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 (1,116 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 (31)

March 18

MAGELLAN arrives!

Hello delicious friends,

We’re happy to announce that the MAGELLAN update is here, bringing a fix for the stuttering bug which has been a real nuisance for some of you.

A big thank you to everyone who submitted bug reports on this issue and worked with us to resolve it, we could not have done this without you. We’ve been listening to a lot of talk in the forums around the symptoms and proposed causes, and these helped us identify the root of the issue much faster too. Cheers to the finest game community on the internet!

Find out more about the bug, and how we fixed it, on our blog.

As ever, if you experience any issues, we feast hungrily upon bug reports that are sent to sunlesssea@failbettergames.com.


We’ve all returned from GDC and gotten over our jetlag. The next patch is called ERIK and you can expect it around the first week of April. We’ll give you an idea of what’s coming next week.

Work on releasing the soundtrack continues: we’ve selected the tracks and they’re being mastered. More news as it comes, we know lots of you are excited about this!


So, friends, now you’ve all had a chance to play for a while, we want to know: Cavies or Rats?

Until next time,

43 comments Read more

February 27

New in Sunless Sea: 27th Feb

Delicious friends! Another week and MORE NEW CONTENT:

"The traveller is always returning. One who does not is no traveller."

Another advanced Ambition is now available. It cannot be selected at game start, only found in-game.

It touches on certain long-shrouded mysteries - the TRAVELLER RETURNING, a palace in the winter woods, a fierce old pale thing in the dark.

It will cost your captains' lineage dearly, so complete it only when you've savoured all the zee has to offer.


We have a robust solution to the framerate bug. It's such a central part of the game and there are a lot of edge cases, so we really want to make sure it's safe and well tested before releasing the fix.

But we didn’t want to leave you hanging, so here’s BLEMMIGAN!

This toothsome little patch goes some way to addressing the performance issues, alongside a heap of smaller things:

  • We know many of you will be overjoyed to hear that the horn should now work just as much as you care to press H (be prepared for it to attract attention).
  • A hidden Steam achievement has just become available!
  • Sunlight-smuggling now has a story function, and a corresponding limit.
  • People playing on monitors that Unity does not natively support should no longer experience issues when going to the video options page.
  • Zee-beasts now have improved AI, preventing you from remaining in their blind spot behind them without them being able to spot you.
  • Ramming behavior has been improved to make it harder to avoid attacks.
  • Quality and story images now have additional caching added to them in order to address performance issues.
  • HUD updates have been re-worked in order to address performance issues.
  • Civilian ships should no longer pop in and out of nowhere, but rather should behave in the same manner as hostile vessels. Except they won't attack you.
  • Using an item in combat, then switching to your hold, will no longer reset the item's cooldown.

Read the full patch notes here.

Most of our team will be at GDC next week, so you can expect to see MAGELLAN soon after we return.

As ever, we feast greedily upon your bug reports! Please send them to sunlesssea@failbettergames.com.

Enjoy the new ambition!

23 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
81 of 111 people (73%) found this review helpful
54.1 hrs on record
Posted: March 5
It is quite something that, while I think it is one of the most original and interesting game releases around, I have to recommend against it.

Sunless Sea, as a story to be unraveled and explored, it is fantastic. It packs a great amount of literary content (and I do mean by "literary" given how many words this has), solid worldbuilding and the constant feeling of "there is much more in the background", thanks to how the lore is revealed to you: snippets, fragments and bits that by themselves may seem quirky, odd or totally alien, but as you go around and learn, a bigger picture starts to form. Exploring the mysteries of the Neath and the Unterzee while avoiding whatever unknown terror of the depths, the dread of hunger, the lack of critical fuel or even the very wrath of strange gods is atmospheric , to say the least.

If only this was an interactive fiction, though.

Sunless Sea, however, is a game. While story and ambience are clearly paramount in this, the "game" part is, well, not good enough. Since you need to engage with the game in order to explore the story, it suffers due to bad gameplay: once the novelty is gone, you will be instinctively drawn to keep your beaten old steamer around the familiar routes of Fallen London and try to grind some measure of resources to make sure you can survive your next journeys. Sunless Sea makes very clear, from the beginning, that it wants you to take chances and explore - but when you have lost a few captains and you are generally aware of how things work, you realize how woefully lacking is the earliest part of the game and how much of a slog it is to make a modicum of improvement.

(This doesn't get any better even after that.)

Which brings to the problem. The game's economy is focused on the three critical resources: hunger, fuel and terror. Managing all three may seem like a juggler's act, but a few tries here and there will give you the hang of things. Echoes, the currency proper, is the solution to the balancing act. You can afford a better engine, which makes journeys faster; better weapons, which makes you able to fight whatever the zee throws at you; a better ship, which makes everything more useful. Because of that, players quickly realize that they need cash early on to overcome the slog.

And, of course, you start to grind. Because you are grinding, you are not exploring. Because you are not exploring, the game loses its charm and effect FAST. But you need to cash in order to explore without being an awful drag. Of course, given how things work and the very orientation Failbetter wants for Sunless Sea, they quickly took care of the means to make money that were seen as "gamey" (see "The Sunlight Trade" if you are curious).

Sunless Sea is very original and has a lot of entertaining stuff, packed to the brim with lore of their setting (which comes from Fallen London) and the siren's call of a big, unknown Unterzee beckons and dares you to explore all of it. However, the sluggish, dragging-by-its-feet gameplay, an extremely repetitive early game (again: once the novelty wears off) that quickly becomes plain boring and a lack of alternative means to allow its players to just succeed means that is not for everyone.
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13 of 14 people (93%) found this review helpful
1 person found this review funny
20.9 hrs on record
Posted: March 8
So after 20 hours and two deaths in this game, I managed to save up enough money to buy a new ship.

I feel that that sentence alone is sufficient as a review, but let's continue.

Sunless Sea is nothing if not a slow boil.

There are a multitude of dangers in the weird, Lovecraftian world that you sail around, but you learn pretty fast that the best way to survive them is to simply turn your ship around and run away from them. Eventually, as you explore the 'Zee', you'll discover that there are certain safe routes between the islands and you can start charting milk runs that will run you through 12+ ports, gathering smatterings of resources here and there until you get home and add another little pile to your fortune.

Each of the ports your ship checks in at has its own little stories, adventures and chance encounters. The writing in the game, while somewhat overwrought at times, is solid and while there is a constant temptation to just skim things and hit 'continue', I usually didn't do that.

But the problem is that so much of the game is locked behind obscure requirements that are quite literally impossible to figure out without a trip to the game's wiki. I spent an absolutely horrific amount of resources trying to finish my gunner's side mission. The last step is to go to a place called Station III and talk to a guy working there, but Station III is locked and will remain locked until I bring some kind of copper box to them. Where do I get this box? I don't know! And I have no way of finding this out besides Google.

On another occasion, I found a shipwreck that I could explore by bringing special 'Foxfire candles' inside. My next trip to London, I bought some of those and went to the ship and found... nothing (the candles were still used). Confused, I gave up and looked up the wreck on the wiki and found out that it's apparently impossible to find anything inside there until you trigger a quest in another town.

So it's weird, convulted and a fair chunk of it is sailing through empty seas avoiding fights. I'm thus tempted to give this a 'No' recommendation, but I suppose the writing is strong enough to tip it over the edge.

Still, consider this about the most lukewarm recommendation a game could ever receive.
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12 of 18 people (67%) found this review helpful
4.7 hrs on record
Posted: March 6
I should like this...
I like to think of myself as a mature gamer who appreciates good writing and atmosphere so I was looking forward to this but...

Having lots of text does not mean the writing is great. And slowing the experience down does not produce atmosphere. I wasn't taken in by the text, I has also been expecting a story on the final release (I'm sure one was promised back in EA) but there's none. You travel from A to B at excruciatingly slow speed, not knowing where B is most of the time. The combat offers no rewards worth the fuel cost of the fight and evasion is easy enough,

People say it's about learning and improving, sure there's that, but that requires you to repeat the same experience over and over, not much changes between playthroughs. A to B is the only way to play and make money. There is a vague end goal but no interim driver.
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6 of 8 people (75%) found this review helpful
4.8 hrs on record
Posted: March 15
Man i love rogue likes but never play one like this one and i got to say it kick my ♥♥♥. I had a blast playing it i love how deep the story is let alone you are the one who makes your story as you go and i love that idea. The goal you can set for your self in the long run is pretty cool to from becoming rich or finding your dad bones who pass away at sea to just writing your life story to pass it down to your next guy. As well every time you die or reach your goal next time around the map is randomize so you never know what to expect i made a small review if anyone would care to check it out all in all i would recomend this game to any rogue like lover.

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3 of 3 people (100%) found this review helpful
23.7 hrs on record
Posted: March 28
A beautiful and strange game. Frustrating at times, but if you can focus on the peaceful journey rather than "WINNING!!!" you'll find it a unique experience.
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3 of 3 people (100%) found this review helpful
66.3 hrs on record
Posted: March 22
Great game, especially if you have extensively played Fallen London! I have had Sunless Seas since it first went into Early Access, and I've seen it go from its bare bones to the game it is today. The game was pretty good in Early Access, and is even better now. However, this game might not appeal to everyone, so if you're not sure, I would recommend doing something like watching a few gameplay videos (or asking the opinion of anyone you know who has it) before you buy.
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3 of 4 people (75%) found this review helpful
41.8 hrs on record
Posted: March 7
This game has captivated me for a few weeks. That's not an easy achievement.

It's a fresh new take on the choose your own adventure mechanic with cute RPG elemens.
I had a bit higher hopes for the economics simulation going into the game, but after 25 hrs I find the "real" purpose of the game (story / cyoa) so compelling that I grind away happily both in Sunless Sea and the Fallen London "companion" browser game.

One of the best games I've played the last few years, and possibly the best roguelike ever.

I even lost my first really long lived captains to a silly overconfident move before writing this review, but I'm goin in again with all I've got as soon as I'm able. With other "permadeath" games, that would very often be it for a long while.

10/10 :)
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3 of 4 people (75%) found this review helpful
91.4 hrs on record
Posted: March 14
This is pretty much the only game I play now, I'm totally hooked.
I love the mystery, adventure, decisions... there's so much to explore and discover.

The big surprise I discovered recently is how incredibly rich the theming is. An amazing amount of work went into creating a world of factions with distinct motivations and attitudes.

I would only recommend this to a person with a really huge amount of free time, you can't get anywhere in small doses.
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3 of 4 people (75%) found this review helpful
1 person found this review funny
13.0 hrs on record
Posted: March 15
I immediately got killed by chasing a weird disappearing boat into an evil iceburg.
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4 of 6 people (67%) found this review helpful
28.8 hrs on record
Posted: March 20
The early game and the world is promising but quite soon the game turns into a grindfest, where you are doing the same 0 risk routes over and over again to collect the absurd amounts of money and other stuffs needed for victory.
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1 of 1 people (100%) found this review helpful
21.7 hrs on record
Posted: March 23
Awesome game. Pretty close to 10/10.

Hello reader, i recommend you buy this game. Why? For a great deal of reasons that are mentioned throughout the droves of other positive comments. So if im not going to tell you why you should buy this game why am i writing this review? Because this game needs more positive comments.

Biggest plus: In sunless sea there is a huge world to explore. Suprisingly deep and brutal throughout, the story focused gameplay of sunless sea never ceases to give me enjoyment.

Some negatives: When you loose over half your crew your ship goes very slow. Kind of irritating (not a big deal really). Oh, and its really easy to cheat death via save scumming. If you have to restart alot things get repetitive.

Some advice: Abandoning ship and going insane are the easiest ways to get killed. Keeping these things in check makes for a longer, better game imo.

Good luck captain
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2 of 3 people (67%) found this review helpful
42.3 hrs on record
Posted: March 9
Sunless Sea is fantastic. It not only allows the player to explore the Unterzee, but allows them to revisit ports they have already been to by adding on to what they did the last time. There are also endless possibilities for stories, victories, and most importantly... Ways to die. This game provides hours upon hours of playtime and entertainment.
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2 of 4 people (50%) found this review helpful
18.9 hrs on record
Posted: March 11
I found the overall visual design effective at evoking an eerie mood. The choice of muted greens and grays works to make the rays of lights (whether cast by your ship or emitted from various lighthouses) pop. Cruising in the dark of the Sunless Sea builds a sense of dread and mystery which is appropriate to the theme of the game.

Furthermore, the music, while infrequent, punctuates the mood and builds tension. The spare sound effects, the lapping of the water and the distant ringing of buoys create a soundscape on which your journey unfolds.

Much of the game takes place in a text window that is inexplicably tiny and stuck to the bottom of the screen. The prose comes in relatively short and disgestible tid-bits, so while much of the game is reading the stories you come across in your voyage, I didn't feel overwhelemed with a wall (or in this case a yard sign) of text at any point.

The stories themselves are full of mishmashed details and themes, making them far more colorful and dynamic than the graphics of the Sea itself. To me, the highpoint of the game was in unravelling these stories, bringing in various objects discovered along the way to open up new options. Leaving port and returning after a brief delay will advance the stories, so in this way, one can plan a route to satisfy different story requirements and continue to push back the fog of unexplored areas.

The game describes itself as a Rogue-like, which is partly true, in that some of the islands appear in different locations on each playthrough and there are some that may not be present at all. However, the area around London (the starting port) is always the same and this expanse of sameness can make the Rogue-like description seem like a fib. Death is easy when first learning the game, as it is in many Rogue-likes, so sailing through the same staring area again and again becomes tedious.

This leads to the first of my two major objections to the game, each shortcoming reinforcing the other.

1) Travel is at a decidedly deliberate pace. While this initially worked to make me savor exploration, as well as building a sense of anticipation or dread as I advanced through a game, the thought of sailing past the same islands that I'd already been to several times, in hopes of discovering something new seemed more like a chore and less like fun.

Before I stopped playing the game altogether, I'd plan out a route and make a loop, visiting some familiar places for resources or to advance a story and (hopefully) uncovering something new on the map. When I'd first began playing, I'd make three or four of these voyages before logging off (Assuming I didn't die). But the thought of just sitting for several minutes at a time, waiting for something to happen made me think I'd be better served quitting and loading up something faster paced after a few play sessions like this.

Until you've figured out combat (my second objection), it is very easy to wind up dead and have to restart and travel laboriously through regions that are largely unchanged from one game to the next. This makes for far too much travel time for my taste.

2) Combat is horrible.

Okay, I'll write a little more on this.

The various monsters and pirate ships are imaginatively and effectively rendered in the game. Many of them, however have a ridiculous number of hit points compared to the damage of any weapon that you will acquire before half the map is explored. That's a lot of traveling and, hence, a lot of game time.

To make things worse, the sound effects of the cannons are repetitious and obnoxious. When you're fighting a Lifeberg (an enemy that is easily encountered on your first voyage) that has 400 hit points and you're doing 15-20 every shot... not only does the same cannon fire sound grate on the ears, but the combat itself becomes a grind.

While there are a very few enemies that seem to be balanced around your starting equipment, it is easy to run into foes that are far stronger. When you add in the very slow late of resource accrual, it's not hard to wind up behind the firepower curve. When first playing, this can result in many deaths, which equal restarts, which means more tediously slow sailing through regions you know by heart.

Of course, you can avoid most of the fights, but giving foes wide, languid births results in, wait-for-it, even more monotonous, paint-drying travel.

The foes do, however, break into two types, ones that fires cannon blasts and the other being monsters that simply charge at you. Both of these types can be easily defeated by simply getting right behind them and staying there, shooting and shooting and shooting and... well, you get the point.

Some may describe this sticking to the rear of foes as strategy, but this works with just about everything, is boring and feels like an exploit. However, when stuck with limited resources (food and fuel) and poor weapons, this may be the only choice available.

I really wanted to like Sunless Sea. I hung in because I liked the imaginatively written stories, the murky graphics and the moody sounds, but the molasses slow travel and the totally broken combat forced me to abandon ship. Maybe if this game had spent a little more time in drydock, having it's combat system scrapped altogether or entirely rebuilt and travel sped up above senior citizen meandering, then I'd probably be playing the thing rather than writing this disappointed review.
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1 of 2 people (50%) found this review helpful
2.0 hrs on record
Posted: March 22
So badly wanted to love this game. But even as Backer, alas, I cannot in good faith recommend it. Neither the originality nor the wonderful writing excuse the terrible, terrible amount of grind. Honestly, its more akin to a free to play tablet game than a title for PC gamers.

Go play Fallen London for free to sample Fail Better's writing. But avoid this title. Perhaps one day these wonderfully clever writers will involve themselves in a real game. But alas, this is not that game.
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3 of 6 people (50%) found this review helpful
5.1 hrs on record
Posted: March 9
Ultimately, I have to throw my hat in with the other naysayers. The game has amazing atmosphere, and it's interesting the first couple of times out, then it's simply grind grind grind. Which wouldn't be quite so bad if the movement wasn't so amazingly slow.

If there was a neutral option, I'd go for that, but I can't recommend this game because it's very atmoshpheric at first, then extremely boring - same islands, same missions, same descriptions, all as you putter around slowly.

My recommendation would be to /massively/ reduce the fuel consumption, and throw out the Admiralty Report mechanic, since pretty much the only reason you do it is for fuel. The game should be about exploring the fantastic atmosphere, not scrabbling for fuel to keep yourself running. Instead of being scared of the denizens of the sea, you're scared of a fuel meter. Doesn't live up to the atmosphere, unfortunately. Use a different mechanic to keep London as the central point - weave it into the quests or similar.
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3 of 6 people (50%) found this review helpful
18.5 hrs on record
Posted: March 11
Sunless Sea should have been a novel. Or a movie. Maybe a series. But for a game it falls short where it really counts.

For the longest time I thought that if a game had an amazing atmosphere and writing I would forgive it pretty much anything. Well, Sunless Sea showed me that I was wrong.

No matter how good the writing and atmosphere are (and they are so, so good) they can't save the GAME if it has as boring and repetetive GAMEPLAY as Sunless Sea.

And it's a terrible, terrible shame, really. I wanted to like this game so bad.
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3 of 6 people (50%) found this review helpful
12.9 hrs on record
Posted: March 13
I tried but, just couldn't get into this game. The pace was frustratingly slow. Every time you died you had to do the same thing over and over again. The art is beautiful. The concept grand but, like Comunism it just didn't work in reality. It's missing something...
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1 of 2 people (50%) found this review helpful
10.2 hrs on record
Posted: March 24
Too much down time. Your ship is just impossibly, poinltessly slow. It's amospheric for the first 10 minutes. After that, it's just dull.
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1,561 of 1,642 people (95%) found this review helpful
1 person 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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509 of 538 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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