Thatās Sunless Seaās tagline, the reason I was pretty much certain I had to play it.
Iāve been quite pleased with my decision.
The game puts you in the role of a ship captain in the dark, sewer-y āunderzeeā of Fallen London, a steampunk dystopia sunken below the earth (also a rather good browser game). If youāve ever played PC classic Sid Meierās Pirates, think that only gross, sludgy, wretchedly demented, and spectacularly well-written.
Sunless Sea is a place in which candles glow dimly and lives are snuffed out by the faintest of breaths. Disease and doom lurk around every corner, and also under the putrid green water, in ramshackle cove cities, aboard pirate ships, andāoh, this oneās pretty importantāatop floating glass sea mountains that will chase you until youāre dead. Even the bats want to kill you. Theyāre really terrible at it, but you gotta give āem credit for determination.
This place is positively drenched in death and the macabre. There are things called āTomb Colonies,ā for crying out loud. Itās not, like, oppressively depressing, though. At the heart of it all, residents of Fallen London and its surrounding isles are still people, human beings with hopes and dreams and really fascinating stories to tell. The point of the game is to collect their storiesāwhich are brief but, again, brilliantly writtenāand send them back to your home as intel.
These stories are also weird as all get-out, but I canāt stop seeking out new ones. Theyāre often equal parts weighty and humorous, stories of life persisting in a place sick with the stench of decay. I want to sink my teeth into this world, even ifāmore often than notāit has every intention of biting back. Hard.
All of that smartly ties in to the way the game plays. Sunless Seaās world is full of death, and so are its mechanics. By default Sunless Sea treats every death as a permanent end to a characterās journeys. As you roam the open seas (discovering and doing whatever strikes your fancy), you will almost certainly suffer a number of gruesome fates, whether due to monster, your crew going mad from fear, or simple starvation.
However, each old character can pass a trait onto a new character, whether itās a map, a crew mate, or a skill. So you donāt entirely start over, per se. Thereās progress, creaky and waterlogged though it might be.
And this is neither here nor there, but my character has tentacles for hair. A face not even a Medusa could love. That is another trait Iāve taken to passing from character to character, because of course.
That in mind, letās dive right into some of the horrible ways Iāve died.
Failed to fully grasp ship controls and rammed into walls until I sunk (that was embarrassing).
Giant crab.
A slow, bobbing white massāalmost tumor-like in appearanceācalled a ālifebergā approached me. āHuh, wonder what that thingās deal is?ā I thought to myself as I slowed my steam engines to meet it. I was presented with two options: fight or flee. My chances of escaping were basically zero. And the combat optionās description? āLifebergs can maybe be defeated⦠in theory.ā Fuck. One brief card-game-ish battle later, I was lifeberg chow.
Giant-er crab.
I decided I would voyage to the northernmost point in the world. I would see The End, and I would gaze into its maelstrom and cackle into the gushing eye of madness. In part because Sunless Sea is still an Early Access game and not content complete, I succeeded! However, I hobbled across the figurative finish line with no food, a mutinying crew, and just enough fuel to take me to the foot of a massive glacier⦠thing. And you know what I found? Nothing. At the end of the world I found nothing. AT WHAT COST, etc.
On the upside, Iām learning. For instance, I saw something called āNomad, the glass mountain that eats shipsā closing on my tail rapidly, and youād better believe I ordered my crew to put us full speed ahead in the NOPE direction. Miraculously I survived despite the fact that Nomad is rather sprightly for a goddamn mountain.
Then I got killed by the biggest fucking crab Iāve ever seen.
There are so many fascinating sights and characters to encounter between deaths, though. I donāt want to spoil them for you, but just know that this is some seriously gripping, oftentimes strange writing. You will feel things, and you will not be entirely sure how to feel about what youāre feeling.
So all of thatās good, butāat least based on the handful of hours Iāve spent with it so farāSunless Sea still needs serious work in a couple areas. For one, combat is kind of a drag. Once you learn encounters, you can win a lot of them by queuing up attacks and waiting for meters to fill up. That gets tedious pretty quickly.
Sunless Sea also sometimes feels at odds with itself. For instance, itās rather hard to break even and, you know, surviveālet alone turn a profitāand before long youāre kinda forced to make a choice between base survival (i.e. not dying because you ran out of food/fuel) and experiencing this place to its fullest.
Trading items youāve found in your journeys doesnāt really offset the price of essential supplies very well, and new locations let you take a gamble on getting lots of supplies or hearing a new story (which nets you less in terms of a tangible reward), but rarely both. So when itās down to the wire, which do you choose? To explore until you inevitably go down with your ship or to cling desperately to your meager life, even if that means not really playing the game in the most enjoyable way possible? These mechanics work against each other instead of together, and thatās a shame.
Sunless Sea is still a great collusion of player stories and a wonderfully realized world, though. Itās a horrifyingly interesting placeāan in-progress trainwreck you canāt stop watching, one that stares back the entire timeāand Iām still really digging it so far. Meanwhile, updates appear to be coming relatively frequently, and the game has a very active, usually quite helpful community. Check it out for yourself on Steam