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Author Topic: Sunless Sea: a steampunk survival roguelike RPG in a Victorian Gothic underworld  (Read 40948 times)

Majestic7

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Yeah and I need to add I really like the game, I just don't want people to buy it under false premises and be disappointed. If you are looking for a naval combat game, this isn't it.
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nenjin

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FWIW, it's more of a naval combat game than it used to be.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

nenjin

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Aaaaaaaannnnnndd I load up the game after downloading updates to find that my Captain of old, who has been with me since near the beginning of Early Access, is inexplicably resigned to drowning at the Port of the Khan as soon as I load up the game. ><

A warning in the patch notes that they're shit canning old saves would have been nice.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Rez

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Why would you ever assume a save is compatible between versions, even if that's been the pattern?  That's just begging for disappointment.
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nenjin

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Because up until now, it hasn't been a problem. And considering the ~22 some odd hours of nautical grinding it took to get my last captain where he was, to be unexpectedly drowned at port, and I'm a little peeved.
« Last Edit: November 16, 2014, 09:58:17 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Majestic7

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That is weird, my pre-combat change captain carried over fine with everything on the ship intact. On the other hand I was docked in London.
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nenjin

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That is weird, my pre-combat change captain carried over fine with everything on the ship intact. On the other hand I was docked in London.

I got through the Steel update with this character fine, even mucked around with it. It's one of the story updates afterward that seems to have broken drowned my save.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

nenjin

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Got back to playing this. Steam says I've played 51 hours total (so more like 70 when you add in my non-Steam install time.) In this build I've put in close to 20 hours I think. So I've put in an appreciable amount of time, after the tragic loss of my previous Captain, to get back to approaching where I was.

In my hubris, I didn't make a will for him either. But I was able to pass a part of his legacy on to his grandson, Jacob Toomes, in the form of his Pages skill. I rationalize it as the younger Toomes reading his grandfather's old journals, full of esoteric knowledge and lessons about the Zee. In a meta sense, my second full character benefits from my near exhaustive knowledge of the early and mid games.

Like his grandfather, Jacob Toomes was a former soldier, giving me a good Irons score out of the gate, and a great Pages score. In retrospect there are much more useful stats I could have chosen, but this felt flavorful and Pages tends to help with some important storylets.

Anyways. Here's my take on the current state of the game.

COMBAT: It's feeling good. At first it feels awkward and a little unfair, because enemies are pretty good at spotting you and plotting firing solutions. But then you learn about stealth. You turn off your lamps and your visibility instantly drops by a huge amount, allowing you to zail past enemies without being seen, or shake off a pursuing ship. Or you creep up on a ship unseen, plot a (slower) firing solution, and basically get a free attack AND the first attack of the initial fight. The downside is, you max out your terror gain. So you're essentially spending money to avoid combat or win combat. There is a pretty huge gap between the starting enemies (1 to 2 hits to kill with an ok gun and a decent Irons score) to the midgame enemies (4 to 5 shots with the same, up to 10 shots on the larger ships and monsters.) Damage scales up slower it feels like (1 point of extra damage from Irons per ~5 Irons score) and new ship limitations prevent you from going all out combat early on. Still, overall, the combat rework was successful IMO. You get the tension of sneaking past or to enemies, combat has some back and forth, skill matters, piloting matters, enemies can still occasionally surprise you. Beasts require a lot of finesse because not only will they charge at your at a high rate of speed and ram you, many can submerge, ruining your firing solution and closing the gap to your ship in safety. Doing this all in the early and beginning of the midgame isn't hard, but it requires attention and snap piloting decisions. Later game where the enemies can't be sunk before they can retaliate, I imagine it gets much dicier. All in all, this is good.

TERROR GAIN: It is definitely way down, for several reasons. First off, your average Terror Gain while zailing in the dark with your lamp on is slower than it once was. Secondly, you seem to lose a few points of Terror every time you make port in Fallen London with Something Awaits You. Maximum Terror gain is still pretty rapid: a point every few seconds. So if your're good at keeping terror down by plotting good routes, Terror is not an issue anymore. That said, you're generating more Terror more often due to combat and all the maneuvering it takes, and turning off your lights. So there's some balance there depending on what you're doing. Short runs with no combat see you overall losing terror. Long trips see you come home with an amount that needs to be paid down. Generally though, it seems like recklessly doing storylets with Terror gain is what will push you over the edge. You have to be fucking up pretty hard in general gameplay for Terror to become a real issue now.

SHIPS: The real change here so far is that the starting ship doesn't have all slots available to it for guns and equipment. It has no Forward slot (for Forward weapons with Torpedos and what not) and it has no Aft slot (for rear Weapons or a Secure Hold.) So you're basically required to buy a better ship before you can really take on the midgame challenges. No more loading down the Tramp Steamer with the most expensive weapons in the game and LOLBLASTING Life Bergs and Corsair Frigates. On the one hand, it's good for balance and pacing. On the other hand, it sucks for pacing because new ships that are worth a damn are really, really expensive still. I expect more changes are coming here.

FUEL USAGE: Still feels about where it was prior to the combat update. Maybe a little slower. The rules about how speed and fuel consumption work were made a little clearer. Higher Engine Power = Higher Fuel Consumption & Higher Speed. Higher Ship Weight = Slower overall speed. For the default, it takes about 3 or 4 Fuel to go from Fallen London to Venderblight. The real trick, I've learned, to managing fuel is to have enough cash on hand to buy what you need when you're out on the Zee. Only relying on Fallen London, or places like Mount Palmerston or the Iron Republic, to buy fuel really curtails your options, due to hull space. So having enough cash on hand to pay for the ~120 to ~140 average refueling cost in most places with vendors and not sweating it is key to getting shit done.

ECONOMY: Still pretty difficult at the beginning, particularly for a newbie. They changed how Tomb Colonists work, so no more ~100 echoes just for sailing north to Venderblight. Now, taking a single tomb colonist is a storylet of sorts, with some quality that prevents you from trying it again, and no real known way to me remove it. (It implies its a thing on a timer like Time the Healer. But it doesn't change.) So I think the new game has gotten even more oblique for new players as how to successfully make money (i.e. keep playing the game.) That said, as more storylets go in there's more rewards to be had. Here's what I've done early and mid game to make money. Extreme spoilers.

Spoiler: Early Game (click to show/hide)

Spoiler: In the midgame (click to show/hide)

On the trading front, there's still not a lot of potential out there. Sure, you can find something significantly cheaper (~20 o ~30%) than normal at one site for special reasons, but a) the amount you'd need to buy and sell to make a realistic profit still way too high and b) the sometimes esoteric prices confuse what you're really paying. They've introduced a new storylet in Fallen London kind of geared toward trading, but some of the numbers are a little silly. x21 Spider Silk for 1500 echoes? Yeah, let me get right on that.....when I get a bigger ship that can actually carry that much shit. Especially when the place with storylets for getting Spider Silk are on the otherside of the goddamn Zee. Ahem. What new trading has been added seems geared toward converting resources into other resources, rather than providing meaningful opportunities to make echoes. For example, there's two new shops that I've seen, one in Fallen London, one in Khan's Shadow. The one in FL lets you buy Memories of a Distant Shore or Zee Stories ect...for Memories of a Distant Shore or Zee Stories. The one in KS sells Outlandish Artifacts!.....for almost the same price you get for selling them to the University. They sell Capitvating Treasures for exactly the price you'd get for selling it the University. I get all this stuff is clearly aimed at being a money sink so you can make Heirlooms to pass on to your descendent. But for people looking to buy low and sell high, it's confusing.

I know I sound like a broken record, but again this is Fallen London-style content and how they're used to making games. Alexis said he didn't want Sunless Sea to be a trading game, so things are deliberately not profitable despite the wealth of items already in the game and the variety of ways to get them. Items are for what storylets require, that's the gig. And converting one thing into another thing, so you can do a storylet? Another key part of Fallen London's gameplay. FL gets around this issue because stuff doesn't need to fit into the hold of a ship. Everything in the game points to trading despite trading factoring into things very little.

I respect their decision to not make this a game about trading. But Sunless Sea, in presenting FL's style of gameplay, gives new players the completely wrong idea about how to go playing the game. And I mean, if you look at my early game spoiler.....I'd rather have fun figuring out what's a profitable thing to try to trade from time to time.....then hammering the same storylet looking for the most money for the least possible effort. I'm going to do that anyways, so you might as well embrace real trading so it's semi-functional.

MAP RANDOMIZATION: Pretty cool, all in all. Can have a big impact on how you need to play the game, since travel = money and where things are in relation to other things is where all the calculations for profit begin. Here's my current game map:

Spoiler (click to show/hide)

Note how f'ing close Polythreme is to the Khanate. There's no meaningful trade you can do between them that I've seen yet, but I haven't gotten my permission to trade in the Nephritite Quarter yet. But most sites (read as: stuff out on the Zee, not coastal ports) beyond home waters are random. So it adds a nice bit of dynamism, since the location of Port Palmerston can have a big impact on your logistics. There's still some pretty empty spots in the Zee, and while I don't want every square inch to be filled, I don't really like that giant empty zone between Nuncio, Godsfall, Gaider's Mourn and the rest of the map to the west and North. It's a complete deadzone of interest, and while it may save on fuel, would generate a ton of unnecessary terror to zail through. It almost might as well not be there.

But all in all it's well done and I enjoy a new game and getting the lay of the Zee even though I know what's out there for the most part. The right island spawning in the right place and have a big, big impact on gameplay.

CONTENT: Several new islands have gone in since I last played. I won't go into them, but generally....there's three types of designs I've seen in storylets for Sunless Sea. There's the ubiquitous "visit the port and get the random storylet for that port while you're there" style. Maybe that island has another storylet that's an economic option, like House of the Question or The Poissonnier's Restaurant. Then there's the actual story storylet, which you sometimes but not always have to visit the island multiple times to finish, while others you start and you finish in one go, success or not. Then there's the sort of grand storylet, with multiple branching options, several layers of interaction, combos of different types of storylets. That's about the order of the frequency in game.

So, for example, the Island of Cats is a new island totally focused on Red Honey and Smuggling stuff into Fallen London, avoiding customs, ect....there's like 6 storylets that all play into your activities at the Island of Cats, not all of which you can do immediately, some evolve as you continue to do them...but there's no "drop by port and go wander the city" storylets. So if you're not interested in smuggling, there's almost no reason to visit. Storylets really come down to the intent and who is writing them, as Sunless Sea now has several writers producing storylets. The practical effect it has, is that there's places you visit to make money, refuel or do the casual storylets, and then there's places you only visit to do the deeper storylets. So you're either actively trying to make money and casually do the stuff you know along the way, or you're exploring and in "do shit" mode. That said, the content is fairly engaging when you are doing it, well-written and all the things that make Fallen London fun and interesting.

TEH FUTURE
: A couple weeks ago Failbetter announced the full release of Sunless Sea would be Feb. 2015. That's all they've said. So take what I say with a grain of salt. While I love Sunless Sea and I think they've done a great job, I don't know if it's really going to be as fleshed out as it could be by then. For example, there's still islands out there with art and trading and shit that don't have their storylets. They clearly are meant to do something and still do very little months after their inclusion. Like Khan's Shadow. You don't put that much work into something just to be almost useless. There's still typos, truncated text, windows that need sliders but don't have them, broken storylets, bugs, half a dozen crappy default traders at ports only selling Fuel and Supplies (otherwise known as the only way to get fuel while out at Zee for the most part) content they've said they need to rebalance, half the monsters in game still only have place holder loot.... and there still several items on their dev list that aren't there yet. (Ambitions that aren't "be rich" and "collect a ton of everything", Weather, phenomena and hazards.) There's supposed to be neutral AI and ships out there too. All of exactly two random events can occur while at Zee that aren't directly related to having too much Terror. There's several features people have asked for (Storage for the epic shit tons of stuff they want you to acquire, with a tiny hull unless you're buying a 20k+ echo monster of a ship; additional gear for the ship besides Repair Rats, Secure Storage, almost useless lamp upgrades and completely useless torpedo nets since no one has ever shot a torpedo at me) for months. I'm not sure if the Unterzee was originally promised with the full release, but if it was it's an expansion now they're going to work on after release. This is all in addition to the rest of the story content they need to develop, test and release. Half of the stories for officers still aren't in. That's a lot of shit for ~2 to 3 months of time. And based on my experience with Fallen London, Failbetter has a bad habit of starting stuff, making it look like it will get updated then forgetting about it for years. Sunless Sea is basically set up for the same thing. That's why the "Get New Stories" button exists; so they can update stories they left unfinished. Finishing Ambitions in Sunless Sea? They haven't even finished Ambitions in Fallen London, FFS. So there's a definite potential for this game to release with a lot of stuff still unfinished. In fact, I'm counting on it.

And more to the point....there's a lot of places where there's now a good framework to actually add a lot to gameplay. But my sense is they're rushing to finish what's left and that the game isn't going to evolve much past where it is now. For example. When you destroy a ship and loot its remains, you're likely to get the same option which yields 1 of 3 or 4 different resources. It's different ship per ship/monster type, but loot is a really known quantity in the game. It's a place where numerous small storylets, from good to bad, would be a smart move. I'm not saying their time was misspent, but when your lead game designer and writer has been "working on a secret project for Bioware" for months when their first non-web game is in the heart of production, racing to finish the last leg of development, having people guest write storylets, it does make you wonder how much better this product might have been without the distractions. And it's a fine product, don't get me wrong. Worth every echo of $20. But it's the potential difference between "good" and "great."

They haven't said much about their post-release plans other than the Unterzee expansion, which I assume Kickstarter backers get. With the "Get New Storylets" button I assume they'll do a mix free storylet updates and paid expansions too. Failbetter are consummate monetizers due to their experience with a free web game, so I doubt they're done with the game after release. I just hope they're still willing to continue to improve the core game experience beyond storylet updates. I don't know what the mod potential is, but I'm hoping they're open to it because there's a lot of places fans could help fill in the holes.

-----

So TLDR, game is in an improved state from where it was 4 months ago. More content, better combat, the flow of gameplay is....better. Ish. I'm wishing it had put out a little more umpf in development before it neared completion, but the combat rework threw a monkey wrench into the works I think. We'll see what they can get done in the last couple of months, and what they're strategy is post-release. If you really want to know what this game is like, go play Fallen London. Take away the action-point based system, add in some sailing and naval combat and usual PC game features, you've got Sunless Sea.
« Last Edit: November 24, 2014, 12:38:25 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

E. Albright

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I'm not sure if the Unterzee was originally promised with the full release, but if it was it's an expansion now they're going to work on after release.

Nope, the Unterzee stretch goal was always for an expansion (just as the unmet airship stretch goal was to have been yet another expansion).
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Sappho

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Wow, Nenjin, thanks for the detailed review. Will be very helpful as I try to decide whether to go back to this or not.

You should send your comments to the devs. Couldn't hurt to make sure they hear as many people as possible showing them the places where they're going wrong.

Retropunch

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Wow, Nenjin, thanks for the detailed review. Will be very helpful as I try to decide whether to go back to this or not.

You should send your comments to the devs. Couldn't hurt to make sure they hear as many people as possible showing them the places where they're going wrong.

Agreed, a very thorough overview. Definitely worth sending it to the devs (maybe after making it sliiiiightly less forward in some parts...) as you seem to have really hit the nail on the head.

However, I have seen other games really pull things around in the final stretch, and a lot of the issues you've mentioned could probably be fixed quickly as long as they've actually got it already planned (stuff like extra types of loot/ship expansions). I think this is all a symptom of the current climate of over-long development times. Developers now feel that games can be in early access indefinitely, and this pretty much always leads to stuff being unfinished with a quick race to get everything slapped in when they can no longer support it.

 
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Majestic7

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Great review, though I disagree with combat. I think it is less tactical than it used to be. So far, I've killed everything by simply sailing backwards and banging at the furthest distance. In ye olde type combat the terror inflicted by the monsters and various special abilities they had made combat more interesting. Oh it wasn't great, but it had more options. High terror rating from facing monsters was atmospheric and fun; you don't get that anymore. I hope the present combat is just a work in progress.
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nenjin

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Thanks folks.

In ye olde type combat the terror inflicted by the monsters and various special abilities they had made combat more interesting. Oh it wasn't great, but it had more options. High terror rating from facing monsters was atmospheric and fun; you don't get that anymore. I hope the present combat is just a work in progress.

Yeah, I guess that's a bunch to add to the pile of "needs to be done by February." (I've constantly editted that section as more stuff occurs to me.) Two guns, sailing backwards and turning off my lights basically has me killing everything in the Zee with little problem.

The feedback isn't anything I think they haven't heard. They've set the stage with a lot of stuff, it's up to them to finish it. My forward comments are my latent sense (and my growing frustration) of devs who get Kickstarter money and then suddenly start other projects. Between Fallen London (which has put out some very small content updates in probably the last 6 to 8 months), Sunless Sea and Bioware Project X, they must be strapped for people to actually work 100% on any project. Sunless Sea still rides very well on its very stable base that they spent time deving prior to the Kickstarter. But because they've reworked things so many times, there are fragments of game play everywhere (which when combined yield the secret of "Not enough people working on this game.") It's not quite a mess....but you can't touch almost any section of the game without seeing placeholder content. Hell they've got place holder content messages in places where it's not actually placeholder content anymore!

This one of those games that could happily dev for another 6 months, I think. But the emphasis on a citing a full release date makes me feel like they're in a hurry to say "Done!" and absolve themselves of anything that doesn't make the release date.
« Last Edit: November 24, 2014, 03:10:34 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

nenjin

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So I'm still playing this and keeping current with updates.

Development speed has definitely increased. They've basically committed to one full "release" per month until February. So lots of content is going in....and the bugs are coming with them. Neutral AI ships are in but they're doing some very odd things according to the forums. Totally revamped legacies letting you pick and choose combinations of things to pass on have gone in. You can get someone preggers and have a kid before you die now, which is nice. It's going to be a busy and I suspect somewhat buggy few months for Sunless Sea.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

nenjin

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D-d-d-d-d-iamond update.

Quote
SUNLESS SEA leaves early access in early February. Here’s DIAMOND, a delicious update which brings us tantalizingly close to the finished article.

GAMEPLAY

    Weather!
    There is now a chance of adverse weather in the Unterzee. This will affect combat, slowing you down or reducing visibility.
    Better combat animations!
    Some beasties will flinch when hit, or grasp at you with their terrible claws. They’ll also die quite prettily. More coming soon.
    New weapon characteristic: stagger!
    Some weapons will now stagger your enemies, knocking their crew to the deck and therefore setting back their preparations. They can also do the same to you!
    Surprise attacks!
    Some beasties can now start submerged and sneak up on you.

 Read the full patch notes on our blog.
STORIES

    Your Father’s Bones - the closest thing to a main storyline - is now available, complete with variant endings.
    You can now explore off the edges of the map, though no good will come of it.
    She will lean forward and whisper to you: "This is the nature of Irem. It is the beach where history comes to rest."
    There is now a conclusion to the Salt-Lions story; in fact, six different conclusions, including an Easter-Egg Legacy effect.
    The Presbyterate Adventuress now has a storyline.
    The Icarus in Black weapon will allow you to fire monster-hunters at monsters.
    The Tomb-Colonist plotlines will now allow you to carry a party of bandaged hooligans round the ports of the Unterzee.

ART

You can now zail by Frostfound, Irem, Aestival and Sea of Statues admiringly (there are also some stories at each of them, though not final ones).

Crying Heights is there to marvel over too, but be warned that there is no port there.

The beautification of the game continues at a hot pace, with many new and revamped port and item illustrations to discover on your travels.

Your name in the credits!

If you backed Sunless Sea, your name is already in the credits. We want to make sure that you are credited under the right name. If you want to be credited by a name other than the name attached to your Kickstarter account, please send both the original and new names to support@failbettergames.com by 15 Jan, and we’ll update it.

Weather sounds a little weaker than I original thought it would. It was supposed to be glim falls and stuff, this sounds more like a chance for fog. But I'll have to check it out before I can say for sure.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti
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