
The depths of the Atlantic hide more than 12,000 sunken ships out of which at least half haven’t been located yet. As a depth explorer you will earn money from extracting valuable cargo from wrecks, grow your company, buy exploration vessels and real estate.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Simplified Chinese, Polish, Russian, Portuguese - Portugal, Spanish - Spain*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
avoid this game until Dev's come back.
Gra ma potencjał,niestety niewykorzystany.Chyba że to wprawka do innego projektu.Ma swoje mankamenty.Rozumiem że w dronie nie da się zamontować manipulatora czy przestrzeni ładunkowej,to w końcu zwiadowca nie transporter,ale w batyskafie ?Nurkowanie na głębokość 3 - 4 kilometrów po to aby przeczytać "podnieś z dna x przedmiotów" i nie dać takiej możliwości,to smieszne.Może coś jednak poprawią,to w końcu ostatnio taki trend,zrobić jedną grę i kilkanaście DLC :)
Recenzja gry "Kingdom of Wreck Business" "Kingdom of Wreck Business" to symulacyjna gra ekonomiczna, która w założeniach miała pozwolić graczowi na zarządzanie firmą zajmującą się eksploracją wraków morskich. Chociaż koncepcja wydaje się interesująca, finalny produkt okazuje się rozczarowujący pod wieloma względami. Mocne strony Jednym z niewielu pozytywów gry jest jej oryginalny temat. Eksploracja wraków to rzadko poruszany motyw w grach wideo, a zarządzanie firmą dodaje strategicznego wymiaru. Gracz ma możliwość zakupu statków, zarządzania załogą, ulepszania sprzętu czy handlowania odnalezionymi artefaktami na aukcjach. Teoretycznie gra oferuje szeroki wachlarz opcji rozgrywki, co mogłoby przyciągnąć fanów symulatorów ekonomicznych. Słabe strony Niestety, ambitna koncepcja została zaprzepaszczona przez liczne problemy techniczne i projektowe: Grafika z epoki 2000 roku – Oprawa wizualna wygląda przestarzale i nie spełnia współczesnych standardów. Modele są niedopracowane, a interfejs gry jest nieintuicyjny i mało atrakcyjny wizualnie. Problemy techniczne – Gracze często zgłaszają błędy, takie jak nieskończone ekrany ładowania, znikające statki podczas ekspedycji czy brak możliwości wykonania podstawowych akcji w grze. Te problemy znacząco obniżają przyjemność z rozgrywki【6†source】【8†source】. Brak tutoriala – Gra praktycznie nie oferuje wprowadzenia dla nowych graczy, co sprawia, że wiele osób może poczuć się zagubionych. Ikony i zakładki są słabo opisane, a kluczowe mechaniki nie są wystarczająco wyjaśnione【8†source】. Brak balansu rozgrywki – Gracz na start otrzymuje dużą ilość zasobów, co sprawia, że zarządzanie finansami i podejmowanie decyzji strategicznych stają się zbyteczne. Dodatkowo, brak konsekwencji za niewykonanie zadań sprawia, że wyzwanie w grze jest minimalne【8†source】. Podsumowanie "Kingdom of Wreck Business" to gra, która posiadała potencjał, jednak jej realizacja pozostawia wiele do życzenia. Oryginalna tematyka i kilka ciekawych funkcji giną w morzu problemów technicznych i niedopracowania. Grafika, mechanika i ogólny balans rozgrywki są na tak niskim poziomie, że trudno polecić tę produkcję nawet największym entuzjastom symulatorów. Jeżeli twórcy zdecydują się na gruntowne poprawki i aktualizacje, być może gra zyska drugie życie. Na ten moment pozostaje jednak w kategorii niewypałów, które lepiej omijać szerokim łukiem.
This game has potential but at the moment is far too buggy, I'm not talking about iffy re-draw problems, I'm talking about fundamental issues which make the game unplayable. The first couple of missions are playable but after that, it's dodgy as hell! I got it during a sale event and happy with that but would certainly have been asking for a refund if I'd paid full price.
Leider zu viele Bugs , Stürzt ab und PC ist aus
It is playable. But, it is a shadow of what it could have been. It isn't as grand as the previews suggested it might be prior to it's being released. It's like the devs bit off more than they could chew so they just wrapped it up and said good enough. Treasure hunting games are such a small niche, there's only one really really really good one I've ever run into, the name of the game even escapes me right now, but its an old game and needs dosbox if you do track it down. I was hoping for a more modernized clone of that style of game. But this game, has no element of sandbox mode to it. You don't get to run grids looking for your own wrecks. You don't get to really explore. You get contracts and coordinates that way, an whats there is there and either you find it all or you dont.. But.. If you get it on sale cheap, yeah its worth a couple bucks in its present form.
Ein Spiel, welches mit großen Vorstellungen anfing und dann trotz großem Potential unterging. Spielbar aber ohne Sinn und Ziel. Nur für Leute die gerne immer wieder das selbe machen und sich an Ungenauigkeiten (Mission nicht mit Schiffstyp kompatibel, Schiffsname auf der Karte weicht vom Namen im Auftrag ab, usw.) nicht stören.
Dieses spiel ist nicht zu empfehlen! Die Idee ist ansiecht ganz gut. Aber die Umsetzung eine Katastrophe. Nach 2 Stunden Test habe ich es in Archiv Geklopft! Schon im ersten Auftrag, war es nicht möglich die Funde zu verkaufen. oder zu Versteigern! eine neue Mission war auch nicht möglich , weil ich irgendeine Transaktion durchführen soll oder beenden. Keine Ahnung was das soll. Im Großen und Ganzen Finger weg!!!
Kingdom of Wreck Business begins with a premise that immediately sparks the imagination: you are the owner of a fledgling deep-sea salvage company, diving into the vast archives of oceanic history to locate shipwrecks, retrieve valuable cargo, and build a maritime business empire from the ruins of forgotten vessels. The fantasy of uncovering long-lost wrecks, raising their remains from the depths, and transforming recovered treasures into profit has a natural appeal, blending exploration, business management, and maritime mystery. On paper, the concept promises a unique fusion of strategy and adventure — one where every trip into the ocean could reveal secrets or riches buried for decades. The game attempts to operate as both a management sim and a salvage-recovery sandbox. You begin with limited capital, minimal equipment, and a simple vessel, slowly expanding your capabilities by investing in better ships, tools, and operational upgrades. The early game sets up an intriguing loop: scout for wrecks, commit resources to reach them, extract whatever valuables you can, and hope the profits outweigh the costs of the expedition. There’s a real sense of risk-versus-reward baked into the design. Some wrecks may yield lucrative cargo, precious metals, or mechanical parts; others may offer little, leaving you scrambling for funds and second-guessing your choices. The concept of “known wrecks” and “undiscovered wrecks” adds layers of unpredictability — the idea that you may stumble onto something rare or historically significant can give even routine expeditions a sense of suspense. However, while the vision is strong, the execution often falters, and this becomes increasingly clear the deeper you go. Many of the systems feel underdeveloped or unfinished, with core mechanics lacking the polish needed to support the ambitious premise. Salvaging ships, raising wrecks, and managing recovered materials frequently suffer from bugs or inconsistencies that disrupt the sense of progression. The business side of the game, which should be a compelling engine that fuels long-term strategy, is noticeably thin. Trading mechanics are unclear or incomplete, making it difficult to understand how to convert raw goods into income, and in some cases leaving players with valuable cargo they have no reliable way to sell. This often leads to a feeling of stasis — as though you’re navigating an economy that hasn’t fully been implemented. The technical issues compound these design shortcomings. Animations, physics interactions, and UI responses often feel rough, giving the overall experience a prototype-like quality. Visual presentation fluctuates between atmospheric and awkward, with undersea environments sometimes showing glimpses of the eerie beauty the game aims for, and at other times breaking immersion through clipping, jitter, or lack of detail. Optimization problems also surface, affecting performance in ways that make longer sessions frustrating. While none of these issues individually destroy the experience, together they create an impression of a game struggling to hold its ambitious structure together. The lack of an active community also weighs heavily on Kingdom of Wreck Business. Games with heavy simulation components often benefit from modding, shared strategies, or simply a healthy player base exchanging tips and supporting ongoing updates. Here, however, the low player numbers and sparse community discussion create an atmosphere of abandonment. With few active users and no strong indication of consistent post-launch development, the experience can feel isolated, as though you’re exploring a quiet world that has already been left behind. This sense of loneliness doesn’t enhance the theme — instead, it underscores the feeling that the game’s development may have slowed or stalled before its systems could fully mature. Even so, there remains something compelling at the heart of the experience. The core loop of diving for wrecks, risking resources, and hoping for a valuable recovery taps into a very specific fantasy that few other games attempt to explore. There are moments — when you successfully raise a wreck, uncover a rare artifact, or finally turn a profit after several rough expeditions — when the promise of what Kingdom of Wreck Business could have been shines through clearly. For players who appreciate experimental sims or enjoy discovering flawed but ambitious concepts, there may be enough intrigue to justify a closer look. In its current state, however, Kingdom of Wreck Business is best described as an ambitious but incomplete idea. It strives to combine deep-sea exploration with business management, salvage operations, and economic strategy, yet its limitations in polish, mechanics, and execution prevent it from reaching its full potential. With further development, it could have evolved into a niche standout in the sim genre — a rare title devoted to the meticulous, risky, and strangely exciting world of maritime salvage. As it stands, it remains a curious but uneven experience, more notable for its imaginative foundation than its ability to deliver on it. Rating: 4/10
I really want to like the game but it is just so frustrating. The idea and concept are awesome but the fit and finish not so much. The whole time-line pause mechanic that integrates with the game and the inventory seems ridiculous. Not to mention the inventory system is rough. The job and user interface along with some game mechanics are very frustrating to work with. When I am in the wreck selection it says sector unavailable, buy sector for certain price or one time pass for certain price. So which is it? If the sector is unavailable why is there a price to buy it? When there is a job to extract resources and the initial boat has the extrication tool but doesn't show you how to use it. So I go to some online guides, says a certain boat is needed and its random when its available. I go to the shipyard and try to buy the boat says I can only have 1 boat...try to sell the boat I have It says I need 1 boat. So spent money on the dock bought the undamaged boat upgraded it hired help and sell the other boat go to the one location and get a message minor engine (even though it is a NEW Boat) failure . Get to the wreck site get the trigger to extract resources, go to the bridge change view and click extract and nothing is happening while not telling what is needed. Since I am past the refund window I will keep trying to figure it out. If these things improve this game would be great.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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