You might choose to approach a lifeboat, only to have your crew's morale dashed at the sight of emaciated corpses. The events aren't arresting, but they work. When you set out, fresh wind in your sails and cultists at your heels, the seas seem full of promise. Once you'veĮncountered enough encounters, a gate to the next area opens, and you do it all over again. Combat's real time, but pausable, and involves commanding your crew to man cannons, put out fires, and generally make sure your ship is the one with less holes in it. You sail around several distinct areas (foggy, stormy, poison gassey, etc), making simple decisions that usually result in you broadsiding someone. The main campaign starts with you on the run from a cult, after the appearance of the kraken you've been worshipping for most of your life gives you second thoughts about your membership. It's a solid premise, largely squandered. Longform FTL with pirates, alas, isn't nearly as good as it sounds. It says a lot that by far the most interesting thing that happened to me in Abandon Ship still had such a limp conclusion. I’d survived, but with such a setback that I felt compelled to load a save. It took several more days for some sailors to find me, on the cusp of starvation. I leapt overboard, and found myself adrift again - this time alone. We swapped stories, and then blows.Įventually, the others tried to eat me. The days dragged in that tiny boat, as we drifted in diminishing hope of rescue. A foolish oversight, but I’d at least had the foresight to buy a lifeboat, which saved me and my crew from a quick and merciful death. A scuffle with a cultist saw my ship scuttled, thanks to me forgetting to man the water pumps. I cruised through dozens of fights before disaster struck.
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