once to stop. New players start out with 1000 points. Points autosave up to 3000, and upgrades don't save.
The ships will sink when they reach a .2 damage ratio. After this, a one-minute and thirty-second timer will start until the match ends. You will know your boat has started to sink as its sails will fall. Destroying the masts alone will not sink the boat, nor will that stop it from moving. Damaging the masts enough can cause the sails on it to fall. As the boat takes more damage, it will lower slightly into the water. When that happens, you are not far from sinking. Cannons that go underwater will become disabled and turn dark stone grey. Once you sink, you will be unable to steer, although you can still use the cannons and sink the enemy as you sink. The water is not dynamic, and will not flood your ship if you are not sinking. The blue part that looks like water is actually mostly aesthetic; the function of the water continues into infinity, meaning you can sail over the void. This region is often called "the End of the World". That area takes quite a while to reach, even with the fastest ship. It is recommended you don't waste your time going to the end of the world.
To change your ship, there is a ship vote menu in the bottom right. A ship is chosen at the start of the match. If there is no highest vote, a random ship is selected from the highest ties. You can press "Y" to change your camera mode between being independent of the ship, or turning with the ship. If you want to change teams, you can do so by pressing the "Team Change" button in the lower left. You can only change teams once per match.
Pirate Outfits
(This is a diorama and does not reflect how it would look in-game.)
When a player joins, they will have a pilot tool, a cannon tool, a treasure tool, and a standard sword. They will also have default pirate clothing, unless they become the captain. After choosing a team, once your spawn bubble disappears, it recolors your torso and arms to your head color and your legs to your team color.
Captain Uniforms
(This is a diorama and does not reflect how it would look in-game.)
To become the captain of a ship, you can use the "be captain" button on the bottom right. After you click the button, it will change to say "captain" until you reset. Upon throwing your name in line, you will be made captain at the beginning of a match. If there is more than one name in the list, it will cycle through them. As the captain, the player unlocks several captain-exclusive perks: a nice uniform and hat, a 30% increase in defensive strength, the power to remove other players from the pilot seat, and the power to lock usage of the seat to yourself. The pilot seat automatically unlocks every time you sit down, and if desired, must be relocked before standing back up. It will also unlock if there is no captain. The captain can be voted out of the role with the mutiny button in the bottom right. You can only mutiny after the round starts. Should there already be a captain when the round starts, there is a five-minute timer until you're able to mutiny. Once the timer has finished, you can mutiny as much as you want for the rest of the round. If there is no captain when a round starts, you can mutiny to become captain. If you no longer wish to be the captain, press the "stop" button located at the top of the captain menu.
Island configuration is random, and will change every match. The material of the triangle-shaped terrain making up the islands is determined by incline and elevation. A steep enough incline forms a rock triangle, a low incline near the water creates a beach, and grass composes the center. It's possible there are other factors involved in terrain generation. The beaches will typically be decorated with palm trees and bushes, which will not generate below a certain height. Sometimes a beach may generate with nothing on it, although this appears to be unintentional. It may happen if the beach triangle is too small.
Palm Trees
As of v6.2b, the palm trees are scaled within 70% to 100% of their original size, and they are also randomized in orientation. The game may spawn with 1 - 6 palm trees per beach triangle. Terrain generation has changed since v6.2b, so some of these details may have changed. The palm trees are indestructible. The leaves do not have any collisions, but the trunk does.
Sea Bottom
Bushes will spawn with a randomized rotation. They typically spawn in quantities of 0 - 6 bushes per beach triangle. They have no collisions and are the spawn locations of treasure chests.
The sea is 500x500 studs wide. Should you enter the water, you will be able to swim around until you drown. Swimming upgrades will extend how long and how fast you can swim. Beneath the sea are 4 parts labeled SeaBottom, which are black with a material of sand. They are all 300x300 studs across with transparency set to 0.5, and they are all 40 studs apart. It's hard to notice that it's smaller than the sea itself unless you actually sail out to where it ends.
Should anything go wrong during map generation, it will restart.
At the start of each match, an intro cutscene will play through the islands, always passing by two locations where NPCs are digging up treasure. There are 3 types of NPCs: a carrier, a digger, and a guard. There will always be 2 diggers in the group, and one either standing guard or carrying a chest. Everything about them is randomized in appearance and animation speed. They can spawn with a holstered flintlock, a holstered sword, a headband, and a peg leg. The cutscene NPCs are also the only characters capable of wearing the green-colored pirate outfit.
Intro Cutscene Carrier |
Green Pirate Outfit |
Intro Cutscene Guard |
|---|
| NPC skin colors | NPC headband colors |
| Medium stone grey Grey Light yellow Brick yellow Light green (Mint) Bright yellow Earth orange Dark grey Medium green Lig. Yellowich orange Dark orange Light bluish violet Transparent Tr. Yellow Light blue Tr. Flu.Reddish orange Tr. Green Tr. Flu. Green Phosph. White Light red Light grey Tr. Brown Light bluish green Br.yellowish green Lig. yellowish green Med. yellowish orange Light orange Gold Dark nougat Silver Neon green Medium orange Sand yellow Tr. Flu. Blue Sand violet metallic Sand yellow metallic Dark grey metallic Light grey metallic Tr. Flu. Yellow Gun metallic Yellow flip/flop Silver flip/flop Curry Fire Yellow Flame yellowish orange Dark stone grey Lemon metalic Light stone grey Dark Curry Faded green Rust Cool yellow Fossil Cadetblue Moss Artichoke Sage green Ghost grey Olivine Laurel green Quill grey Pearl Fog Wheat Buttermilk Cashmere Khaki Lily white Seashell Cork Burlap Beige Oyster Hurricane grey Cloudy grey Linen |
Bright red Bright blue Bright yellow Black Bright violet Bright bluish green Bright bluish violet Medium bluish violet Earth blue Black metallic Fire Yellow Flame reddish orange Bright reddish lilac Reddish lilac Bright purple Medium lilac Slime green Dark blue Parsley green Lapis Dark indigo Sea green Mulberry Forest green Electric blue Eggplant Plum Crimson Mint Carnation pink Persimmon Maroon Gold Daisy orange Pearl |
Beach With Treasure
Treasure Chest
Treasure can be found on the beaches and in the bushes. 6 chests will spawn randomly around the map. Rarely will you find all 6 on one beach. The bush will disappear when the treasure is halfway dug up. Upon digging up a chest, you are able to pick it up by walking into it with the treasure tool equipped. You can set it down by clicking. You can not pick up a chest someone is already carrying. Upon dropping the chest, there is a 20-second timer until you can pick it up again. If the "carry strength" bar is still red, you will be too tired to pick it up until it reaches green again. At the end of the match, you will get points per chest according to whether you won or not. Points are awarded to all of the crew equally. When you try to steal a chest from the enemy, the chest will play a loud siren, notifying everyone that someone is attempting to steal it. If you are the one being stolen from, the treasure GUI will notify you with some text. The number of chests blinking in the GUI indicates the amount being stolen from you. Points are awarded as follows:
- If you win it is 1000 per chest.
- If you sink it is 500 per chest, and the enemy gets the other half.
- If you tie it's 500 per chest.
- If no one sinks it's 350 per chest.
Sword Moves
Swords will rest on the back of the player until you equip them, pulling them out to fight. There are different defensive positions and offensive moves. Buying a better sword will replace the current one in your inventory. With each sword upgrade, you unlock 2 more pairs of defensive positions and offensive moves. Each offensive move seems created to be most effective against the defensive pose it lines up with in the sword GUI. The sword has a hitbox to match its size and position based on offensive move or defensive position. When two swords clash, it will play a sound effect at a randomized pitch. When the sword hits a player, the game checks if they can block it, and if so, it will deal no damage. This might work if you're standing far enough away; however, it usually deals damage anyway. This does not seem to be intentional, and it's possible swords don't work correctly as of v7.4. Should your attack deal damage anyway, it might deal less damage if your offensive move does not line up in the GUI with the defensive move they use; results vary with this. Pressing Control will cycle through your weapons. It's possible there is still more to learn about the swords and further testing to be done.
Defensive Pose F Defensive Pose G |
Defensive Pose H Defensive Pose J |
Defensive Pose K Defensive Pose L |
|---|
Shark
Sharks can be seen in the waters of Galleons. There are 2 sharks on the map. If a shark detects a nearby player in the water, it will move to kill them. The shark may also end up circling the player. If the player is able to escape the water, the shark will lose interest. If the shark detects a ship nearby, it will move to circle the ship. If a shark is shot, it will flee. The shark will try and flee in the direction it's shot in. If a shark loses it's target, it will switch to idle mode. When a shark is in an idle state, it will choose a random target and head for it. Sometimes, the shark will decide to flee to break up the monotony. Often, the sharks will get stuck on the ships, which may slow the ship down, and in rarer cases, bug it out worse if you're unlucky, However, this does allow the player to jump onto the sharks with ease and ride them around.
Shark stats as of v5.2 (these are unlikely to have changed.)
- Ship Detect Range - 300
- Player Detect Range - 100
- Target Acquired Radius - 20
- Flee Distance - 400
- Max Speed - 20
- Time to reach end of world ~ 6 minutes
Seagulls will be found flying around the map. They have a fly speed of 20. There are 5 seagulls on the map. They will fly around and between the masts of the ships. They can land on nearly every part of the ship if that location can see the sky. After that, they will look around for a while. If you don't have a seagull on your shoulder and they trust you, standing nearby one grabs its attention. It will stare at you while you stand nearby. After a predetermined time limit, it will fly away. If a seagull is still on your ship as it sinks, and the seagull touches the water, it will fly away. If a seagull manages to end up underwater, it will eventually fly above the water. Periodically, seagulls will play seagull sounds. After about 15 minutes, you will build up trust with the seagulls. Once they trust you, you can pick them up on your shoulder. After this is done, it will give you the same defensive strength boost that the parrot will. The seagull will replace the parrot though, so do not bother buying one if you already have a seagull. If you have both a parrot and a seagull, you will only get the defensive strength boost from one bird. Seagulls are timid right after they land, so if you try picking up one too soon or before it trusts you, it will get startled and fly away, lowering their trust in you. Other actions can lower your trust with seagulls as well, including team switching, shooting it, and possibly more. If you attack a seagull, they will lose trust in you for 20 minutes. If one is on your shoulder, it will fly away after this is done. Seagulls don't seem to have any collisions to prevent their flight path from being obstructed.
Seagulls
Ships[]
There are four ships in Galleons, all with specific traits that come with benefits and drawbacks. Generally, every ship will have light cannons on the higher decks, as well as 12 heavy cannons on the lower decks. The heavy cannons are stronger and shoot farther than the light cannons. The heavy cannons are also slightly larger than the light cannons. Each ship has explosive gunpowder barrels placed strategically throughout them. Every ship has a pilot seat placed at its helm. Upon destroying the seat, the ship will not stop moving in the direction the helmsman or captain set it in. The ships all vary in design and usually feature lanterns on the ceilings of their interiors and a flag on one of their masts. 3 indestructible spawn pads are placed on every ship at their front, middle, and back.
Under all of the ships, you will see a sort of rectangle, or spine. This is called the keel. The keel is what binds the ship together. The entire ship is connected to the keel, and disconnecting anything from it will cause it to fall away. The keel is invincible, and you can't damage or destroy it. When the ship is moving, the velocity is applied to the keel. Many of the functions of the ship are tied to the keel. On most of the ships, the player can pass through the keel, except for the La Querida, where the keel is solid.
When onboard your ship, you will weld to it. Likely a solution against falling off. Because of this, you can stand on the wheel and weld to it. By doing this, you will spin with the wheel as it turns. The charm of this influenced the formation of a wheel cult. You can also weld to the cannon and turn with it as it fires.
When your camera is between you and any part of your ship or an island, it will make that part translucent so you can see through it. You cannot see through the enemy ship. While inside a ship, the wall that is directly in front of a cannon may turn translucent so you can see where you're shooting if you're both in front of that wall and can also see it. If you find the small 30x30 area between the 2 ships, the sea will also turn translucent when your camera passes through it. Players on the deciding team can see through anything.
Light Cannon |
Lantern on ceiling |
Gunpowder Barrel |
Steering Wheel |
|---|
Light Cannons
range = 360
loArcSpeed = 230
loArcGravity = 20
hiArcSpeed = 1
hiArcGravity = 1
apRadius = 1
apForce = 1
heRadius = 6
heForce = 150
frForce = 20
frForceMin = 100
frRadius = 4
avScale = 32
DefaultreloadTime = 6
Upgrades
LongRange
range = 460
loArcSpeed = 300
24Pounder
heRadius = 8
heForce = 200
frForce = 30
frForceMin = 120
frRadius = 5
avScale = 43
24LbLongRange
range = 460
loArcSpeed = 300
heRadius = 8
heForce = 200
frForce = 30
frForceMin = 120
frRadius = 5
avScale = 50
Heavy Cannons range = 580
loArcSpeed = 330
loArcGravity = 20
hiArcSpeed = 1
hiArcGravity = 1
apRadius = 1
apForce = 1
heRadius = 6
heForce = 210
frForce = 20
frForceMin = 120
frRadius = 5
avScale = 50
reloadTime = 6
Upgrades
LongRange
range = 700
loArcSpeed = 400
24Pounder
heRadius = 8
heForce = 250
frForce = 30
frForceMin = 120
frRadius = 6
avScale = 60
24LbLongRange
range = 700
loArcSpeed = 400
heRadius = 8
heForce = 250
frForce = 30
frForceMin = 120
frRadius = 6
avScale = 60
Barrels apRadius = 1
apForce = 1
heRadius = 15
heForce = 650
frForce = 300
frForceMin = 20
frRadius = 10
avScale = 80
|
The following is a detailed description of each ship and their traits:
A picture of the LaQuerida
A common ship among new players, The La Querida has four decks and the most light cannons of any ship in the game. Because of the additional light cannons, it may be more useful in close-quarter combat. The ship has 4 front-facing light cannons, 8 light cannons on either side, and 2 rear light cannons. There are 2 front-facing heavy cannons, 4 along each side, and 2 positioned in the rear. The La Querida is the only ship in the game to have rear heavy cannons. Due to the layout of the ship, it is difficult to navigate from the wheel to your heavy cannons. The wheel on the La Querida is larger than the other ships, which may make it more difficult to use the spyglass while sitting there, or steer in first person. Likely due to being the newest, the La Querida is the most common ship to be randomly chosen by the game.
The front and middle crow's nest on the La Querida have collisions for their front and sides, but not the back. This makes it easier to climb up them. The rear crow's nest has full collisions, likely because you can't climb up that mast as easily. The ratlines do make it easier to reach the crow's nest and to outmaneuver enemies.
The La Querida ship map
- Light cannons - 22
- Heavy cannons - 12
- Speed - 8.8
- Acceleration - 2
- Turn Rate - 2.50
-unlisted statistics-
- Number of barrels - 3
- Number of decks - 4
- Displacement - 15200
- Time to reach end of world ~ 13 minutes
A picture of The Queen Annes Revenge
The Queen Anne's Revenge, based on the real ship that became famous for being captained by Blackbeard, is the most agile ship, with the fastest turn rate. As far as light cannons go, the ship has 2 front-facing cannons, as well as 6 on each side, with 2 on the rear. All 6 heavy cannons are positioned at the side, although the ones near the front are able to shoot forward as well, functioning as front-facing heavy cannons. Navigating from the wheel to the heavy cannons is excellent on this ship, as you can quickly maneuver down the staircase. The Revenge may not have as many cannons as the La Querida, or be as fast as The Last Dismay, but it's far more agile, allowing for quick turns.
The bottom crow's nests on the front and middle masts on the Queen Anne's Revenge have collisions for their front and sides, but not the back. This makes it easier to climb up them. None of the top crow's nests have collisions. Both rear crow's nests have no collisions.
The Queen Anne's Revenge ship map
- Light cannons - 16
- Heavy cannons - 12
- Speed - 9
- Acceleration - 2
- Turn Rate - 2.77
-unlisted statistics-
- Number of barrels - 3
- Number of decks - 4
- Displacement - 15500
- Time to reach end of world ~ 12 - 13 minutes
A picture of the Last Dismay
The Last Dismay, formerly known as The Black Pearl, is the fastest ship in the game. For light cannons, the Dismay has 2 front-facing, as well as 5 lining each side of the ship, with 2 in the rear. For each side of the heavy cannons, there is one near the back, separated from the others, and one near the front, which also works as a front-facing heavy cannon; the other 4 are packed into the middle. There are fewer light cannons on this ship than on any of the others. The Dismay also has fewer decks than most of the other ships. Navigating from the wheel to the heavy cannons is excellent on this ship, as you can quickly maneuver down the staircase. For what this ship lacks in light cannons, it makes up for in speed.
The crow's nests on the Last Dismay only have collisions on their side, possibly because they are circular.
The Last Dismay ship map
- Light cannons - 14
- Heavy cannons - 12
- Speed - 11
- Acceleration - 2
- Turn Rate - 2.57
-unlisted statistics-
- Number of barrels - 3
- Number of decks - 3
- Displacement - 13000
- Time to reach end of world ~ 10 minutes
A picture of the Coolleon
The Coolleon, most often seen used by nostalgia seekers, has a resemblance to the original ships the game used. For light cannons, there are 3 in the front, and 5 on each side, with 3 in the rear. The heavy cannons on the Coolleon are spread throughout 2 decks. For each side, there are 4 on the first lower deck, with the ones near the front working as front-facing cannons as well. On the lowest deck, there are 2 more heavy cannons. The Coolleon is the tallest ship and has the most decks of any other. This grants it a slight advantage when needing to fire over an obstruction, such as hills or trees. Navigating from the wheel to the heavy cannons on this ship is a pain, as they are pretty far apart. The Coolleon is also painfully slow, making it difficult to outmaneuver many of the faster or more agile ships. The ship also has far more explosive barrels than the other ships, allowing for it to be blown apart more easily for those who know their locations. It is rumored to have had a stronger hull than some of the ships, but this is likely untrue, and cannot be tested for now due to the weld bug.
The crow's nests on the Coolleon only have collisions on their side, possibly because they are circular. Both of the yard arms on the 2 rear masts, and the yard arm on the bowsprit have collisions so small you can pass through them as if they had none.
The Coolleon ship map
- Light cannons - 16
- Heavy cannons - 12
- Speed - 8.5
- Acceleration - 1.5
- Turn Rate - 2.25
-unlisted statistics-
- Number of barrels - 5
- Number of decks - 5
- Displacement - 18200
- Time to reach end of world ~ 16 - 17 minutes
Shop[]
The shop is where you can spend your points and purchase things. You must unequip all items before you can purchase anything in the shop. If you buy the Cutlass when you already have a Steelshanks cutlass, the worse sword can't be used. If you try dropping a tool to someone who has not yet purchased it, the tool will be removed from their inventory. Below are the items currently available:
-character-
-free- Starter deckhand sailor morph -(?)- "Sell (for 0 points) to keep your own morph (but only a very few morphs work with the clothes and are allowed; if you sell you must reset yourself once to get back your own morph)."
the in-game description of the default pirate morph notes that you can sell it in return for your own morph, however, selling was never reimplemented in the shop
-1500 points- Experienced pirate peg leg morph -(?)- "increases defensive strength by 10%."
-700 points- Eye Patch -(?)- "increases defensive strength by 5%."
-700 points- Head band -(?)- "increases defensive strength by 5%."
-700 points- Parrot -(?)- "increases defensive strength by 5%. If you own both a parrot and a seagull only the seagull is shown."
-300 points- Monkey -(?)- "is cute and cuddly."
-300 points- Spyglass -(?)- "Spot treasure chests on the beaches or spy on the enemy ship"
you can click while holding the spyglass to point
-200 points- Increase swim time (by 5 sec) -(?)- "increases how long you can stay in the sea without drowning. Your initial swim time is 20 secs. Max is 60 secs"
- can be bought 7 times
-300 points- Increase swim speed (by 1 stud/sec) -(?)- "increases how fast you can swim in the sea. Your initial swim speed is 5. Maximum is 10"
- can be bought 5 times
Experienced Pirate Morph |
Shop Accessories Front |
Shop Accessories Back |
Spyglass |
|---|
-hand weapons-
-free- Standard sword -(?)- "Standard issue sword."
-1200 points- Cutlass -(?)- "More effective than standard sword. Allows more defensive and offensive moves."
-2000 points- Steelshanks cutlass -(?)- "The most effective sword. Allows even more defensive and offensive moves."
-700 points- Standard Flintlock -(?)- "Standard issue Flintlock."
range = 200
loArcSpeed = 180
loArcGravity = 20
hiArcSpeed = 1
hiArcGravity = 1
apRadius = 0
apForce = 0
heRadius = 0
heForce = 0
frForce = 100
frForceMin = 60
frRadius = 1
frSmartBulletRadius = 4
avScale = 25
reloadTime = 1
|
-100 points- Standard flintlock bullet (1) -(?)- "Bullet for standard Flintlock"
- requires Standard Flintlock, you start with 5 bullets, max is 25
-1400 points- Premium Flintlock -(?)- "Premium Flintlock."
range = 400
loArcSpeed = 250
loArcGravity = 20
hiArcSpeed = 1
hiArcGravity = 1
apRadius = 0
apForce = 0
heRadius = 0
heForce = 0
frForce = 130
frForceMin = 60
frRadius = 1
frSmartBulletRadius = 6
avScale = 25
reloadTime = 1
|
-130 points- Premium flintlock bullet (1) -(?)- "Bullet for premium Flintlock"
- requires Premium Flintlock, you start with 5 bullets, max is 25
-800 points- Standard Blunderbuss -(?)- "Standard Blunderbuss."
scatterCount = 10
scatterAngle = 0.17453292519943295
avScale = 45
reloadTime = 2
pelletBoltParms:
range = 100
loArcSpeed = 155
loArcGravity = 20
hiArcSpeed = 1
hiArcGravity = 1
apRadius = 0
apForce = 0
heRadius = 0
heForce = 0
frForce = 60
frForceMin = 130
frRadius = 1
frSmartBulletRadius = 4
|
-200 points- Standard blunderbuss charge (1) -(?)- "One charge is one shot with 10 pellets."
- requires Standard Blunderbuss, you start with 2 charges, max is 10
-800 points- Premium Blunderbuss -(?)- "Premium Blunderbuss."
scatterCount = 13
scatterAngle = 0.17453292519943295
avScale = 50
reloadTime = 2
pelletBoltParms:
range = 180
loArcSpeed = 175
loArcGravity = 20
hiArcSpeed = 1
hiArcGravity = 1
apRadius = 0
apForce = 0
heRadius = 0
heForce = 0
frForce = 60
frForceMin = 140
frRadius = 1
frSmartBulletRadius = 6
|
-250 points- Premium blunderbuss charge (1) -(?)- "One charge is one shot with 13 pellets."
- requires Premium Blunderbuss, you start with 2 charges, max is 10
Standard Flintlock |
Premium Flintlock |
Standard Blunderbuss |
Premium Blunderbuss |
|---|
-cannons-
-100 points- Speed up cannon reloading (by .2 sec) -(?)- "Increases how quickly you can reload and fire a cannon (fastest is 3 secs)."
default is 6 seconds, can be bought 15 times
-free- cannonball, standard -(?)- "Standard cannonball. These are the standard cannonballs fired from all the cannons. The range and power are determined by which cannon is being used. Lower deck cannons are more powerful."
-500 points- ...cannonball upgrade: long range (unlimited) -(?)- "Increases range for all cannons."
-500 points- ...cannonball upgrade: More destructive (unlimited) -(?)- "Increases the damage done by all cannons."
-1000 points- ...cannonball upgrade: Long range, more destructive (unlimited) -(?)- "Increases both damage and range for all cannons."
Strategy[]
When communicating with your crew, it is smart to use team chat, the message prefix being /t or /team. This allows for a secure way to make plans without the enemy knowing. Assuming you're on a winning streak, the most effective strategy for maintaining players is knowing when to let yourself lose. Because of the current state of the game, larger servers are much more difficult to make and maintain, and people rage-quit easily. Victory can often defeat you and kill your server. Know when to let your enemy win, and get points, to make it less likely for them to quit. If someone sinks the first match they play, they are more likely to leave; letting them win can reduce that chance.
Cannons[]
Get the long-range upgrade first, and reload speed as you go if you do not have the points for both yet. Always use the lower deck cannons, labeled heavy cannons, if you can help it. When firing upon the enemy, always aim for the people on the cannons; keeping your enemy off their cannons is important. Study which cannons they are likely to use first, and destroy those before they reach them. Figure out which cannon they are likely to use after you destroy their current one, and destroy that before they reach it. If the enemy ship is moving, aim for where they will be, not where they are. The front-facing heavy cannon on most of the ships is often the most difficult to destroy because of how the floor and walls are made. Many people will specifically target barrels as they do large amounts of damage. While you should shoot barrels as a bonus when you can, always focus on keeping the enemy off cannons. It might take one or two shots to destroy a cannon; it may help to aim more for the lower middle of the cannon, where the cannon connects to its wooden mount. There is not much you can do to survive a direct hit from a cannonball, although if you are fast or lucky, you can shoot the ball with your flintlock mid-air, and it will hit the bullet instead of you.
To get the most points possible from shooting a ship, you have to shoot the individual cannons. Accomplishing that can be rather difficult, but if you're successful, you will get many more points than if you just shot the ship normally. You generally want to shoot the bottom decks of the ship first, and then work your way up as it starts to sink. Doing this will destroy as much of the ship as possible and get you the most points. If there is treasure on the enemy ship, do your best not to destroy it, as you will still get half the points from it when they sink.
Steering[]
The man steering is just as important as who you have on the cannons. If you know you are not the best at the job, let someone else steer. Should you decide to leave the game while steering, stop your ship first. If you leave the game without stopping your ship, it makes life harder for literally everyone. Especially in smaller servers, it is imperative that you can quickly get from the wheel to the heavy cannons. Never use the wheel cannon, as you do not want to encourage your enemy to shoot the wheel. There are several reasons why that's a bad idea, but it can generally be summarized that your ship will inevitably end up going off in a random direction with the enemy unable to catch you, and you incapable of turning around, dragging out the round. There is a cult of players who worship the wheel. When the wheel is harmed, they can act unpredictably.
The most effective strategy when steering is playing defensively, still, make sure to move your ship, as the enemy will likely notice if you just sit there each round doing nothing, but make the enemy approach you. This will almost always give you more time to get everyone to the cannons, and it puts you at an advantageous angle with the enemy's front facing your side. If you can help it, never put yourself in a position where your front is facing the enemy's side directly. Ramming is a common move among newer players, and it is one of the fastest ways to get yourself sank.
Should you find yourself in a position where you must play aggressively, there are several methods you can try. First, you can likely approach at an angle, but do not approach at too narrow an angle, or your side cannons will not be able to reach in time, and the enemy can quickly dismantle you. Another approach is lining yourself up with the enemy and jumping into the wall while spamming the cannon tool, this will very slowly move you sideways. It isn't recommended that you do this, as it will go poorly for you almost every single time. Another method is to just go get treasure, this may trick your enemy into a false sense of security, in which case one of three things may happen: They will stay in the same spot, go for treasure, creating an opportunity to swing around and catch them off-guard, or they will chase you. If they chase you, then you just have to make a quick turn, and you have switched yourself into a defensive position where you have the advantage, and you can easily tear your enemy apart.
Whatever you do, don't run. Running wastes everyone's time, and it doesn't make you any better at the game. If you lose, analyze why and figure out what you can do better next time. Don't waste time arguing with your crew, as infighting is the enemy of organization, and organization is the key to victory.
Once you have won, if you're out of range of the enemy's cannons, it's generally not smart to get any closer. Doing so would allow the enemy to shoot at you and sink you.
Other[]
A Landboater
While rare, you might eventually encounter a Landboater. Landboating is a filthy practice, done by exploiting or abusing a bug in the game to put your boat on land. If you see someone doing this, drop everything and sink them before they reach the peak of land. Once they reach the peak of land, they are nearly unstoppable. You will be nearly unable to attack them, since if you are too close, the angle is too far up for your cannons to reach. If you are too far, you will be out of range. There may be a small area where you can reach them, but while you are trying to find that, they can rain down attacks. They will still sink when they are on land; however, because there is no water for them to sink into, they will remain on land, and may continue to fire upon you until the match ends and their boat despawns. If you manage to sink a landboater, you should escape before they sink you too.
If you fall under your ship and need to get back up, it's usually easier if you go to the very back of the ship to escape. The effectiveness of this depends on the ship you're using.
If the enemy is going straight at you, don't leave your ship to get treasure. You should get treasure at the beginning of the match if there is plenty of space between you and the enemy, when the enemy themselves are also getting treasure, or at the end of the match when they have sunk and aren't a threat anymore. After bringing a treasure chest back to your ship, it is best to put the chest in the room under your wheel, as people are slightly less likely to shoot there. Once you have done that, don't go using the cannon in the room because that's going to make people shoot at it. While looking for treasure, it is often faster to just grab whatever you find on your way to the enemy ship than it is to sail around the entire map for 20 minutes finding every last chest. This does depend on the map spawn, though.
Because the sharks will turn in the direction you shoot them, you can ride the sharks and steer them with your flintlock. This can be rather expensive. You can also steer the sharks by standing near the front of them, being careful not to get eaten, but because the shark is moving to eat you, you can make it slowly turn to the side you're standing on. This method of shark riding is not as reliable as using the flintlock. The sharks are faster than the ships and could be useful for boarding, or trying to stick the shark into your enemy ship to slow them down.
Removed Features[]
Old version of the shop, before v6.0
There have been several removed features in Galleons over the years. Below is a variety of them listed, although there may still be more.
Gold - Gold was once the main currency used to purchase items. Your points were the amount of damage you did that round, and at the end, they would be transferred into gold using (points amount at match end) * 0.12. Gold was removed in v6.0.
Sword Sharpening - Swords could be sharpened to increase damage. You started at 10 points. Max was 100. This was removed with the addition of the other sword types in v6.0.
v6.2b Shop
Selling - The shop used to have the ability to sell specific items. This was an option for most items under the character section, not including swimming upgrades. You could also sell handheld weapons. Upon selling something, you would regain half of the points you spent on the item sold. The standard sword sold for 700 points. This was removed around v7.0, although remnants of its existence remain in the tips for the starter deckhand sailor morph.
Old Shop Tips - Some shop tips have been changed over time, it's possible there are more than listed here:
- Parrot - "Increases defensive strength by 5% (but cannot talk)."
- Increase swim time - "Increases how long you can stay in the sea without drowning. Your initial swim time is 10 secs. " .. "Max is 60 secs"
Grenades
Grenades - Your grenade matched the color of the team you were on. While grenades were able to deal damage to the ships, they could not cause the barrels to explode. After the grenade was thrown and touched a non-player object, it lost its velocity and was allowed to fall with gravity. Player contact afterwards would defuse it. (Testing indicates that defusing may not have worked perfectly.) One grenade could be purchased in the shop for 5 gold. These got removed in v6.0. These were the controls for the grenade:
- mouse down to arm
- mouse up to throw
- low arc - b
- medium arc - g
- high arc - t
HardRadius = 4 -- Default BlastRadius
Force = 80 -- Force to pass to DamageHandler
SoftRadius = 6 -- Default radius against player targets
|
Random - You were once able to sit on top of the masts, this was removed around v6.0
The long-range and more destructive cannon upgrades used to be consumable; every time you shot a cannon with an upgrade, you had to purchase more to use it again. These were later changed to be unlimited in v7.0.
The shop in v6.0 had no maximum buy cap on the upgraded cannonballs or the bullets for the guns. This may have been fixed in v7.0.
| Old shop maximum buy amounts (before v6.0) |
|---|
Cannon reload time - 3 seconds Flintlock bullet - 30 Grenade - 15 Sharpen sword - 100. Swim time - 99.899999999999395 Blunderbuss charges - 10 |
Colored sails - The sails were colored after their team. This was changed sometime between v4.3 - v4.7 in favor of normally colored sails. It's possible that when he added some new ships, he gave them white sails, and later changed it to be that way for the ones with still colored sails.
Old destruction - When a part was down to 2/3 of its original strength, its surface changed to glue; if it was down to 1/3 of its original strength, its surface changed to inlets; if it lost all its strength, it was destroyed. This was changed in v6.0, when it was replaced with parts that cracked when damaged instead.
Old Treasure scoring per chest. - Treasure used to be worth less. this was changed in v7.4
- Win - 200
- Lose - 75 (if the enemy still floats, they get 100)
- Timer Run Out - Unknown
Old team names - "Choosing" was renamed to " Choosing a side." around v3.8. Old team names were replaced in v6.0.
- Blue Buccaneers
- Red Rovers
- Choosing a side
Old steering controls - The original steering controls were changed in v6.0.
- Forward Motion - U
- Turn Left - H
- Turn Right - K
- All Stop - X
Old match end messages - The match end messages have changed several times, it's hard to tell when exactly each change happened, but all the different variations are listed below:
v3.7 Both Sink - "Both sides sunk!" Red Sinks - "Blue Buccaneers have sunk the Red Rovers!" Blue Sink - "Red Rovers have sunk the Blue Buccaneers!" Timer Run Out - "15 minute game time exceeded, regening ships." v4.2 If both sunk - "Both sides sunk! (Vote for next ship)" Red is Sunk, Blue Sinking - "Red has sunk, but Blue is no longer sea worthy (Vote for next ship)" Blue is Sunk, Red sinking - "Blue has sunk, but Red is no longer sea worthy (Vote for next ship)" Red Sinks - "Blue has sunk Red! (Vote for next ship)" Blue Sinks - "Red has sunk Blue! (Vote for next ship)" Timer Run Out - "15 minute game time exceeded. (Vote for next ship)" v5.2 If both sunk - "Both sides sunk!" Red is Sunk, Blue Sinking - "Red has sunk" "(but Blue is no longer sea worthy)" Blue is Sunk, Red sinking - "Blue has sunk" "(but Red is no longer sea worthy)" Red Sinks - "Blue has sunk Red!" Blue Sinks - "Red has sunk Blue!" Timer Runs Out - "15 minute game time exceeded." v6.2b If both sides sink - "Both sides sunk!" Red Sunk, Blue Sinking - "Blue wins, but is heavily damaged" Blue Sunk, Red Sinking - "Red wins, but is heavily damaged" Red Sank - "Blue wins!" Blue Sank - "Red wins!" Timer Run Out - "Game time exceeded" |
Removed Ships - The original ships in Galleons have been updated several times over the years. These ships were eventually removed around v7.1. Two different images are included for each ship.
Galleon 1 ship map
Galleon 1
- Light cannons - 13
- Heavy cannons - 16
- Speed - 7
- Acceleration - 1
- Turn Rate - 113
-unlisted statistics-
- Number of barrels - 5
- Displacement - 47215
- Time to reach end of world ~ 17 - 18 minutes
v5.2 Galleon 1 |
v6.2b Galleon 1 |
Galleon 2 ship map
Galleon 2
- Light cannons - 16
- Heavy cannons - 12
- Speed - 8
- Acceleration - 0.6
- Turn Rate - 94
-unlisted statistics-
- Number of barrels - 7
- Displacement - 49150
- Time to reach end of world ~ 14 - 15 minutes
v5.2 Galleon 2 |
v6.2b Galleon 2 |
|---|
Galleon 3 ship map
Galleon 3
- Light cannons - 12
- Heavy cannons - 14
- Speed - 8.5
- Acceleration - 0.4
- Turn Rate - 80
-unlisted statistics-
- Number of barrels - 9
- Displacement - 54074
- Time to reach end of world ~ 14 minutes
v5.2 Galleon 3 |
v6.2b Galleon 3 |
|---|
Galleon 4 ship map
Galleon 4
- Light cannons - 11
- Heavy cannons - 10
- Speed - 10
- Acceleration - 2
- Turn Rate - 144
-unlisted statistics-
- Number of barrels - 4
- Displacement - 35094
- Time to reach end of world ~ 12 minutes
v5.2 Galleon 4 |
v6.2b Galleon 4 |
|---|
Galleon 5 ship map
Galleon 5
- Light cannons - 17
- Heavy cannons - 12
- Speed - 8
- Acceleration - 1.2
- Turn Rate - 86
-unlisted statistics-
- Number of barrels - 8
- Displacement - 46808
- Time to reach end of world ~ 14 - 15 minutes
v5.2 Galleon 5 |
v6.2b Galleon 5 |
|---|
v5.2 Shark |
v6.2b Shark |
Old barrels - These barrels were around for a few years. The mesh appears to have broken at some point, which may have been the reason for their replacement in v6.0.
v5.2 Barrel |
v5.2 Broken Barrel |
|---|
this cannon is in use, which is the reason for the discoloration. Old Cannon 1 |
v3.5 Cannon |
v5.2 Cannon |
v3.5 Flintlock
Original Flintlock - The original flintlock was not in the game for very long, as it was replaced in v3.8.
Old Islands - The island generation has changed several times. In version X4, the original islands were reworked using mountains from Checkpoint Racing. In v6.0, he added beaches to generate on the islands, as well as palm trees. In v7.1, bushes were added. These are some previous versions of the islands:
v3.5 Islands |
V5.2 Terrain |
v6.2b Terrain |
|---|
v5.2 Davy Jones Locker
(east side wall removed from image for ease of seeing inside)
v3.7 Sea Bed
Sea Bed & Davy Jones Locker - The Sea Bed was a giant 100x100 bed of sand. It had no collisions. It was removed in v3.8. There was no replacement until around version X4 or v5.0 when Wingman8 added Davy Jones Locker.
The locker consisted of 4 parts that appear to be named for their distance from the sea, "D200", for example. They were 400x400 studs across, and were all spaced 100 studs apart from each other with large sides on each end of them. It had no collisions. Davy Jones Locker was replaced with the 4 SeaBottom parts in v6.0.
Old Game Icons/Thumbnails - Galleons had many game thumbnails over the years. Due to how game thumbnails worked at the time, the first few were made by putting images on boards, then lining the camera up with the board. Technically, nearly every one of the earlier versions had a unique one, although it's usually the same image at a slightly different camera angle. The game icon has not been changed since 2017, when the La Querida was added in v7.1. It is possible there are more thumbnails that are lost to time.
Old Pirate Clothing - The original pirate clothing was added in v6.0, and changed to the modern one in v7.1. Before the existence of pirate outfits in v6.0, your arms and legs would be colored black, your head would be colored yellow, and your torso would be colored to your team.
v6.0 - v7.0c Pirate Clothing
(This is a diorama and may not reflect how it would have looked in-game.)
Designer notes - Designer notes were located on the pages after the help section. These underwent a few changes over time, the following screenshots are from v5.2. Designer notes may have been removed in v6.0.
Designer Notes V5.2 - 1 |
Designer Notes V5.2 - 2 |
Designer Notes V5.2 - 3 |
|---|
Version History[]
| This is not a complete timeline. Things could be missing. This timeline was created through searching through the Wayback Machine. Not even close to all of the unlisted changes are listed here.
Early in the development of Galleons, it seemed to exist in two places. The farthest the Wayback Machine can go on Wingman8's profile contains a place named ShipTest. ShipTest is likely the earliest known version of Galleons. ShipTest then becomes the beta branch for Galleons. This beta branch continues until v3.5, where it is labeled classic and does not contain swords or flintlocks. By July - August 2009, it was turned into unused 3, and eventually, it would go on to become City Patrol, and then Urban Patrol. ~March 1, 2009 - Galleons! Battle among the islands. V2.0 - main branch March 2, 2009 - Galleons! Down for maintenance. - main branch March 2009 - Galleons! v3.0 - main branch March 2009 - Galleons! v3.2 (Beta) - beta branch March 16, 2009 - Galleons! v3.2 (Beta) - disabled - beta branch March 19, 2009 - Galleons! v3.3 (Beta) - beta branch ~ April 2009 - Galleons! v3.4s (Beta) - swords and flintlocks - beta branch April 2009 - Galleons! v3.5 (Classic game) - beta branch April 26, 2009 - Galleons! v3.5s (Swords and Flintlocks) - main branch July 26, 2009 - Galleons! v3.7 January 22, 2010 - Galleons! v3.8 February 4, 2010 - Galleons! v3.9 March 13, 2010 - Galleons! v4.0 April 9, 2010 - Galleons! v4.1 April 17, 2010 - Galleons! v4.1a Fixed so sharks attack players in sea. The file for this is still called GalleonGame-v4.1. May 28, 2010 - Galleons! v4.2 July 24, 2010 - Galleons! v4.3 August 10, 2010 - Galleons! v4.3 August 14, 2010 - Galleons! v4.4 August 27, 2010 - Galleons! v4.4 August 28, 2010 - Galleons! v4.5 October 22, 2010 - Galleons! v4.6 December 4, 2010 - Galleons! v4.7 September 18, 2010 - Galleons! v4.8 September 27, 2011 - Galleons X4 November 11, 2011 - Galleons v5.0 (back to 2 ship classic!) December 9, 2011 - Galleons v5.0 May 5, 2012 - Galleons v5.1 As always, have fun! August 6, 2012 - Galleons v5.1 August 25, 2012 - Galleons v5.2 (Unlocked!) Please feel free to use anything here for your own games or models or make your own version of this game, or whatever. Featurewise, this is the same as 5.1 (except it works). If anything broken please let me know (preferably along with the solution). As always, have fun! June 17, 2013 - Galleons v5.2 (Unlocked!) This game is not copylocked anymore. Please feel free to use anything here for your own games or models or make your own version of this game, or whatever. As always, have fun! ~ October 2013 - Galleons v5.2 (Unlocked!) November 12, 2013 - Galleons v5.3 (Unlocked!) December 13, 2013 - Galleons v6.0 February 2014 - Galleons v6.1 February 2014 - Galleons v6.1b February 14, 2014 Galleons v6.2 (ft. The Black Pearl) February 18, 2014 - Galleons v6.2b (ft. The Black Pearl) May 22, 2014 - Galleons v6.2b March 12, 2015 - Galleons v6.2b April 15, 2015 - Galleons v6.2b May 4, 2015 - Galleons (shutdown) May 22, 2015 - Galleons v7.0 May 25, 2015 - Galleons v7.0b May 29, 2015 - Galleons v7.0b (shutdown) June 4, 2015 - Galleons v7.0c May 3, 2017 - Galleons v7.0c (shutdown) December 1, 2017 - Galleons v7.1 Treasure chests! Dig them up from the beaches and bringthem aboard for bonus points.Spyglass for searching for treasure. New ship: La Querida! New animations, camera mode, and other improvements. Let me know of screw-ups. As always, have fun! February 3, 2019 - Galleons v7.1 January 6, 2020 - Galleons v7.2 July 7, 2021 - Galleons v7.2 December 24, 2021 - Galleons v7.3 April 9, 2022 - Galleons v7.3 July 17, 2022 - Galleons v7.3 July 19, 2022 - Galleons v7.4 July 23, 2022 - Galleons v7.4 November 7, 2025 - Galleons v7.4 November 8, 2025 - Galleons v8.0 |
Bugs[]
The most notable bug in Galleons currently is the weld bug. The weld bug started on February 6, 2024. The ships in Galleons are made up of larger parts. When a part is hit it will separate into several smaller parts. Because of the weld bug, these smaller parts fail to weld back to the ship, and simply fall away. While a few parts may still weld back, they usually won't. Due to this, the ships sink in 3 - 15 hits instead of 70 - 90. This same bug seems to affect Checkpoint Racing, another game made by Wingman8. Checkpoint Racing was not as lucky though, as the cars in that game will fall apart immediately upon being spawned in.
- Sometimes people will notice lag spikes. It does not seem to affect everyone equally. Some people have none, and it's much worse for others. Some servers have this worse than others; it may not be a problem at all in some servers. Sometimes, certain actions may cause these lag spikes. An example of that is a cannonball hitting a ship. If you press SHIFT + F1 you can notice the instances counter rising, this is the memory leak and may be the cause of the lag spikes.
- Your player is not correctly colored until after the spawn bubble disappears.
- Sometimes, certain actions will cause your shirt or pants to disappear, showing your normal shirt or pants equipped. Both never disappear at the same time, only one or the other. This can also happen to your face if you buy the eye patch. Anything that "resets" your clothing fixes this, such as picking up a seagull or purchasing an item in the shop.
- A sinking ship may sometimes bug out and move uncontrollably.
- The game only works on PC despite mobile access. Mobile players cannot do anything, fall through the water, bug out the ships, have no animation, It's likely that if console players can access the game, they would experience similar problems. This bug also affects Chromebook users.
- This may not necessarily be a bug, but sharks can get stuck on land, boats, or even inside boats. They can push boats, slow boats down, be a general nuisance, or on rare occasions, completely bug the boats out.
- On lag spikes, you will be removed from the pilot seat
- When getting out of the seat, it's possible to remain stuck in the sitting position. Players affected by this tend to bug the ship more easily, but resetting fixes it.
- Cannonballs do not instantly kill you every time.
- Something happens to some people rarely, that will cause the ship to be pushed underwater just by the player touching a specific part, usually floors. Getting off the boat and resetting one or more times seems to fix this.
- If you equip the treasure tool while touching a chest, you won't hold it and it'll disappear. Unequipping the treasure tool causes the chest to reappear in the last spot it was sat down in.
- If you equip an item that has an animation, and then unequip that item before the animation finishes playing, your arm will be stuck in that animation even though the tool is not equipped. If you do another action after getting your arm stuck in the flintlock animation, such as using a sword or picking up treasure, it will fully unlock, and you can point anywhere.
- Being in the deciding area will not let you use your sword, unless, you buy the Steelshanks cutlass. Once you have this, you are able to equip it in the deciding area, and it will appear as a gray rectangle in your hand.
- If you go onto the enemy ship, you will slowly take damage until death. This is an intended feature likely to prevent spawn camping. However, if you are standing on the spawn pads, a chest, around the middle of the cannons, or if you're climbing up parts of some masts, you will stop taking damage.
- Anything that "resets" your avatar dupes the item you're holding. For example, picking up a seagull or quickly equipping an item after purchasing something in the shop. (The cannon, pilot, and treasure tools might not be able to dupe.)
- When out of ammo, if the player clicks to use the flintlock, the out-of-ammo sound will play globally.
- If you are fully zoomed into the spyglass when a new captain is selected, or the menu showing who wins pops up, the spyglass overlay will disappear.
- If a cannon coming towards you hits the ship in a specific spot, possibly in front of you, it will usually teleport you back a bit, behind a wall, and away from the cannon.
- After a match ends, you don't take damage from water, or on the enemy ship anymore. This may be an intentional mechanic.
- Attacking a dead player with a sword counts towards your kills and the dead player's deaths. Any blunderbuss pellets that touch an enemy player count towards kills and deaths as well, but shooting a dead player doesn't inflate the statistics.
- Sometimes, when the ship is moving and you are jumping, you will be launched higher than normal. In some cases, you will keep getting launched into the air even if you're not jumping anymore. When this happens, it is usually pretty far from the map, so that might matter. It is very rare.
- The shop UI can scroll through itself.
- Sometimes, sitting in the pilot seat of the enemy ship won't immediately kill you; jumping onto it may increase that chance. It's unclear what the cause is, but upon standing up, you will die.
- For those with a hat with a large enough hitbox, if you're jumping, you can die from touching the enemy seat through the floor, and you may also scare seagulls through the floor. There probably isn't anything that can be done about this.
- When the floor is shot out from under a chest, and it turns into a loose object, if it falls off the ship, it is still shown as being on the ship in the GUI. This won't cause you to get points from the chest after it's destroyed, though.
- If you have exactly as many points required to purchase an item, it may not let you do so. This is inconsistent to replicate, even when trying on the same item.
- Swimming upgrades don't take effect until after you exit and re-enter the water.
- If you drop any of the handheld weapons, the spyglass, or the treasure tools, when you pick them back up again, they will not work. It will also take them a few seconds to appear in your hand. (Same effect as trying to use them on deciding team.)
- Forward mast lateen sails are missing rig lines on the Queen Anne's Revenge. (maybe intentional)
- When you stand really close to someone in first person and try to attack them with the sword, it may not register the hit.
- Sometimes, rarely, the player may leave the pilot seat without unequipping the tool, which lets you control the ship while you're not sitting down. This has been dubbed the Bluetooth bug, and it's pretty rare. The cause of this is currently unknown; unequipping the pilot tool fixes it. Someone attacking you with a sword may also fix it. Lag spike removing you from the pilot seat might be one cause.
- When shooting some walls on the Queen Anne's Revenge, instead of being welded to their proper locations, all of the fragments are inside the same spot. Each time it happens to a specific wall, it will always happen in that same spot for that wall, but the spot varies by wall. If you're not paying attention, it may seem the wall just disappeared. This bug has been happening for a few years and is unlikely to be connected to the more recent weld bug.
- The sword blocking seems inconsistent if it works at all. There is a theory that it was broken by filtering enabled, and no one noticed. Swords could block much more consistently while using v6.2b in an older version of Roblox.
- If you walk up onto a crow's nest on some of the ships, it might cause your camera to spaz out a little. This doesn't seem very common and is difficult to replicate. It has been noticed most on the La Querida.
- Setting your camera mode to "CameraToggle" in a different game, and then joining Galleons will have your camera bugged, stuck in the ocean.
- If you die with your movement mode set to "Click to Move", your camera will be locked in the position it was when you died. You can fix this by changing the movement mode again. Click to move also does not work while you're on board your ship.
- If both Click to Move and CameraToggle are enabled, your camera will work normally. You can change your movement mode to something else to freeze your camera in place, and unfreeze it again by reselecting Click to Move, which can actually be pretty useful.
- If you spam equip the treasure tool and spam click on a chest, you will speed dig. This can be useful for saving time.
Several bugs are likely to occur in the future of Galleons, such as the animations breaking if Roblox gets rid of R6.
Trivia[]
This section is a trivia section. Please relocate any relevant information into other sections of the article.
- This game has been stolen many times, most famously by Jaredvaldez4 and Coolwhip900.
- As of 2025, Galleons is around 16 years old.
- Before 2020, the intro cutscene used the Pirates of the Caribbean theme.
- Galleon 4 is based on the San Martin.
- Galleon 3 was described as "first of the Contour line".
- The La Querida appears to be based on a Spanish galleon, perhaps specifically the El Galeón (or the Galeón Andalucía).
- In the v5.2 README, Wingman8 notes, "Spinoff game that I never did: have the galleons attack a port city." It's likely he considered this quite a lot, as there is a cannon around a concrete structure in the lighting folder named ProtoCasementB. A design similar to this is now the modern one placed in all the ships.
- According to the v5.2 README, the most requested feature he never added was "a dinghy to the ships."
- According to the v5.2 README, the most frequent complaint is lag.
- The total cost of buying everything in the shop is 16,000 points, not including ammunition or reload speed. The total cost of everything is 27,750 points.

























































