
Duke Grabowski is a classic point-and-click adventure, created with love by an indie team that includes Bill Tiller (The Curse of Monkey Island, Steven Spielberg's The Dig, Indiana Jones and the Infernal Machine).
Modeled estimate, not a reported figure. How we estimate →
About

Set sail on this comedic pirate journey inspired by classic swashbuckling tales! A hilarious point-and-click pirate adventure starring a lovable brute on a quest to prove he’s worthy of becoming captain.
Play as Duke, a pirate who’s had success in pillaging, ransacking, and other forms of piratey goodness, but doesn’t know a thing about women! Solve puzzles, explore vibrant Azurbbean islands, and interact with eccentric characters - from zombie sailors to wrestling gorillas.

Featuring fully voiced dialogue (in English), hand-painted environments, and a humorous story filled with heart, this adventure offers a delightful experience for fans of classic adventure games.
Can Duke win the trust of his mates, complete his wild challenges, and finally become captain? Grab your cutlass and find out!
A Sprawling Adventure – Enjoy tropical locations, solve amusing puzzles, and revel in comic pirate mischief.
Full Voiceovers – Every wild character Duke meets comes to life with the work of talented voice actors, including Erik Braa (Telltale's The Walking Dead, League of Legends, Assassin's Creed Series) as the voice of Duke Grabowski himself!
Amazing Art and Animation – Duke comes to life with 3D animation and interacts with beautifully realized 2D backgrounds.

Classic point-and-click game-play
Fully voiced characters and cinematic storytelling
Hand-painted environments with 3D-animated characters
Humorous pirate-themed adventure with quirky puzzles
Colorful cast: jaguars, zombie sailors, gorilla wrestlers, and more
Single-player experience perfect for fans of classic adventure games
Achievements, trading cards and steam cloud syncing
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Russian, Portuguese - Brazil, Hebrew*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
[code][h3] Kurzfazit: [/h3] [h3]My Score 👍 75%[/h3] (METACRITIC - 70% -) [/code] [code][h2]Ein guter Appetithappen für Point & Clickler...[/h2][/code] [table] [tr] [th] 🔹 Facts 🧐☝️[/th] [/tr] [tr] [td] Lucas Arts ... Das löst bei vielen schon angenehme Erinnerungen an durchgezockte Nächte am Röhrenmonitor aus: Wo zur Hölle kann ich das Gummihuhn mit Karabinerhaken verwenden? Eines der letzten großen und schönen Adventure der Kultschmiede war aus meiner Sicht: MONKEY ISLAND 3. Vor allem die grandiosen Hintergründe. Besser als bei so manchem Disneyfilm! Vor allem die Monkey-3-Wolken sind seitdem in vielen Grafikadventures zu finden. [h3][code]Bill Tiller heißt der begnadete Künstler der Monkey Island 3 Backgrounds.[/code][/h3] Als er Lucas Arts verließ und ein eigenes Grafik-Adventure-Studio gründete (Autumn Moon), war ich hellhörig. Ihr Erstlingswerk A VAMPYRE STORY habe ich ebenso geliebt wie das schöne GHOST PIRATES OF VOOJU ISLAND. Und dieses kleine Adventure hier. Leider kaum mehr als der Prolog zu einem großen Ding, das nie erscheinen wird?! Autumn Moon hat nämlich ein Problem. Und das heißt: Fortsetzung! Sowohl A VAMPYRE STORY als auch DUKE GRABOWSKI enden mit einem Cliffhanger. Verweisen auf Nachfolger, die nie erschienen sind. Es mangelte einfach am schnöden Geld! Trotz Kickstarterkampagnen und Co… 2013 war einfach keine gute Zeit mehr für klassische Adventures. Das merkten alle, sogar die neuen deutschen Lucas Arts-like DAEDALIC… Das hat sich erst seit 3-4 Jahren wieder geändert. Yesrerday Origin, Baphomets Fluch 5, Monkey Island, Simon the Sorcerer, Larry Laffer,… viele erleben gerade ein Comeback. Interessanterweise hat sich Cateia Games (selber einige gute Point and Klicks erfolgreich auf den Markt geworfen, zuletzt das "Monkey Island im Weltall:" Kaptain Brawe) hier mit eingeschalten. Ich hoffe selbst nach all den Jahren noch immer auf eine Fortsetzung vom DUKE und von A VAMPYRE STORY! Nach wie vor zählen vor allem die Backgrounds und Musikstücke bei beiden Spielen mit zum Besten was Point´n´Clicks je bisher hervorgebracht haben! [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3617552957 [table] [tr] [th] 🔹 Grafik 🖥️[/th] [/tr] [tr] [td] Der Zahn der Zeit... Er nagte vor allem an den altertümlichen 3D-Modellen. Anachronistisch bewegen sich diese 2000er Modelle vor WUNDER-WUNDER-WUNDERSCHÖNEN Backgrounds. Diese Hintergründe sind wahre Kunst. Die Szenen leben dank vieler Tiefeneffekte und feiner kleiner Animationen überall. Hach, wenn Bill Tiller nur beim neuen Monkey Island mit an Board gewesen wäre. Seufz. Träum. Da verschmerzt man auch die LowPoly-Figuren. Hier wird ein sehr wichtiges, in letzter Zeit schnöde vernachlässigtes GRAFIK-Adventure-Feature gefeiert und zelebriert: Die BÜHNE für die Animationen und Rätsel und letztlich die Geschichte. Weil das Auge eben DOCH MIT ISST! [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3617553001 [table] [tr] [th] 🔹 Sound 🎼[/th] [/tr] [tr] [td] Großartig. Die ganze Zeit hat man das Gefühl sich akustisch (und grafisch) in Monkey Island 3 zu befinden. Diese Mischung aus karibischem Flair, Reggae und nautischen Chansons macht einfach gute Laune und animiert dazu noch dieses eine Rätsel zu probieren, noch jenen Schauplatz abzuklappern... [h3][code]Und auf einmal hat man dieses kleine Adventure am Stück durchgespielt.[/code][/h3] [/td] [/tr] [/table] [table] [tr] [th] 🔹 Gameplay 🕹️[/th] [/tr] [tr] [td] Die Steuerung orientiert sich ... ihr habt es erraten ... an Monkey Island 3. Das war eine gewisse Zeit en vogue, aber kann heutzutage schon auch leicht nerven. Zu viele Klicks insgesamt um beispielsweise die schurkische und sympathische Piratenbraut dazu zu bringen, der Adelsdame aus der ersten Reihe ihre goldene Krone zu stehlen...Achtung Spoiler 😁 [h3][code]Rechtsklick = Inventar, Linksklick auf Hotspots öffnet die "Monkey-Island 3- Manipulationsmünze" mit Sprechen / Grabschen / Anschauen[/code][/h3] Der Schwierigkeitsgrad ist dabei "easy". Tatsächlich hing ich kein einzigstes Mal! Keinerlei Walkthrough oder Hint wurde benötigt um zum Finale durchzuspielen. Obwohl es ja gar kein richtiges Ende gibt. Nur der Teaser auf die zukünftigen Abenteuer. Könnt ihr dem Riesenbaby Duke helfen ein waschechter Säbelrassler und Piratencaptain zu werden? [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3617573061 [table] [tr] [th] 🔹 Fazit: ✍️[/th] [/tr] [tr] [td] [h3]Sehr kurzes Liebhaberstück für Point´n´Click-Freunde. Wie die Vorspeise zu einem großartigen Menü.[/h3] 👍🏻Kurzübersicht:👍🏻 [code] - wunderschöne Hintergründe - tolle Musik - Monkey Island 3 Steuerung - Szenen nicht zugemüllt mit Hotspots und Items [/code] [h3]Grafik[/h3] 🔵🔵🔵🔵🔵🔵🔵🔘🔘🔘 [h3]Sound[/h3] 🔵🔵🔵🔵🔵🔵🔵🔵🔵🔘 [h3]Handling[/h3] 🔵🔵🔵🔵🔵🔵🔵🔘🔘🔘 [h3]Spielspaß[/h3] 🔵🔵🔵🔵🔵🔵🔵🔵🔵🔘 [/td] [/tr] [/table] [table] [tr] [th][h3]Plattform[/h3][/th] [th][h3](sonstiges)[/h3][/th] [th][h3]Bewertung[/h3][/th] [/tr] [tr] [td]STEAM[/td] [td]Alle Bewertungen (167)[/td] [td]Sehr Positiv[/td] [/tr] [tr] [td]MetaCritic[/td] [td]Review[/td] [td]70%[/td] [/tr] [tr] [td]OpenCritic.com[/td] [td]Test[/td] [td]07/10[/td] [/tr] [/table] _1Danjl_Bot7_ (⌐■_■)--︻╦╤─ - - - [code] 👉🏻[url=https://steamcommunity.com/groups/FieldysShorts] Shorts & Friends [/url] 👉🏻[url=https://steamcommunity.com/groups/Die_Unbeschreiblichen/discussions/1/5242718027641358236/] Die Unbeschreiblichen mit Gästen [/url] [hr][/hr] 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*]👉🏻[url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] 👉🏻[url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] 👉🏻[url=https://store.steampowered.com/curator/44688798/] Follow third group [/url][/list] and discover more reviews from me [/code] [code] [h3] ähnliche Games [table] [tr] [th]🧐👉[/th] [th][url=https://steamcommunity.com/profiles/76561198012246112/recommended/262940?snr=1_5_9__402]⚙️Baphomets Fluch 5⚙️[/url][/th] [th][url=https://steamcommunity.com/profiles/76561198012246112/recommended/2060130?snr=1_5_9__402]⚙️Return to Monkey Island⚙️[/url][/th] [th][url=https://steamcommunity.com/profiles/76561198012246112/recommended/914020?snr=1_5_9__402]⚙️Gibbous - A Cthulhu Adventure⚙️[/url][/th] [/tr] [/table] [/h3] [/code]
[h1][i]“I can’t help but feel I’ve been ripped off.”[/i] ~Guybrush Threepwood[/h1] The story of [b]Bill Tiller[/b] is... Kinda sad when you think about it. Then again, many others ended up the same way. People we used to worship back in the days ended up losing all of our trust and all the cult status. [b]Peter Molyneux[/b], who gave us games like [b]Dungeon Keeper[/b], [b]Black & White[/b] and [b]Fable[/b], ended up being a fraud and a liar who scam people on [b]Kickstarter[/b] with his empty promises. [b]Brian Fargo[/b], a man behind [b]Wasteland[/b] and the original [b]Fallout[/b] came pretty close by accumulating millions on, you guessed it, [b]Kickstarter[/b], and then making cheap-ass games, while also starting a shady video game store that revolves around cryptocurrency. [b]Richard Garriott[/b], the legendary [b]Lord British[/b], creator of bloody [b]Ultima[/b] and, while we're at it, the whole RPG genre went to [b]Kickstarter[/b] too. They're still suing his space-traveling ass. The biggest fraud in gaming history, [b]Star Citizen[/b], is run by [b]Chris Roberts[/b], creator of [b]Wing Commander[/b] series. And yes, you guessed it, it all started with [b]Kickstarter[/b]. The list continues, but you've got the idea. Now, what about [b]Bill[/b]? You know, [b]Bill[/b]. The lead artist of [b]LucasArts[/b]' [b]The Dig[/b], who also worked on games like [b]Full Throttle[/b], [b]Indiana Jones and the Infernal Machine[/b] and, of course, [b]The Curse of Monkey Island[/b]. Unfortunately, when [b]LucasArts[/b] hired EA exec, he, according to himself, started to feel like the team started to lose its creative freedom. The team was great, but that new EA exec guy (again, according to [b]Bill[/b]) “just didn't get it”. [b]Bill[/b] left, leaving one of the most influential developers in a history of point-and-click adventures behind, and joined [b]ArenaNet[/b], who were working on their now famous MMORPG [b]Guild Wars[/b]. [b]Bill[/b] praised their skills in his interview, [i]but[/i] working on MMO proved to be heavily different from what he was used to ([b]Arena[/b] guys didn't have finished concept to make arts for) [i]and[/i]... You guessed it. [b]Bill[/b] didn't like taking orders from a “programmer who didn't know anything about art”. He left again. This time, though, he co-founded his own company called [b]Autumn Moon Entertainment[/b]. Their first game was [b]A Vampyre Story[/b]. And you know what? It wasn't bad. Visually it was totally fine and stylish, the characters were likable, there were tons of quality-of-life features like walk skipping, we were able to turn into a bat and like I said, it wasn't bad at all. Except it was poorly made. The game used a free engine called [b]Panda3D[/b], had quite a lot of bugs on launch, etc. Also, even with free engine behind it, [b]Bill[/b] and his new team didn't manage to achieve much – the game ended abruptly with no ending and no explanation why. In other words, the game was left unfinished. And instead of fixing things in a sequel, [b]Bill[/b] started to work on prequel. Moreover, [b]A Vampyre Story: Year One[/b] was supposed to be episodic game. Because obviously, such games are easier to produce and make more money. Talking about money. It was then when [b]Bill[/b] discovered that evil thingy I've mentioned above, the [b]Kickstarter[/b]. Nobody really wanted yet another generic point-and-click game, though, and [b]A Vampyre Story[/b] simply wasn't special enough to get the attention, so... Yeah. No money – no game. [b]A Vampyre Story: Year One[/b] didn't happen. A couple of years before that, though, [b]Bill[/b] made another game with the [b]Autumn Moon[/b]. That game was [b]Ghost Pirates of Vooju Island[/b]. What can I say? He desperately tried to milk the time he spent working on third [b]Monkey Island[/b] there. He never worked on the first two, which are considered to be “true” [b]Monkey Island[/b], but still, he got that certain reputation and, well, he tried to turn it into money. Didn't work out either. Despite using the same exact engine with [b]A Vampyre Story[/b], [b]Ghost Pirates[/b] had rather terrible puzzles (it was one of those games that forced us to use some random things on some other random things, just because logic wasn't involved most of the time), quite a lot of quality-of-life features disappeared (for example, there was no way to skip walks), while [b]Gobliiins[/b]-like multiple characters approach only made all the above worse. The worst of all, though, it was a terribly made game that crashed a lot and do some other nasty things. Which is very ironic when you think about it. Can't make a good game without learning how to work in a team, huh? Unfortunately, [b]Kickstarter[/b] didn't go anywhere. Money were there, waiting to be taken. With [b]A Vampyre Story: Year One[/b] in mind, it was decided not to ask much this time. They only asked $40.000 and, well, they've got it. So, here we are. In a company of [b]Duke Grabowski, Mighty Swashbuckler[/b]. And you know what? It's not nearly as poorly made as the previous [b]Autumn Moon[/b] efforts. It looks like the team actually cared. Why? Because they had a share. See, this game was only technically made by [b]Autumn Moon[/b]. [b]AM[/b] owned [b]Ghost Pirates[/b], this here technically is a spin-off (no, you don't need to play [b]Ghost Pirates[/b] first), team wanted a share, hence the financial hocus pocus – the team registered their own name, [b]Venture Moon[/b], and [b]Bill[/b] licensed the IP to them, while still leading the project and doing things like writing and art directing. That's the saddest thing here, though. The whole thing is about money. Nobody wanted to make statement. Nobody wanted to make art. It was just that – they've got 40K and they needed to deliver a product. You may say that you can't make anything solid with only 40K and you're right, you can't. [b]Attic Door Productions[/b] (the guys behind [b]The 13th Doll[/b]) barely managed with 60 and since they actually cared about their project, they ended up adding a lot from their own wallets. [b]Bill[/b] and his team did not. Thanks to which we've got... only eight screens. That's right, guys, the whole game is only eight screens. And it's not like there's a lot of things to do there. You just press [b]Tab[/b] to see what you can interact with and then do just that – click on things. No thinking involved. Don't get me wrong, I do appreciate logic (hello, [b]Ghost Pirates[/b]), but it is [i]not[/i] about logic here. It's about lack of content. At very best you'll have a couple of objects in your inventory at the same time (won't even be real items, since the game utilizes the same ol' ideas from previous games and lets you carry the “ideas” with you) and it'll be painfully obvious where to use 'em. It's one of those games that don't even need a guide. Just because of how obvious everything is. Thanks to which you can beat the whole thing in less than an hour if you won't listen to each and every line completely (like in [b]Ghost Pirates[/b], you can't skip walks, but at least dialogues are skippable). Maybe the story's good? Nope. Again, [b]Bill[/b] tried to pull his “I've worked on [b]Monkey Island[/b]!” thing. And again, he failed. [b]Duke Grabovsky[/b] feels like something from that “We've got X at home” meme. More sad than funny. So... Ye-e-ah. Eight screens, about 30 minutes of pure gameplay (again, if you won't listen to dialogues) and lame attempts to imitate [b]Monkey Island[/b]. Music from [b]Ghost Pirates[/b] and free assets included. That would be $40.000. Like I said, though, [b]Duke Grabovsky[/b] is not a terribly made game. The guys switched to another free engine, [b]Unity[/b], with [b]Adventure Creator[/b] toolkit, which leads to the game being stable and running in modern resolutions, but still, what we have here is not really a game, but an excuse for [b]Kickstarter[/b] campaign. What can I say? At least it was $40.000, not $700.000.000.
Инди-проект на один вечер, в котором Вам предстоит сыграть за здоровенного тупоголового пирата, который не в состоянии связать 2 слова. Всю игру он будет представляться как «I be Duke» и искать того, кто мог бы «teech me ta talk sweet», чтобы, освоив сию скиллуху, соблазнить трех разных телочек. И если ему это удастся, то, так и быть, команда признает его новым капитаном взамен почившего. [spoiler] на самом деле, команда таким образом пыталась спровадить его с корабля и отплыть, пока Дюк не вернулся, но это детали [/spoiler] [h2]Основные причины сыграть [/h2] – Вы очень сильный мордоворот; – не, прям реально сильный; – но не сильнее гориллы, которая сидит на диете из стероидных фруктов; – потешные диалоги (не только из-за речи Дюка, они в целом довольно забавные); – возможность соблазнить покрытую милфу, которая будет считать Вас лучшим мужем в истории милф; – возможность совратить жгучую испанскую пиратку в фиолетовой шляпе; – возможность совратить институтку в пышном платье (кажется, британского происхождения); – возможность [strike]подроч…[/strike] полюбоваться прекрасной шерифом Нэнси (соблазнить, увы, нельзя, но очень хочется); – возможность сделать счастливой администраторшу у бойцовского ринга (не так, как Вы подумали); – возможность пообжиматься с гориллой по кличке Королева (я бы не советовала, но дело, конечно, Ваше); – возможность складировать зомби в мешок для транспортировки провизии на корабль; – возможность огрести звездюлей от стаи макак. Мой вечер удался, чего и Вам всем желаю. P.S.: русского языка, если что, в игре нет, но в мастерской валяется руссификатор. Мне до дополнительных ухищрений было лениво, так что могу смело заверить, что весьма средненького инглиша вполне достаточно для комфортной игры.
I had a lot of fun playing this short little gem! Insanely good artwork made by point'n'click adventure legends, what's not to like! I may be a bit biased though, since my first adventure game was Curse of Monkey Island, so I have a bit of a soft spot for pirate games :) Duke struck me as an odd choice for the main character, huge and very, very dumb. But, not to spoil too much, he develops more as you play, really growing on you in the end. My favorite scene was the dancing people aboard the "Gnarly Narwhal", the whole aesthetic of it all combined with the music in that scene, I just sat there taking it all in for what must've been 15 minutes at least. It really took me back on a weird goose-bumpy nostalgia trip. For that alone I'd recommend this game! If you're a point'n'nclick adventure game fan, you have to try this one, and if you're not, give it a chance, it just might grow on you :)
This delightful little adventure game was made by gaming industry pioneers and veterans as a nostalgic labor of love -- and it shows in all the little details and of course the silly story! The story and the gameplay are completely good-hearted and any violence is depicted only in a humorous "uh-oh" way. Sure, the game is short, but only in a way that respects your time, there aren't any annoying tricks or convoluted puzzles just to prolong the gameplay.
yes mate we need the bootes
Great nod to Monkey Island games, Short and Sweet x
Definitely worth the two bucks! Pretty light and casual as adventure games go, with some solutions that were simpler than I expected. Bill Tiller's background art is just beautiful throughout, though the character models are a little weird and uncanny sometimes (odd faces, weird body movements, some women's hands are *really* weird). Plays pretty leisurely, with fun custom responses to trying all the actions on every object. Some laugh-out-loud moments. And other than the visual look (which pretty much screams "Bill Tiller would really, really love to do a remaster of The Curse of Monkey Island"), it's not leaning real heavy on Monkey Island references as you might be afraid that it would.
I really think the game should be longer to justify the price. I also think the achievements are lackluster. The story is... fine I guess, but the characters leave something to be desired.
Гигачад-буканьер Дюк Грабовски мечтает стать капитаном пиратского судна, и для этого ему нужно с нашей помощью охмурить трёх дамочек, и, учитывая специфику подопечного, будем мы это делать с помощью разнообразных забавных ухищрений. Да, юмор, которым пропитана эта игра - основной её плюс, много смешных ситуаций и весёлых диалогов с доставляющей озвучкой. Пойнт-энд-клик же составляющая оказалась ооооочень простецкой, даже совсем далёкие от квестов геймеры с лёгкостью решат большую часть загадок. Лично я получил удовольствие от прохождения, словно посмотрел качественную комедию в пиратском сеттинге.
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