
Best played with the lights turned off and the volume turned up, Black Sails is a creepy and mysterious point-and-click adventure game.Two survivors of a shipwreck try to survive in the raging sea. Until another ship appears. Hoping for rescue, they are calling, but nobody answers. They manage to go on board. Will this be their rescue?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Damn, this one was hellish to play even with a guide. Teddious navigation inside the ship, nasty pixel hunting, boring mechanical puzzles, poor story. Hopefully you could increase gamma to lighten this hell a bit. This game is close to Frogware worst games. I do not recommend playing it unless you are desperate.
Black Sails é um bom Adventure/Point & Click com um backtracking que me lembra de longe os primeiros Resident Evil, fico feliz de não ter levado as notas negativas em consideração e ter aproveitado uma boa e curta historia. Pros: - Bom puzzles - Boa historia - Bons personagens Contras: - Bugs (runtime error fazia o jogo crashar as vezes, recomendo salvar constantemente)
Black Sails – The Ghost Ship, developed by Deck13, is a traditional point-and-click adventure that leans heavily into mood, isolation, and slow-building psychological tension rather than action or spectacle. Set in the late 19th century, it begins with a familiar but effective premise: two survivors of a shipwreck, Anna and Lex, board an abandoned vessel in search of help. What initially appears to be a stroke of luck quickly turns into something far more unsettling, as the ship reveals itself to be empty in body but heavy with presence. From the very beginning, the game establishes a tone of unease, relying not on sudden shocks but on the quiet suggestion that something is deeply wrong. The gameplay adheres closely to classic point-and-click conventions, emphasizing exploration, item collection, and puzzle-solving. Players control Anna as she moves through the ship’s interior, interacting with objects, combining items, and uncovering clues that gradually reveal what happened to the crew. The interface is simple and functional, making it easy to understand what actions are possible, though it does little to innovate beyond the genre’s established standards. Progression is driven by logical puzzles that require observation and experimentation, often involving unlocking doors, repairing mechanisms, or finding ways to access previously unreachable areas. While these puzzles are generally fair and grounded in logic, they can sometimes feel formulaic, especially for players familiar with similar adventure titles. What truly carries the experience is its atmosphere. The ship itself feels like a character, its narrow corridors and dimly lit rooms creating a constant sense of confinement and vulnerability. There is a deliberate absence of overt threats, which makes the environment itself the source of tension. Subtle audio cues, such as creaking wood or distant, indistinct sounds, reinforce the feeling of isolation, while the lack of activity makes every discovery feel significant. The game excels at creating a slow, creeping sense of dread, where the player’s imagination fills in the gaps left by what is not explicitly shown. The narrative unfolds gradually, primarily through environmental storytelling and scattered pieces of information that hint at the ship’s dark past. Themes of exploitation, secrecy, and moral decay begin to surface as the player pieces together what occurred before the vessel was abandoned. The story does not rush to reveal its answers, instead allowing the mystery to build over time, which enhances the overall tension. However, while the early and middle portions of the narrative are engaging, the later stages can feel less impactful, with certain plot elements not fully explored or resolved as effectively as they could have been. The presence of multiple endings suggests an attempt at branching outcomes, but these variations do not dramatically alter the overall experience. Visually, the game reflects its age, with 3D environments and character models that are serviceable but lack modern refinement. The art direction still manages to support the atmosphere, using lighting and composition to create a sense of unease, but technical limitations are noticeable. Character animations can appear stiff, and environmental details are sometimes sparse. Camera angles, which shift between fixed perspectives, can occasionally make navigation or object interaction less intuitive, particularly in tighter spaces where visibility is limited. The audio design is more effective, contributing significantly to the game’s immersive quality. The restrained use of music allows ambient sounds to take center stage, enhancing the sense of being alone in an unfamiliar and potentially dangerous place. Voice acting, while not exceptional, generally fits the tone and helps ground the characters within the story. The combination of sound and silence is used well, creating moments where the absence of noise becomes as unsettling as any audible cue. Despite its strengths, the game’s adherence to traditional design also highlights its limitations. It rarely surprises in terms of mechanics, and the pacing can feel uneven at times, particularly when progress slows due to unclear objectives or less engaging puzzles. Technical roughness and occasional interface frustrations further remind players of its modest scope. Additionally, the relatively short playtime and lack of significant replay incentives may leave some players feeling that the experience ends just as it begins to fully develop its ideas. Even so, Black Sails – The Ghost Ship succeeds in delivering a focused and atmospheric adventure that captures the essence of classic point-and-click storytelling. It does not aim to reinvent the genre, but rather to create a cohesive experience built on mood and mystery. For players who appreciate slower, narrative-driven games and are willing to overlook dated visuals and conventional mechanics, it offers a compelling journey into a world defined by silence, uncertainty, and hidden truths. In the end, it stands as a solid, if somewhat understated, entry in the adventure genre—one that prioritizes atmosphere and storytelling over innovation, and manages to leave a lasting impression through its tone and setting alone. Rating: 7/10
das war ausgezeichnet
Yes.
Fun game, but too short.
It's a yes, but only just. I would only buy this if deeply discounted. First off, save on a regular basis as I had frequent crashes, the first one 4 hours in, just 15 minutes from completion. Story line is reasonable with fair voice acting. Mobility mechanics are awful. Notes & diary pages are virtually unreadable, and aren't read by the actors. Far too many dialogue choices that are really don't play a part in the story. Score: 5/10 Playtime: 4-5 hours Replay value: Nil
good game but wish they would have gone more into the end w stronger conviction. just go for what i know you wanted! game suffered for the lack of decision there
Schade, das Spiel startet auf unserem PC nicht und auch nicht auf unserem Laptop; windows 11. Wir haben alle Virenprogramme abgeschaltet usw. Alles tagelang probiert, auch im Kompatibilätsmodus mit niedrigerem windos 7,8 usw... Nichts. Eine Erstattung des bez. Kaufpreises wurde wegen Zeitüberschreitung abgelehnt. :-(
I liked this game, being able to explore the ship was interesting, and I liked the ending. The threats of potential child abuse in the plot though I thought were unnecessary. The voice acting was great. It took me 7 hours to complete the game.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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