LOSE YOUR MIND. EAT YOUR CREW. DIE. Take the helm of your steamship and set sail for the unknown! Sunless Sea is a game of discovery, loneliness and frequent death, set in the award-winning Victorian Gothic universe of Fallen London.
User reviews: Very Positive (1,233 reviews)
Release Date: Feb 6, 2015

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Recommended By Curators

"A narratively driven rogue-lite, perhaps a more story-driven FTL? Whatever the case the world is fascinating and the writing sublime and funny."
Read the full review here.

Recent updates View all (35)

April 23

Soundtrack out now!

Welcome, new captains who’ve found us via the Steam sale!


21 pieces guaranteed to inspire haunting dreams, wistful reveries for captains lost, and sea-sickness. Each track has been remastered especially for this release and many are extended from the versions you hear in-game.

The soundtrack is now available through:




Google Play


"In the heart of the wood there was a ring of bones, standing in the earth like dry saplings. In the heart of the ring there was an egg, the size of a coach, the colour of a bruise. In the egg there was a voice..."

Glory's Bones, an additional quest that reveals more of the Chelonate's past, is now available.


Zubmariner will be the first piece of DLC for Sunless Sea. Art director Paul Arendt is exploring the depths of the Unterzee in his pre-production work on his tumblr.


Who is also playing Fallen London, and what’s your character up to?

16 comments Read more

April 17

Zubmariner art and soundtrack listing!

This week, art director Paul Arendt has been looking at the Zee floor... see a morsel of new Zubmariner concept art at his Tumblr.

The Sunless Sea Official Soundtrack is almost ready! We can now reveal there will be a glorious 21 tracks, each lovingly remastered. Most are also extended versions of the ones you hear in the game.

We've been working on this with our composer for a number of weeks and are exceedingly excited to share it with you. For now, to whet your appetites, here's the full track listing:

Opening Screen
Wolfstack Lights
Submergo Viol
Dark Sailing
Harmonium Over Matter
Oceana Lonissima
Khan's Heart
Storm, Stone, Salt
Hull is Other People
Vox Zombius
Fluke's Fathoms
The Sea Does Not Forgive
Hope is an Anchor
The Surface
Sunless Sea


Which piece of music in Sunless Sea is your favourite?

14 comments Read more


“Sunless Sea's method of storytelling isn't unique, but it has never been realised with such impact and elegance.”
10/10 – Eurogamer

“Absolutely the best writing in any video game since, well, as long as I can remember.”
10/10 – PCGamesN

“a very compelling and satisfying adventure... The realm of possibilities seems endless, and every time I set sail I find something new.”
9/10 – Destructoid

About This Game


Take the helm of your steamship and set sail for the unknown! Sunless Sea is a game of discovery, loneliness and frequent death, set in the award-winning Victorian Gothic universe of Fallen London.

If the giant crabs, sentient icebergs and swarms of bats don’t get you, madness and cannibalism certainly will. But that old black ocean beckons, and there’s loot for the brave souls who dare to sail her.

Betray your crew, sell your soul to a Devil, marry your sweetheart. Survive long enough and you’ll achieve your life’s ambition.

You will die, but your legacy will live on…

Key features

  • A deep, compelling world packed with 200,000+ words of stories and secrets. Find your father’s bones. Determine London’s destiny. Defy the gods of the deep sea.
  • Beautiful, hand drawn art - castles of sparkling ice, prisons perched on lily pads, fog-shrouded lighthouses and the DAWN MACHINE.
  • Your captain will die. But you can pass on resources from one generation to the next. Acquire a family home and a hoard of heirlooms. Build up your own story across generations of zailors who braved the sea and lost - or won...
  • Real-time combat against ships and Zee-beasts, spider-crewed dreadnoughts and sentient icebergs.
  • Light and dark, terror and madness: stray too far from the gas-lamps of civilisation and your crew will grow fearful and eventually lose their sanity.
  • Upgrade your steamship with powerful engines, cannons and pneumatic torpedo guns. (Or buy a bigger, better ship.)
  • Hire unique officers like the Haunted Doctor and the Irrepressible Cannoneer. Each has a story to tell, if you can draw it out of them.
  • Choose a ship’s mascot: the Comatose Ferret, the Wretched Mog, the Elegiac Cockatoo, and more!
  • Trade or smuggle silk and souls, mushroom wine and hallucinogenic honey.

System Requirements

Mac OS X
    • OS: Windows XP or later
    • Processor: 2Ghz or better
    • Memory: 1 GB RAM
    • Graphics: 1280x768 minimum resolution, DirectX 9.0c compatible graphics card
    • DirectX: Version 9.0c
    • Hard Drive: 700 MB available space
    • Sound Card: DirectX 9.0c compatible
    • OS: Mac OS X 10.6 or later
    • Processor: 2Ghz or better
    • Memory: 1 GB RAM
    • Graphics: 1280x768 minimum resolution, DirectX 9.0c compatible graphics card
    • Hard Drive: 700 MB available space
    • Sound Card: DirectX 9.0c compatible
Helpful customer reviews
57 of 60 people (95%) found this review helpful
30.6 hrs on record
Posted: April 8
I know exactly why I love this game, and it mostly just boils down to stoking imagination. If I had to take a step back and think about the bigger picture, I would attribute that success to these qualities:

Text placed along single pictures that barely represent a person or place, letting our minds fill in the rest
Areas with names but no descriptions (essentially places with no point but infinite possibility)
Choose your own adventure style questions with no backsies, many posed through actual dialogue
No main story, everything is tertiary and yet also essential
An in-game presence so that each journey still feels substantial, weighted appropriately by time and risk

I have never been so smitten with a game, and if the above traits are not enough to make that point, consider that it also manages to blend meaningfully rich text with brilliantly haunting music in a setting that oozes inspiration. Give the game time to sink into your bones. It's worth it!
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17 of 18 people (94%) found this review helpful
1 person found this review funny
8.5 hrs on record
Posted: April 12
A breathtaking yet endlessly frustrating experience. Sunless Sea is a world explorer's dream - you pilot your ship around a vast subterranean cavern and meet astonishingly well-written characters.

In the end, however, after several hours of play, I am still completely lost as to how to progress in this game. It tells you almost nothing about its requirements, and the price of failure is starting over. How to win? No idea. What is my goal? No idea. What can I do to live longer / get further out / improve? No real idea.

However, the experience of piloting my little steamer around those strange, lethal waters is something I will take with me for the rest of my life. I am very glad to have played Sunless Sea. I just wish I could have explored its depths.
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36 of 53 people (68%) found this review helpful
7 people found this review funny
114.6 hrs on record
Posted: April 16
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7 of 8 people (88%) found this review helpful
1 person found this review funny
6.6 hrs on record
Posted: April 11
Battle sea monsters, smuggle souls, sacrifice everything to survive.
Sunless Sea is a dark, enchanting game with oodles of content and a steep learning curve. The writing is fantastic and the world itself is large and full of mysteries. The amount of work and creativity that has gone into this game is amazing.
If you want a taste of what this game offers, try the free browser game set in the same world - Fallen London. If you enjoy that, buying Sunless Sea is well worth it.

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3 of 3 people (100%) found this review helpful
75.5 hrs on record
Posted: April 23
Unlike many, I don't play games for the joy of figuring out mechanics and strategies. I don't play for the rush of defeating the boss (although it is a nice feeling), or to waste time, or to get bragging rights.

I play for the stories. And Sunless Sea is a game of stories. Yes, it's about the terror you feel when you're at 5 hull and low on supplies and you don't know if you'll make it back; it's about trying to survive; but mostly it's about the stories. (Like the time I was being chased by a Lifeberg, backed my way into the channels that block the north, and sat there shooting at it happily until it died, frustrated and unable to reach me. But more like the island full of insane postmen, and the one with the spiders, and the one where they only speak in questions. What /is/ the difference between a question and a riddle?)

Ultimately, it's not for everybody. And since I often binge-play it and then don't come back for months, I occasionally forget my current goals, which is frustrating. But this is one of the few games I'm happy to give up cumulative days of my life to.
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2 of 2 people (100%) found this review helpful
97.3 hrs on record
Posted: April 24
Rogue-like in a beautiful lovecraftian setting where there's nearly limitless stories to discover. A lot of fun.
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2 of 2 people (100%) found this review helpful
1 person found this review funny
52.2 hrs on record
Posted: May 2
We'd been at zee for a long time, running dark to conserve fuel and avoid the attention of the pirates and great beasts. Despite my best efforts -- spinning tales of comfort for my zailors, brazenly defying Nightmares, even initiating an affair with my engineer -- I'd managed to let my Terror get all the way to 100%. The achievement pops up; "Lose Your Mind". This doesn't bode well, but I'm a mere ship's length away from home port, and docking will reduce terror to 50%; a much more manageable level. Surely I can hold out just a little--

I'm instantly presented with a choice between murdering my entire crew (with 12% chance of success), or attempting to win them over (9%). Failing either one, I was told, would end my game. I did the only thing I could do, and somehow managed to kill everyone aboard, save two. We made harbor and, with a fresh batch of new faces, set out to zee once more.

Time passes.

An adventurer whom we've been running jobs for finally announces that he has all of the supplies he needs to make his final journey and I, having proven my capability, am his first choice of transport. There's just one problem...my trusty ship lacks the capacity to hold his cargo with room for food and fuel. We're going to need a bigger boat.

I buy a bigger boat and hire on twice again as many zailors as I already have. We load up and set sail, but not before I accept just one more smuggling job from my "friend" with the bad eye and the concealed knife. Corsair's Forest? I've been there a dozen times; consider it done.

It's not until we're two days out that I realize my new ship has half the speed of my old one, and my triple-size crew are a hungry bunch. We're running low on supplies before we've even reached our initial destination, but we make the drop and start to head home.

Then the realization strikes. If we dock in London now, before finishing that smuggling job, I'll have to cough up the fee plus a hefty chunk of interest, not to mention lose a valuable connection...but the nearest trading port is in the opposite direction.

It took every scrap of food we had, but we managed to reach Mount Palmerston without resorting to cannibalism...again. We traded with the devils for supplies and loaded up on coke freshly dug from Hell. On our way home we made port at Pigmote isle, where a civilization of guinea pigs threw a banquet in our honor -- their returning saviors, though this time we were the ones in need of saving.

After a harrowing encounter with a manic Jillyfleur brought hull integrity to 1%, and a misbehaving Clay Man took five lives before we subdued him, we were desperate for rest and repair. An ill-fortuned shore leave on Gaidur's Mourn pushed Terror to worrying levels, but we had our package. As we pulled out of the port, a straggling pirate ship fired one last shot across our bow -- but the shell missed by an arm's length and we were homeward bound. Two days later, limping into port with a skeleton crew, I breathed a sigh of relief that I'd narrowly escaped losing my mind for the second time in the space of a week. My sweetheart and child welcome me home. I say nothing of the suicides -- surely they were suicides? -- that only I had been privy to. I pass on an uncanny artifact to my son; someday he, too, will be a zee captain, with enough cares of his own. No need to trouble him with details.

My friend has another job for me, and the Admiralty has need of news from the outlying colonies. I take a loss on a purchase of a smaller ship, name her after the one I'd traded to begin with. Eighth of my house and 211 days at zee, I sail on.
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2 of 3 people (67%) found this review helpful
17.3 hrs on record
Posted: April 15
Recommended to fans of indie games, roguelikes, and even fans of flash games. It really does remind me of flash games where you will improve over time, and calmly go through your tasks in the face of danger. However, it really does have more depth than any flash game.

The idea of the game is to become an explorer and meet everyone one could meet. One might have different identifiers (essentially boolean characterstics), companions, etc. Money is only a means to this. In my opinion, discovering everything and progressing the story is primary, but I need money to do it, so sometimes I am coerced into going back to Whither for some extra cash for recon.
The game relies on fuel and food. Neither are too scarce if you scout for the royal navy a lot. Be careful though.
Watch like 5 minutes of gameplay, it's pretty straightforward.

  • Great music; quite surprising
  • Very atmospheric, the setting is immersive More like submersive, amirite? with a Dickensian England style, even altering English to accomodate the setting. (Even if it's just replacing "Sea" with "Zee", it still is cool)
  • Storyline is intriguing and very mysterious. The multiple choices for each encounter, along with skill checks, ties everything to you and your choices. Nothing is truly unfair and all choices are usually valid.
  • Discovering a new world really is rewarding and fun, with no real annoyances once you discover how to make money. It was awesome to find a culty Church and accidentally become a cannibal for free food; and not punishing when it shouldn't be.
  • Great quest system with lots of different effects, items, etc. centered around exploration for the Admirality.

  • Quite difficult to begin with, I actually gave up after two hours but tried again later. Basically you've got to rely on scouting places and important research reports.
  • Some people may not like the permadeath (although there is a manual save option) or the game in general. Can't do much about that.
  • Combat is essentially "Who is stronger? You or them?", because boats are hard to steer and getting attacked by two enemies sequentially is devestating.
  • (Not a real negative) There's a gap between when you have money and when you don't. It could be easy to go too far away if not paying attention.
  • The ship is pretty slow sometimes.
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2 of 3 people (67%) found this review helpful
1 person found this review funny
11.3 hrs on record
Posted: April 29
There are a LOT of reviews for this game, but here's another one. I can't recommend this game enough.

So far in my 11 hours of play I've: had "sex" with a squid thing that cooks, fought off a living ice berg, infested islands with fungus, and sacrificed several members of my loyal crew for gasoline. Gas prices are outrageous!

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4 of 7 people (57%) found this review helpful
6.2 hrs on record
Posted: April 29
When The Holy film director decides to take a look,
refers to the pages of his holy book,
sends the warm rain falling from the sky,
If you've never been a sailor better try,
If you've never been a sailor better try.
If you've never been a sailor better try.
If you've never been a sailor better try.
If you've never been a sailor better try.
If you've never been a sailor better try.
If you've never been a sailor better try.
If you've never been a sailor better try.
If you've never been a sailor you'd better try.....
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2 of 4 people (50%) found this review helpful
83.6 hrs on record
Posted: April 21
This is not a fast game.

If that does not turn you away, you will devour this game. Intriguing and thought-provoking worldbuilding, and the very best narrative, quantity considered, i've ever seen in a game. Sometimes it is hilarious, often it is charming, and usually it is laden with sinister purpose that perpetually leaves you a shade below terrified. The gameplay is the delectable, perfect mix of challenging but fair. It's worth your twenty bucks if you have some time to kill. It's a no-brainer if it's on sale.
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1 of 2 people (50%) found this review helpful
11.9 hrs on record
Posted: April 25
Holy f**k, this game's narrative is really good! If you like the whole H.P. Lovecraft, Terry Pratchett and Neil Gaiman style of writing, you WILL LOVE this game.

It's a mix of Lovecraft with Pratchett and some steampunk visuals with the feel of Gaiman's Neverwhere London. Like there's a whole civilization on a dimension just below our own.

I cannot recommend this game enough, if you like this kind of lore.
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1 of 2 people (50%) found this review helpful
48.2 hrs on record
Posted: April 27
This game combines Failbetter's excellent writing with Roguelike elements and Sid Meier's Pirates! to give us a very engaging Lovecraftian steampunk adventure. It's pretty much up to you to choose the playstyle that suits you, and it's best not to get too attached to your first few captains. Once you've gotten good enough and lucky enough to open up most of the map though, there's quite a lot to do and the experience can be very rewarding. One caveat though; you'll spend a lot of time in transit between ports. If extensive travel in open-world games is a deal-breaker for you, this might not be your cup of tea.
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1 of 2 people (50%) found this review helpful
4.5 hrs on record
Posted: April 28
This is my all time favorite game EVER. BUY IT NOW. It deserves WAY more love than it gets.
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1 of 2 people (50%) found this review helpful
17.9 hrs on record
Posted: April 29
Deeply atmospheric. Does require a lot of reading, but it's worth it.
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1,671 of 1,755 people (95%) found this review helpful
4 people found this review funny
43.9 hrs on record
Posted: February 7
My crew attempted a mutiny, upset and frightened from being out at sea for too long. When their mutiny failed, I sailed them back to London. Once home was in sight, and they gathered at the rails to sing praise, I promptly turned the ship around and sailed it in a circle. And then another circle, this one wider. Then, a third circle, this one smaller.

No one commits mutiny on my vessel.

Time moved swiftly as the circles continued. My crew only had a faint understanding of what punishments were in store for them as I spent the night in my cabin, fornicating with our surgeon. Around and around and around we sailed.

It soon dawned on them what was happening when the nightmares came, when the food and supplies began running low. Once the food was gone, the madness came quick; the frightened tears, quicker. One member wanted to kill herself, but I wouldn't allow it. Another begged me to stop the endless circles, so I sailed them faster, sloppier. Once, I sailed close to a zee-beast. It swam away, wanting no part in the theatre of suffering I was producing. An entire meal, the crew's last hope of staving off death by starvation, had gone. Only the circles remained.

If they wanted to live, they had to eat. Keeping their humanity was no longer an option. They knew what little choice they had, and what little they could do to control it. Out of food, cannibalism quickly took hold on the decks. Crew members butchered and ate each other after yet another failed mutiny. And back in my cabin, all I could do was muse with my sultry lady in lilac, the crewmembers' wails of grief a very, very potent aphrodisiac for more fornication.

We sailed, ate, sailed again. The rhythm never broke. A circle without end.

Soon I took part in the feasting of a brazen zailor who tried to shoot me and failed spectacularly in doing so. The few remaining crew and I ate him and we said nothing of the incident. They knew better. The silence was terrible for them, and it pleased me. Nearby, a cargo vessel sailed past us without pause. You could almost smell the bounty of food and fuel aboard it. They never knew what we were doing, or what we've become, circling without end. Then, they were gone, and my remaining crew came undone.

I shot a crewman who attempted to abandon ship, and I tossed his body overboard. I did nothing as another member leapt overboard soon after, only to be swallowed by the waves, screaming about Salt's curse being set upon us. I dined with the lady in lilac again as the second to last crewman wept and succumbed in his sleep to nightmares, alone and misbegotten.

I believe his corpse is still decomposing in its spot, somewhere in the dark in the lowest corner of my vessel, the Unsinkable II. He shall remain there as a souvenir until I see fit.

Finally, when it was just me and one broken crew member left, I turned the ship portside and set us off. Time to stop the circles; home was near, just at the edge of the screen. I paid a hefty fee for a tow and returned to port, to my zeeside mansion, where I slept like a baby that evening.

London was oblivious. Or unmoved.

Tomorrow, thirteen new crew members await orders to set sail. They haven't the foggiest of what to expect.

No one commits mutiny on my vessel.

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543 of 573 people (95%) found this review helpful
1 person found this review funny
25.6 hrs on record
Posted: February 12
The Pirates laughed.
They laughed as they sunk my ship. None but I were alive on that ship. I sunk into the depths for the second time. That is when I swore that I would have my vengeance. I was no longer Promthelius - a dapper chap of Fallen London.
I was Ahab - and this game; my great white whale.

I started from scrap. I had nothing but a ship and a gun. I started trading Sphinxstones. I brought them to London for a nominal fee. It was not living, but surviving. Pirates swarmed my trade-route. I tried to avoid them for a time, but my ship would not take me further with the holes in it's hull. It slowed to a crawl, and five Pirate-ships sank me with an impressive display of teamwork for a bunch of thieves. I heard the laughter as I sank into those obsidian depths below. Was this how it ended? Was this how Ahab would be remembered?


I would not succumb there. I was Ahab. I was the reckoning of Promthelius. I was two generations of seething disdain for this world, and all that inhabited it.

I started again. I threw caution to the wind, and traded wildly. With naught but two hundered echoes and two barrels of fuel, I found the Salt Lions. I once more started trading in sphinxstones.
Pirates swarmed, but I mostly avoided them. They laughted, jeering and taunting me. Was I a Coward? Perhaps.

I traded sphinxstones until the Salt Lions ran out. And thus began one year of sunshine. I traded empty boxes of mirrors in the city of Khan's Shadow, and captured the sunshine from the Neath in droves as I emerged there from the Cumaean canal. Three boxes turned into six. Six turned into sixteen. I bought a new ship - a trading vessel with one hundered and twenty units of cargo-space. My Empire of sunshine on that opaque expanse.

My plan was not without fault. Pirates tried and failed to sink me. I faced much danger upon those waters. Men and women so uncouth and guileful that they should like to rob me were swarming those waters. But with purpose, I sank or avoided all that followed.

In the end, ninety boxes of sunshine at each time was delivered to the Isle of Cats. I netted tidy sums of money. The Isle of Cats was a sun upon my obsidian empire. But the age of sun could not last. My last run ended in roaring success. Sixty thousand echoes filled my vault.

Once back in London, I had only one purpose.
With my money, I bought an Eschatologue-class Dreadnaught, and all the battle-gear that Fallen London had to offer.
It was expensive, but vengeance is a dish best served with overwhelming firepower.

And through my cannons, upon the deck of that Dreadnaught, my justice had finally come. I ended the reign of Pirates in a single day. Unfinished revolutionaries, Pirate Steamers, Republic Dreadnaughts and Glorious Dreadnaughts. It made no difference. All were sunk. All plunged to the depths under the sound of my cannons. Some say that they can still hear me laughing. There are no Pirates upon these waters, Friends. Only death.

I am Ahab. And I have taken my great white whale. My vengeance is complete.
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563 of 706 people (80%) found this review helpful
2 people found this review funny
33.3 hrs on record
Posted: February 9
The biggest disappointment with this game is the thing that I see praised endlessly in the positive reviews - the writing and stories. Yes, the writing is pretty good and yes the stories are interesting. The problem is that they are only good and interesting the first time you read them. The true horror of this world hit me on my third captain when I realized that nothing was ever going to change. You come to realize that everything is always the same, and nothing varies. Get port reports for the Admiralty, with the same cute flavor-text repeated ad-nauseum. Go ashore to repeat one of the exact same 1-3 random events every time. Go to sea and realize that the exact same monsters will continuously appear in the the exact same positions forever. Recruit the same paltry handful of officers, with the exact same stories, resolved the exact same way every time. And then you can go the really stand-out islands with in-depth stories and mysteries, only to again realize that these are played out in five minutes through random-chance screen-prompts with maybe two or three alternate paths. In about 30 hours (as of this writing) I really feel like I've seen pretty much every single thing it has to offer. And this is simply unforgivable for a game that sells itself on the fact that you will die.

Based on that, I expected that characters would change and cycle. That only a few officers would be available to any one captain. That entire islands would disappear from the zee, and whole new ones would appear. That Fallen London would be teeming with traders, demons, nobles, thieves, naval officers, etc who would constantly change out and be replaced. That the trade goods and prices would change and your new captain would be forced to again explore and seek out the best suppliers and the best buyers. Areas you previously considered "safe" would now be home to vicious beasts. Basically, that playing as a new captain would feel rewarding and new. That's the sad part. It isn't. Nothing ever changes. Considering that the game is basically all text and random chance prompts, there should have been hundreds, if not thousands of stories and events that you could potentially see. There's really no excuse for how utterly static the world is.

That might be something you could ignore (though not forgive) if the game was fun to play, but it's not. Trading is so utterly pointless I don't understand why they even bothered adding items to the game. You will never be able to make more than three Echo per commodity, and you'll inevitably have to spend that profit plus an additional markup to replace the food and fuel you used to trade those goods in the first place. Exploration is a complete crapshoot because more often than not finding something valuable will require you to pass a skill check and you will never have enough skill points to have even a decent chance. When it comes to fighting monsters, just get to the edge of them, flip the boat in reverse, and then keep blasting the engines as you shoot them. You'll basically never be hit again.

I will say, just like everyone else, that the music is excellent and the atmosphere was very intriguing while it lasted. That is not enough. If you still find yourself interested, then please play the browser game instead. It's free, and it has a lot more content than you will find here.
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129 of 140 people (92%) found this review helpful
10 people found this review funny
29.3 hrs on record
Posted: April 2
After sailing around for an hour or so, killing some huge crabs and collecting some reports from new islands I had discovered, I was running low on fuel and supplies. The game reminded me of this with a prompt titled "Desperate Measures," so I was left with little choices on the matter.

I tried to use my last two boxes of supplies in a vain attempt to desperately scrape together some fuel so I could reach the port of Fallen London -- I failed. Now I was faced with the problem of starvation, on top of the whole fuel fiasco.

Fear was setting in, as was hunger, fuel was low, as was hope, so I decided to beseech the gods of the Unter-Zee for help, and help they did. I was, for lack of a better word, teleported to some kind of temple dedicated to the gods, and that was where things went from bad to worse.

This temple couldn't be further away from Fallen London, and therefore aid, than I could have gotten on my own. So I decided to beseech the gods again, this time my pleading went unanswered, a cruel cold-shoulder delivered to an ingrateful neophyte. The only purpose my inane begging to a higher power served was to unsettle my crew and drive us all to the brink of sanity.

So I abandoned ship and we all died, lol. 11/10.
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148 of 172 people (86%) found this review helpful
1 person found this review funny
82.6 hrs on record
Posted: February 6
Early Access Review
Sunless Sea is absolutely wonderful. I honestly can't praise the game enough. Why is that?

The writing is sublime. The atmosphere, sound and setting all incredible and haunting in equal measure. In navigating the lonely, dark seas, one can't help but be completely immersed. Whether you are ferrying bandaged Tomb Colonists to distant islands, or sneaking mysterious fungi into remote outposts, you'll be having a terror-tinged blast.

Fuel and supplies will run low. Huge, ferocious creatures will stalk you through the dark. Terror will slowly creep in. The game is difficult, perhaps even a little too daunting at first, as some have found. But just diving into it, venturing as far as you dare and exploring the remarkable amount of content on offer will see you reap the rewards. Both in monetary gain in-game and satisfaction out-of-game.

The development during Early Access ironed out the majority of the last remaining kinks, and has left the game in a fantastic place. If you appreciate a wonderful atmosphere and truly original writing, and have the urge to explore the wonders of a unique underground ocean, definitely check out Sunless Sea.
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