
Hoist the Jolly Roger and set sail to find the legendary Titan’s Treasure! Do you fight with a cutlass or with magic? Are you biding your time until you can shoot your captain in the back, or are you the reason the rum is gone?
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Hoist the Jolly Roger and set sail to find the legendary Titan’s Treasure! Do you fight with a cutlass or with magic? Are you biding your time until you can shoot your captain in the back, or are you the reason the rum is gone?
Scarlet Sails is an 80,000-word interactive novel by Felicity Banks, author of Attack of the Clockwork Army and Bali B & B. Your choices control the story. It's entirely text-based–without graphics or sound effects–and fueled by the vast, unstoppable power of your imagination.
Enjoy an adventure on the high seas.
Choose your personality, fighting style, and magical skill.
Play as male or female or nonbinary; gay, straight, or asexual.
Choose who to love, including options for singlehood or polyamory.
Face the horrors of your past—and of the deep.
Find treasure, treachery, and maybe even true love.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
This was an incredible game. I have played it multiple times and i love all the diffirent paths you can choose. My faves were Captain Blood and Firebird and i do love the fact the game allows poly relationships since that is very rare in gaming. I hope the devs make more pirate games. I am def going to check out their other games after playing this. I give this game a 10/10 and would recommend it at any price.
It pains me to give an indie game a negative review, and usually I just refrain from giving any in these cases, but I felt like for this specific game, it's better to actually mention publicly the issues it has so that people know what to expect. This is a story that, in my opinion, really suffers from its short word count. Usually, my personal taste is to favor stories with 120k+ words, so this one is shorter than what I'd usually purchase, but despite my preferences, I had some good shorter experiences too, from time to time. Sadly it wasn't the case here. What I wanted to say is that the length of the story the game tells us isn't really too short, and isn't the culprit for the low word count. The problem comes from the lack of flavor text, which to me is a big issue in an interactive fiction like this one. What I mean by lack of flavor text is simply that the game doesn't give enough lasting repercussions on what we make our MC to be. We get a lot of choices to shape their personality and world view, but when it comes to the narration, the MC remains a bit of a merciless pirate who gets angry at other characters at least internally, who lacks trust in others in some specific instances and what not. If it fits with your previous choices and how you made your MC, you were lucky and your character is in-character. If you made clear opposite choices on the other hand, you get to notice the continuity issues and just how little any of your decisions impacts the narration. Now, don't get me wrong, this isn't a jab against semi-set protagonists. But this here didn't feel like a semi-set protagonist, but rather a protagonist meant to be fully customizable where the game didn't deliver on the customization. Romance has also close to no impact on the scenes with whoever we chose to romance, and there are close to no proper interactions with the love interests. Adding to that the previous problem, and the relationships are very unsatisfying. For example, I was consistently picking options favoring one of the love interests, but every time when the MC wasn't just acting based on a direct choice I made, they were mistrustful of said character or angry at them and so on. Similarly, at the very start of the game, I made the decision for my MC to abandon the crew they were in up until that point, especially since said captain was described as being easily put in a bad mood and becoming violent when it happened, but at multiple points in the story after that I had scenes with my MC mourning the fact they left her and that she wasn't with them. I as a player saw that woman for only a few lines... it's already strange to have to make such an important decision so early on (if we leave her, she doesn't appear at all anymore), but there is also no reason at all for our MC to lament the fact she isn't there since we didn't even get to know her, and considering picking that choice at the start makes it so the MC dislikes her, there was no reason for that later on. Another issue are the absurdly specific skill and personality checks at the end of the game. During the entire story, there are almost no skill checks, and those we have are very easy, but at the end, suddenly there's a crazy difficulty spike with not nearly enough flexibility to avoid death. I had to restart the entire game just to raise my MC's affinity with one of the love interests I was not invested in to an extremely high level just because the only way to succeed the final skill check without being a combat oriented or evil character was to have an insanely high trustworthiness (personality trait) + relationship with that one specific love interest combined, added to another personality trait (but on a more reasonable level). It's worth noting that I also think morality more than trustworthiness should have been checked, if this skill check was to be to begin with, considering this seems to be what said character values the most in the MC. All in all, I feel this game would have benefited from less love interests that would have been more fleshed out, a LOT more flavor text, and more flexibility in the approaches for the final boss (or alternatively more variants to what is checked - for example it was such a missed opportunity to have that one specific character needed for the aforementionned skill check instead of just the one with the highest affinity being checked, no matter who it is). I also had a few coding errors here and there, but that was reported and nothing was game breaking. My ultimate opinion is that why I don't hate the game per se, I also can't in good faith recommend it, sadly.
I did not enjoy it.
Мнение максимально субъективно! Возможно, автор - просто максимально "не моё". Это... просто плохо. Скудные описания, максимально плоские персонажи, рваные нелогичные события, сюжет отсутствует. Я бы [i]возможно[/i] поняла, если бы это было заявлено как комедийная пародия на пиратские романы, но нет. Это могло бы быть чем-то бОльшим, учитывая приправленный магией сеттинг, однако, к большому сожалению, сие - просто бесталанная писанина. Мне попадались скучные и затянутые интерактивные новеллы, но когда буквально через одну-две страницы рука тянется совершить очередной "facepalm", это не просто "ужасно" по шкале на сколько всё плохо, это уже сама шкала. Со всей моей любовью к проектам от Hosted Games, не рекомендую тратить время от слова совсем. [b]1/10.[/b] Когда-нибудь я это потыкаю еще, чисто ради закрытия ачивок, так что если читающий данный комментарий увидит дополнительные наигранные часы - это вовсе не от того, что книга стоит внимания.
One of the best text based game I have played. The story is interesting and doesn’t waste your time with pointless stuff which I appreciate. There are many character relationships to explore. I didn’t get deep into this aspect of the game yet. This game makes role playing as a pirate immersive. The decisions you make almost always have an impact and some even come bite you later in the story. Finally, there are also a bunch of stats that you can affect with your decision. I spent my time making horrible decisions which turn my character into an evil pirate. I like that the game doesn’t just end when you make a bad decision. You just have to deal with it later in the story. I recommend this game for those who like deep but not too convoluted role playing.
didn't enjoy it sorry to say.
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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.
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