
Red Rogue Sea is a roguelike strategy game that puts you in the shoes of a pirate captain and their crew. Manage your vessel as you sail through the treacherous waters of the archipelago, interact with the scum that inhabit it, and engage in battle using a tactical deck-building system.
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Red Rogue Sea is a roguelike strategy game that puts you in the shoes of a pirate captain and their crew. You will manage your vessel as you sail through the treacherous waters of the archipelago, interacting with the scum that inhabits it.
Make decisions that impact the outcome of various events and the overall narrative. Sail from island to island on ever-changing map, making each game unique. Defend your reputation and increase your loot by engaging in battles using mechanics that blend deck-building with crew and ship system management. Arm yourself with courage and join the legends of the Red Rogue Sea!

Unlock your fleet: Gain access to new ships and factions enabling the use of diverse strategies to outwit the fleet of the fearsome Admiral White.

Manage Your Own Vessel: To survive events and battles, you’ll need to command your crew with a firm hand and ensure that all ship systems and resources are used in the most optimal way. Prove that you’re a natural-born strategist!

Build Your Tactical Deck: In the heat of battle, you’ll command your crew to execute various actions through a deck of tactic cards that you can build and upgrade, gradually adapting it to your playstyle.
Immersive Narrative: Red Rogue Sea features a complex archipelago of islands inhabited by adventurers, wrongdoers, fortune seekers, and of course, ordinary folk. You’ll sail from island to island, interacting with different events and learning more about the place, its people, and the tales of legendary treasures sought by generations of pirates. Your actions will shape the course of your own story, leading you down different—and dangerous—paths.
Pirate’s Nest: In each game, you’ll choose a unique captain and and a ship to command. These seas are dangerous, and it’s likely your greed will eventually lead you to a watery grave... but that won’t stop you from trying again with another pirate captain!

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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, Spanish - Spain, Simplified Chinese, Japanese, Russian, Traditional Chinese, Italian, Korean, Polish, Portuguese - Brazil +1 more
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.
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Reviews
[h1] Карты и пираты [/h1] Red Rogue Sea – это смесь рогалик и карточный игры, в которой игрок управляет кораблём пиратов и путешествует по архипелагу, сражаясь, торгуя и исследуя прошлое местных морей и островов. Но угрожать повесить кого-то на рее, отправить на прогулку на корм акулам, кричать «йо-хо-хо», воровать и пить с командой ром не получится. Игрок примет на себя роль капитана корабля, отдавая приказы своей команде в боях и путешествуя по морям архипелага. Так как эта игра, в первую очередь, рогалик, в ней присутствует генерация уровней. При каждой новой игре игра будет создавать новые версии различных морей, каждое – со своим набором точек интереса. Сперва мы можем выбрать капитана нашего корабля, за которого будем играть. На первых порах доступен только один капитан, но со временем должны открыться и остальные. Также, если подписаться на новостную рассылку, подарят ещё одного капитана. Выбор капитана влияет на получение особых карт в колоду игрока. После прохождения веток заданий от разных фракций, должны открыть и другие капитаны. На корабле мы путешествуем по нескольким морям. Во время таких путешествий можно напороться на несколько событий, которые обозначены в легенде карты: можно наткнуться на корабль в море – это может быть и торговец, и противник; можно найти обломки кораблей; разные форты и деревеньки; некие аномалии. Такие встречи имеют два исхода: либо текстовая зарисовка, в которой можно выбрать один из трёх вариантов; либо бой. Если на карте рядом с пунктом назначения висит синяя метка, значит там точно будет бой с правительственным кораблём. И это часто будет доставлять неудобства: на карту предыдущего моря нельзя возвращаться, бОльшая часть переход охраняется, а в бой вступать желание пропадает вскоре после знакомства с боевой системой игры. Бои в игре выполнены в виде карточной игры. И тут, на мой взгляд, у игры огромные проблемы. У нас есть колода, в которой должно быть ровно 25 карт. Каких – уж от игрока зависит. Помимо играбельной колоды существует резерв, где томятся остальные карты. Во время боя менять колоду нельзя. Сами бои пошаговые – ход игрока, потом ход противника. За один ход можно перемещать своих матросов и дать им одну команду. Команды как раз и выполнены в виде карт. Можно пальнуть из пушки, предварительно поставив рядом с пушкой матроса. Можно отправить своего подопечного на абордаж, если противники рядом с нашими людьми, можно ударить ближним боём или пальнуть во врага. Для того, чтобы наш корабль мог избежать попадания, надо поставить матросов у руля и у парусов – так включится маневрирование. На ход нам дают пять случайных карт из нашей колоды. И вот, что меня часто очень раздражало: допустим, ведём бой с другим кораблём. Два матроса стоят у пушек, третий – у руля. И тут противник отправляет парочку на абордаж, а третий стоит у пушки. Выгоднее всего обстреливать корабль противника, потому что в случае его потопления, враги сразу сдадутся. И противник всегда будет получать карты, чтобы нападать на наших матросов. В то время как из нашей колоды часто будут вылезать неподходящие под данный момент карты. Или ещё вариант: захожу в порт поторговать, а меня неожиданно берут на абордаж. Никакого предупреждения о том, что это возможно. У моих моряков здоровья не хватит даже если на них сторого посмотрят. А противников минимум трое. Ну это просто бред. Да, сразу говорится, что игра сложная, но должно быть что-то адекватное в этой сложности. Хотя бы предупреждения о возможном развитии событий или возможность перетасовать колоду. Ну, допустим, с такой подставой от игры мы справились, победили. В награду чаще всего получаем немного золота, припасы; издерка – оружие для членов команды и вооружение на корабль. Всё то же можно получить и по итогу посещения точек интереса на карте, а также купив у торговца. У торговцев также иногда можно купить и новых матросов и посетить кузницу. В кузнеце за очень немаленькую сумму можно улучшать карты. Ну, в принципе, вот и всё, что игра может предложить. Я прекрасно понимаю, что мои ожидания и неспособность найти выход из сложностей игры – это только мои проблемы, но я не один такой. И неудобность боевой системы, и куцые задания и путешествия по морям – этого мало. Да, есть те, кого устроит и предлагаемое этой игрой. Мне – не понравилось. [url=https://store.steampowered.com/curator/11769719/]Заглядывайте в группу кураторов, если понравился обзор. [/url]
I almost quit playing this game in the first two hours of playing. The first few battles in a run are sloooooooowwwwww. You've only got three crew and only one cannon that actually does damage. It WILL take you a minimum of 6 rounds, or 18 turns, to finish a battle with the un-upgraded starter ship, just plinking away at the enemy's health with your piddly two-damage cannon shots. Boarding can be slightly faster, but only slightly. It. Is. Painful. HOWEVER. Once you get enough gold to buy another cannon or two or enough crew and weapons to speed up boarding, this game becomes an insanely fun mashup of FTL, a roguelike deckbuilder, and XCOM. Everything is done so well. Crew classes are simple but effective. The deckbuilding part of the game is quite forgiving, with the ability to cycle your entire hand of cards for the cost of one crewmate's action. Not even their whole turn, just their action. Different cannon types and the ammo that come with them force you to strategize about how to place them on your ship and what ratios of ammo you want in your deck. The gameplay is well-balanced, although you are somewhat punished for not specializing into either cannons or boarding. I think my only major criticism, aside from the pacing of the first few battles, is the somewhat shallow pool of crew weapons and cannon ammunition. Currently I believe there are four ranged crew weapons, four melee crew weapons, and five cannon ammunition types. The deckbuilding itself also lacks the combo building that a true deckbuilder would have, although I think that's simply a result of marrying the deckbuilding mechanic with turn based squad combat. The unique cards associated with specific ships and captains definitely go a long way toward keeping individual runs and the decks themselves interesting. I would buy a DLC that added more mechanics, cards, weapons, or ammunition in a heartbeat. Overall, this is an incredibly successful mash-up of three distinct genres that absolutely does not deserve the mixed reviews it currently has. Unfortunately, the pacing of the first few battles seems to have put off quite a few people, which is sad but understandable.
[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID | FLAWED[/strike] | [b]MAYBE[/b] | [strike]WORTHWHILE | COMPELLING | UNMISSABLE [/strike] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]ASSESSMENT:[/b][/th] [/tr] [tr] [td] Red Rogue Sea is a surprisingly well-made Indie title. A slow-burn adventure within an unconventional roguelike format, that scales well. At its heart is an overly long yarn to discover, told from an impersonal perspective. Whilst on a RNG affected voyage through a suitably charming piratic gameworld. One that is brought to life with a myriad of repetitive, but slightly varied generated narrative events. An arcane action sequence spoils a fun, thematic combat system with a mechanical feel due to rigid deckbuilding. A sliver of mechanics provides some depth, but limited variety. Its already well polished, low on bugs, but some CTDs did occur & QoL is needed especially with regards the UI & the action sequence. While not quite the pirate version of FTL, it hoists its flag to half-mast & is something to [b]MAYBE[/b] consider. [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Just released & complete. Has received an update since [/td] [/tr] [tr] [td][b]APPEAL:[/b][/td] [td]Fans of pirate themed games, quirky roguelikes or anyone looking for something similar to FTL, but more casual [/td] [/tr] [tr] [td][b]VALUE:[/b][/td] [td]Given the overall picture, the price would be better on a slim sale [/td] [/tr] [/table] [quote=]Key provided by developer through [url=https://store.steampowered.com/curator/32732116-IndieGems/][b]INDIEGEMS[/b][/url] curator | Check out their vids on [url=https://www.youtube.com/@IndieGems2][b]YOUTUBE[/b][/url][/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3619883037 [h3]HIGHLIGHTS:[/h3] 🟡 GAMELOOP is suitably thematic & lean. Journey to various locations, experience narrative encounters that reveal story clues. Fight rival crews & ships, plunder booty & trade with gold. Manage the crew, upgrade the ship & repair damage. Move onto the next sea sector. 🟡 MAPS are surprisingly varied, procedurally populated as a fresh ocean sector is entered. With a web of assorted locations (nodes) to travel to. The type determines which enemies will be faced. Ships remain static & there is a choice of exit points to whichever sector is preferred. Once left, a sector can never be revisited. 🟡 NARRATIVE EVENTS occur at every location. Possess a vague quality due to the WRITINGs impersonal perspective. Which despite this provide a useful platform for story telling, trader visits, combat encounters & possible rewards. Some come with alternate options, some of which are active conditionally. A real shame locations are abstracted & cannot be visited like in an RPG. 🟡 DECKBUILDING is lite, but tight, limited to tactical CARDS for combat. Comprised of boarding actions, crew attacks, gunnery or 'repairs'. Faction cards provide alternate benefits such as: temporary allies or manoeuvrability bonuses. Supplemental cards acquired from traders expand options enough to inject variety. Some have dual purpose. Forge CRAFTING raises cards stats the one time. There is little synergy & no true alternate deck strategies. 🟡 A sliver of MECHANICS provide a fair level of depth to strategy. Unlike conventional roguelikes unidirectionally travel is possible on maps. Though revisiting them doesn't always trigger an event. Wind determines travel efficiency & thus ration use. Ship upgrades activate conditional narrative choices. Fires can spread across hulls & they can be holed. Which together with stormy weather bring risk of sinking unless actively bailed out. 🟡 PRODUCTION is excellent for a small-scale Indie. Its quite polished already. There are some bugs, but nothing encountered that spoils the fun. OPTIMISATION runs smoothly around 60fps with no noticeable slowdowns. STABILITY is fairly good apart from a few CTDs. https://steamcommunity.com/sharedfiles/filedetails/?id=3619893775 [h3]OFF TARGET:[/h3] ⚪ ENCOUNTERS come in x3 types; ship against fort, ship versus ship & boarding actions against one, both or either. Slight variations to opponent strength, cannon types & positioning change their composition, but a strong degree of repetitiveness remains. There is an option to flee, but given the high number of fights to be had, an auto-resolve for easier engagements would have lessened this. ⚪ TBT COMBAT is fun for an Indie, but it has issues. Feels mechanical due to the arcane ACTION SEQUENCE & rigid due to the tight card system. Ship gunnery &/or boarding action melee happen on the same screen. Much depends on the composition of the card deck. Crew positioning must be thought out prior to playing cards or retiring crew. Low starting weapon damage drags out encounters, until ship, crew & cards can be pimped. ⚪ SHIP MANAGEMENT occurs at a strategic & tactical level, but is very basic. Cannon types can place in x4 deck positions. Choosing to man them with crew or alternatively masts & the helm to increase the ship's dodge capability during combat. The hull can be damaged, requiring repairs to stop the ship sinking during combat. ⚪ CREW MANAGEMENT is also lite. Hiring up to x6 crew, positioning them at strategic points on the ship. Arming them with a selection of period melee & ranged weapons. Performing first aid during combat or healing them at a trader. Character building is hands-off as crew auto-level after gaining experience without notification. ⚪ AI is robust, but much depends on the cards drawn. For the most part it seems to receive useful card & rarely has the need to discard. Unlike the player. As it seems better at forecasting where to place its crew. Having a smaller or more focused deck also helps it take what seem appropriate actions or reactions for most of its turns. https://steamcommunity.com/sharedfiles/filedetails/?id=3619890791 [h3]SHORTCOMINGS:[/h3] 🟤 STORY seems a fine yarn. Revealed in bitesize morsels, there are so many that finding them in as exercise in persistence. A single chapter feels long enough, x5 of them is too much. Worse, there are no clear indicators on the map, so much depends on the proc. gen & a determination to visit as many locations as possible. 🟤 ACTION SEQUENCE is a real sore point. The need to retire crew feels unnecessary, handicapping the flow of combat & immensely prolonging it. Made cumbersome by not allowing crew retirements to be done on the roster panel on the side. Instead hunted for across both decks, further hampered by the card panel being in the way. A simpler end to runs would serve gameplay better. 🟤 UI is well organised, but overloads the senses with inadequately explained details. The windowed world 'ocean' maps should make use of the whole screen. While the legend & route pathways between encounter nodes should be shown without the need to press & hold a key. A poor choice of font makes it difficult to read with old eyes. 🟤 ACCESSIBILITY needs to be better despite a prologue tutorial. Its too lengthy, with ambiguous instructions & badly explained tasks that are prone to confusing players. Would have preferred a better structure with clearly defined goals after an explanation of the feature/concept. Being unable to reset or retry a step stalls progress. Tooltips though are quite extensive. 🟤 MISSING FEATURES * see full review * [table][tr] [td]Click for:[/td] [td][h1][url=https://steamcommunity.com/groups/TheIrregularGamer/discussions/0/688617594958125548/]Full Review[/url][/h1][/td] [/tr][/table] [table] [tr] [td][b]REVIEWED WITH:[/b][/td] [td]Build v 0.10.13 to 1.04 INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 4GB @ 1920x1080 fullscreen, EVO850 SSD [/td] [/tr] [/table] [quote=]Thank you for reading | Click to follow my curator[url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/] THE IRREGULAR GAMER[/url][/quote]
It's a shame this game doesn't have more positive reviews. I am having a blast. Gameplay feels like a mix between FTL and Into the Breach combined with a deck builder. Give the game a shot, it's well worth the price!
食之无味,弃之可惜。现阶段只能说能玩,但是很无聊。 本作说是结合了卡牌玩法的海战类战棋游戏,但卡牌系统根本没什么存在意义,感觉纯粹是硬缝。玩之前我以为会有什么多样化的技能或者卡牌联动,实际上就只是把海战最基础的开炮、跳帮、攻击等最基本的指令做成了卡牌。但是你牌库就25张,手牌上限就5张,每一炮每一次攻击都得占你一张牌位。导致你的角色就算全副武装,但是没抽到攻击指令牌,你就只会傻愣着看戏;哪怕你还有一堆炮弹库存,你抽不到开炮,你的炮手就只会傻愣着。虽然可以通过调整某类指令卡的占比来避免这种情况,但玩着就是感觉很生硬,还不如删掉卡牌系统好好做个战棋游戏。 除了贫瘠的卡牌种类,卡牌系统的机制也很令人不适,卡组构成是像炉石那样固定牌库数量,弃牌堆也不会洗入抽牌堆,但却要像杀戮尖塔类一样整一个卡牌升级系统(又贵效果又无聊,而且你牌库有25张,又不给洗牌,有你这么缝机制的?),完全不知所谓。 此外作为roguelike游戏,唯一的局外成长就是用古钱币买船,但所有船都只是换皮,只有初始物资配置区别。而且这古钱币不是那种你打完一局根据你的评分给你几百几千,然后花几千几万去买船,而是一枚一枚给,一枚一枚花。然后就导致你要是没达到目标,不管玩几把都是0收获0局外成长,新手要是不得要领那更是要忍受毫无强度改善的漫长上手过程。
I am sorry NOT to recommend this game. It could have been a good tactical piece if there wasnt such terrible beginning. Here is what I experienced during my 2 hours: The tutorial is OKish. The battles are rather tedious but It explains all mechanics well enough. So far so good. Then you start the game. Your starting deck is full of fluff. Meaning that most of your cards are very situational. In order to play them the right situation must occur, your sailor must be in the right position and not yet exhausted. This doesnt happen very often, so you will need to skip a turn. When I say skip a turn, it doesnt mean one click. No, sir, it doesnt. You will need at least 3 clicks to do that (skip/plan, discard, select unexhausted sailor), but rather more as you will select cards to discard by doing so, so 3-8 clicks for every skip and you will be skipping a lot. A LOT. Fine, so you will start the game and will face your first battle. Approx 10minutes minutes later, after you finally sink the ship (and after lot of turn skipping) you get small reward and you pick a place to sail to on the map. If you get lucky you will meet a merchant who will let you to get rid of some fluff in your deck/boat so hopefully you will be able to skip less and play more in next battle. But dont expect too much, you dont have much gold yet, so you will be able to replace 1-2 cards, if the mechant has what you want. If you dont get lucky, you will face just another battle, i.e. another session of turn skipping and occassional cannon shoot or sailor combat. Now ask yourself how many such battles can you endure before you get frustrated. I endured 4, then refunded. Dont get me wrong. This may be a good game after all, but you will need to endure I dont know how many extremely boring battles with your un-optimized deck and crew to construct your ship as you desire and then maybe, just maybe, the battles get finally fun, because you will be able to perform the planned actions instead of just skipping turns. So if you have plenty of time and patience, then perhaps you will be able to discover the fun part of the game, unfortunately for me, I have neither.
As a fan of turn based games and Sea of Thieves. This game is a treat. The combat is slow and challenging, but feels rewarding - and incredible tense at times such as when the water level is rising in your boat and you have to choose between bucketing the water or getting another shot off. And with the options to customize which cards goes in your deck, it really isn't that hard to make sure you have the cards on hand for your personal favorite tactics.
Most negative comments are resolved by the March Update. I am enjoying the game a lot!
Im updating my review. I was pretty negative about the game initially. The 2.0 update has definetly improved the combat, flow, and general enjoyment of the game. Pirate roguelike. If that sounds interesting give it a try.
This is a good game. The very second mission of the prologue has a little too much health, spam firebombs (the game even tells you to do this!), it'll solve it quick. That's what literally every single bad review is upset about. Get past that and you have a dream of a game. Play for 2 hours and you'll see what I see. This could be lightning in a bottle.
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