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We are a smally family-run indie-dev team of 2 working on a very large project. We will try our best to address feedback and issues to the best of our ability. Thank you for your patience!
Think what sound cool is ship and sailing part and water dangerous. Think where some my interest is lost is the land area, don't typically get sailing type games to deal with large mythical dangers on land, I guess stuff like fighting militia, tribals or pirates maybe on search for treasures or trying to raid places.
But in end what I want more than anything is sea experience, I like building aspect but really wish it looked more pirate like and less like tiki or vacation resort building. Also wish was more trailer of gameplay itself, maybe some my concerns would easily been diffused with more gameplay footage.
Also feel like repairing ship, hiring crew and equiping boat and trading to bigger boat and expanding to small pirate fleet was some the things that made Sid Meyers pirate so good. Also like that you could rob and trade goods, for 3rd person maybe ability to produce gods like rum and tabacco to trade would been cool too.
EDIT: But will definitely keep my eye out on this one, since I really been missing a good pirate game you can also play coop that doesn't have to be mmo experience.
Thank you! We do intend for that option to be available in the future.
Hi :) we do have Crew/Crew repairs/Rum manufacturing/Ale and quite a few Trading elements. I encourage you to join our discord and enter the pool for the Beta Key where you can experience pretty much everything you have mentioned here :)
Multiplayer co-op is not mmo style but reserved for a private co-op with friends.
The Demo is a bit limited at this time and mostly showcases some early and basic elements as we are testing a few technical things with the early gameplay.
Here is our discord https://discord.gg/rKggqBZ9P4
Here is youtube: https://www.youtube.com/@pangeagamestudios
You can see a lot of gameplay videos there.
When crafting, resources are not allocated immediately and are written off gradually. Those. You cannot put items into crafting and immediately lay out unnecessary resources.
What's the point of crafting stations (chopping stump and carpenter's workbench) if you essentially destroy them? Plus you have no control over the amount of output resources.
Crafting on a campfire/composter, etc. can't be controlled in any way. The cooking of the dish is over in the fire, you add new ingredients. Logically, they should start preparing. But if there is any wood left in the fire, it begins a cycle of simply burning out. You have to wait several minutes, wasting wood and time.
In the single player there is no complete pause of the world when the menu is open (counters/enemy/character actions). I understand for multiplayer, but in single player...
The delay for a new shot from a boat is not displayed anywhere. Skill cooldown, but how long is unclear. This is important not only for multiplayer, but also when fighting towers in single player.
Event timers appear one after another, the intervals are strange, and it’s inconvenient to track. It's better to list everything at once.
You can climb onto the ship from a fairly long distance, even from the water. And you can take the box almost under the side only from the shortest distance. The selection also does not always work when the movement buttons are pressed, they must first be released.
The sizes of inventory, chests, and resource stacks are small. Considering the high costs for the same construction... very inconvenient.
Interface. Special pain. Windows cannot be moved. The window size is small, but the font is too big. Tooltips are not available for all items, and sometimes they are not informative. And the scroll bar in the tooltip is beyond good and evil.
Can't you build buildings that go into the sea yourself? I was thinking about making a kind of makeshift pier and house. He built several platforms and a staircase from the shore. While I was swimming to the hidden island, everything disappeared except for the stairs, exactly along the border of the sea. It is not clear whether it was a wipe, or whether it was destroyed by storms.
It is not clear how to destroy the building. It's logical that milk. You select destruction in the radial menu, the part is highlighted, but nothing else can be done. Only decorative elements are removed.
Water/storm/wind are really done beautifully...if you don't lower the camera below the level)
Energy regenerates via foods like cooked fish, papaya jerky and more.
Energy will also regenerate via gear like eye patch and sometimes even naturally during sailing winds. And yes, the pistol / sidearm (offhand) unlocks after a certain level. You can also earn it via stamps in the game or found in ghost treasure chests.
You can use both pistols and swords at the same time :) since pistol is an offhand in our game, As for bows, we do have crossbows planned for future.
The second time, I can't even create a character. I pressed create a character, typed in the name, clicked "create" and it doesn't show up in the character select menu.
Love to give this game a try once it functions.
Could you give us some information about your computer specs? if you don't want to share it publicly, you can also submit a report directly to us via our website forgottenseas.com
-Sailing:
It bothers me that you have to keep pressing forwards or press the toggle to sail forward.
* In most good sailing games you briefly hold or press W (or Z) a few times to raise the sails and then you maintain that speed without needing to hold the button. (you can travel at different speeds) e.g. Sea Dogs
* In the best first person age of sail games (imho), Atlas and Sailwind, you hoist the sails and do not need to be at the steering wheel: you can freely walk around the ship while traveling and even explore the interior. Atlas also adds the possibility to have an NPC helmsman and give orders remotely. That makes you feel more like a captain instead of just a helmsman. The upcoming Ahoy! will be doing that aswell. (but that will be a very realistic and historically accurate simulator)
I'd personally like this game more if either of those systems was implemented. Holding W and the toggle feel way too annoying.
- The transfer of cargo seems a bit clumsy: I feel like a slider or arrows in addition to the number input would make it more pleasant.
- Some indication of the weight of each commodity/item/stack would be nice.
- Maybe bigger stack would be more pleasant (not sure about this one)
- The building system feels a bit awkwards aswell mostly because of too many clicks to alternate between placing and deleting. It's alot easier in games like Atlas or Rust. In those games whenever you misplace something, you can more easily remove it again. It might just be a matter of getting used to it, but I experienced the many click and button presses as a bit cumbersome.
- I feel like the cannons actually having to be aimed and the shots having a trajectory that could miss would be better than the current system where it just lock-on and chance dependant.
- It would be nice if at some point boarding would be added.
- Wind direction playing apart would be neat too (though I understand maybe it is not intended to be such a deep sailing simulator).
I might be more into games with more detailed mechanics and maybe this game is not intended to be like that. I guess I should have asked about mechanics before purchasing.
A few things regarding the building system are currently in the process of being implemented. Being able to move pieces and a shortcut key for deleting easily :)
As for the sailing and cannon mechanics, it was indeed done simplistically on purpose to keep the focus on overall balanced gameplay scope for a wide variety of age groups (think family of gamers, kids adults and gramps! lol).
The underlying mechanics are driven by stat accumulation and allocation (skill points, attributes, resists etc.) rather than hand eye coordination-based skills. Sort of like card deckking, fragment/rune collections etc. Taking the guesswork out of certain mechanics that may feel cumbersome to some (for instance raising sails and calculating wind directions, or trying to aim a cannon at the tiny area with thick glasses like me lol).
Anyway, there are still a lot of complex mechanics that happen in the world around you, if you decide to give it another shot from a different perspective. Explore hidden islands, board a merchant ship and loot, figure out mythical creatures, uncover a hidden dungeon in a pyramid and have fun blowing targets out of the ocean in the process! The final battle encounter for instance is quite challenging should you seek a more challenging encounter.
Building a base and growing some hops! is always a plus. Once you get into it, do let me know if it gets any better for you to enjoy the game in its current design :)
That being said, I'm really loving the game!