Story
You wake to floating wreckage and a door for a deck. A demon raid took everything you knew, and you are the only one left to answer for it.
The sea is empty, the horizon is open, and there is a Demon Lord waiting on a hidden island far to the north-west. Twelve missions, six ships and roughly thirty hours of play sit between you and him.
Tone
One-player adventure. No always-online, no rivals on your screen, no forced accounts. You play when you want, you save where you want.
The world
A 1000 by 1000 open sea. Procedural islands scatter the water, and three hand-placed hubs hold everything that matters.
-
Quest Giver island
Mid-east of the map. The job board lives here. Sail in, take a contract, sail back when it is done.
-
Trader island
South-west corner. Swap bronze for pearls, browse the shop, refit between fights.
-
The Secret Isle
North-west corner. Walled, towered, mission-gated. The Demon Lord lives here. Get strong before you knock.
Between the hubs: a navigable sea with monster lanes, pirate patrols, weather and a fog of war that hides what is too far to see. Coordinates run A to Z and 1 to 26, top-left matrix.
Your ships
Six ships to climb. Each one trades a bit of speed for a lot of hull, until the last one trades nothing at all.
Salvage Raft
- HP
- 300
- Shield
- 100
- Speed
- 4
- Level
- 1
A door for a deck. Where every captain starts.
Starter, freeRowboat
- HP
- 800
- Shield
- 250
- Speed
- 5
- Level
- 2
A real hull at last. Slow, loud, but it floats and it fights.
5 000 BronzeLog-Raft
- HP
- 1 800
- Shield
- 600
- Speed
- 6
- Level
- 4
Tougher salvage with proper mounts. First ship that survives a sloppy fight.
25 000 BronzeCanoe
- HP
- 4 000
- Shield
- 1 400
- Speed
- 7
- Level
- 6
A proper warboat. Quick, mean, easy to refit. Carries you through the mid game.
100 000 BronzeArmed-Boat
- HP
- 8 500
- Shield
- 3 000
- Speed
- 8
- Level
- 8
A warship in miniature. The first ship that can punch a boss in the mouth.
200 PearlsDoomstroyer
- HP
- 20 000
- Shield
- 7 500
- Speed
- 10
- Level
- End-game
The deck you earn, not buy. Awarded for finishing the Demon's Bait mission. The Demon Lord is the only fight worth bringing it to.
Mission rewardCombat
Cannons and harpoons fire in any direction around your ship. Pick a target, pick an angle, pick your moment.
Shield first
Hits eat shield before they touch your hull. Watch the shield bar, back off when it pops, give it a moment to come back.
Then hull
Once shield is gone, every hit takes hull HP. This is the bar that gets you sent home.
Armor cuts the rest
Armor knocks a flat number plus a percent off every hit. Big bosses hit hard, armor is what keeps you in the fight.
Weapons: three harpoon tiers cover early and mid game. Cannons hit harder and you need them for bosses with armor. You can mix and match across your weapon slots.
Crits add damage on top of the base hit. Pick equipment and crew that raise crit chance and crit damage if you like the swingy playstyle. Evasion rolls dodges enemy hits. Pick it if you prefer to take fewer hits in the first place.
Movement tip
Click a new spot mid-fight to break a path and dodge. The autopilot will not stop a cannonball, but a fresh course will.
Gear & crew
Twenty items across three categories. Slots are limited, so every choice changes how your ship plays.
Arsenal
Four weapon options
- Harpoons
- Harpoon-Bow
- Harpoon-Cannon
- Cannon
Harpoons climb three tiers. Cannons are the late-game answer for armored targets.
Equipment
Nine modules, three tiers each
- Old Sails
- New Sails
- Elite Sails
- Wood Reinforcement
- Iron Reinforcement
- Magic Reinforcement
- Slave Figurine
- Horse Figurine
- Virgo Figurine
Sails buy speed. Reinforcements buy hull. Figurines buy luck and small edge bonuses. Mix to taste.
Crew
Seven specialists
- Cook
- Navigator
- Gunner
- Builder
- Watcher
- Captain
- Priest
Each crew slot adds passive bonuses. Stack the right ones for your build: a Gunner-heavy ship hits harder, a Builder-heavy ship soaks more.
Enemies
Four pirate ships, three sea monsters, two bosses. Each one teaches you something the next one will test.
Pirate ships
Four types, found in patrols
Pirate Jack
The basic patrol. A good first kill, a steady source of bronze.
Cannibals
Aggressive, fast, light on armor. They will chase. Stay sharp.
Wild Savages
Tougher hulls and harder hits. A real fight by the time you meet them.
Merchant Boat
Slow, loaded, defensive. They run before they fight. Catch them anyway.
Sea monsters
Three types, three habits
Turtles
They flee. Catch them for easy drops while they run.
Dolphins
Faster than turtles, just as skittish. Bring something quick.
Piranhas
Aggressive shoals. They bite, you trim them down with harpoons.
Bosses
Two fights you have to earn
Charybdis
- HP
- 15 000
- Shield
- 2 000
- DMG
- 40
- Style
- Chase & bite
A storm beast that hunts you when you come close. Brings the Maelstrom Falls mission to a close, then keeps spawning for anyone brave enough to keep coming back.
Demon Pirate
- HP
- 50 000
- Shield
- 10 000
- DMG
- 80
- Armor
- 30 flat + 15%
The Demon Lord himself. Lives on the Secret Isle, level 10, hits like a wall. The whole game is leading you to this fight.
Missions
Twelve story missions in a straight line. Three dailies on a real 24-hour cooldown for repeat income.
The story chain
Twelve missions, in order
- First Steps - find your bearings and your first kill.
- Pirate's Bane - clear a patrol that has been hanging around.
- Arm Yourself - put together a real weapon loadout.
- Captain's Stripes - reach level 3 to earn the rank.
- Pearl Exchange - learn the Trader, learn pearls.
- Cleanse Coast - take down ten pirate ships.
- Plague of Deep - thin out ten piranha shoals.
- Maelstrom Falls - find Charybdis and finish it.
- Pearl Trove - bank 100 pearls.
- High Captain - reach level 6, earn the title.
- Demon's Bait - five Charybdis kills unlock the Doomstroyer.
- Secret Isle - sail north-west, end the Demon Lord.
Daily jobs
Three dailies, 24-hour real cooldown
Wild Hunt
Bring down 15 sea monsters of any kind. Easy bronze, easy XP.
Pirate Patrol
Sink 10 pirate ships in the wild. Better pay, more fight.
Beast of the Deep
One Charybdis kill. Big payout, big risk, daily reset.
People
The faces you meet at port, and the deck you start on.
Dockside contact
Quest Giver
Stands on the dock at his island and hands out jobs. Talk to him between fights to pick up the next mission and turn in the last.
Port merchant
Trader
Holds the shop and the bronze-to-pearls exchange. Sells the ships you have not earned yet and the gear you have not bought yet.
Starting vessel
Salvage Raft
The deck every captain learns on. Slow, loud, barely afloat, entirely yours. Trade up when you can.