
LOSE YOUR MIND. EAT YOUR CREW. DIE. Take the helm of your steamship and set sail for the unknown! Sunless Sea is a game of discovery, loneliness and frequent death, set in the award-winning Victorian Gothic universe of Fallen London.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Aug 10 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 836 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Playing Dredge recently made me realise just how much I enjoyed the Sunless Sea but never left it a positive review. It really nails the Lovecraftian vibe and sense of discovery.
I feel bad leaving a negative review. A lot of work went into this game, and it's really clear what they were trying to do. The world-building is amazing, the text is intriguing, deep and meaningful. It's a great world that Failbetter Games have created and I really want to play more to find out how the stories unfold. This is a game of many stories, and many ways to interact with the world and the slow pace only builds tension and makes the milestones more satisfying when they hit... But, 13 hours in, I have to stop and retire my captain without having made too much progress. The game is just too slow, and it's not for me. I know WHY it's like that, it does set an appropriate pace to make achievements feel earned. I don't just mean the ship is slow to sail (even after upgrading engines several times) but that the pace of the plot is so slow, the ability to make money is so slow, the way to progress is so abstract. It's definitely a great game for someone, and if a text-heavy, slow paced game is something you're into, this is one of the best, but it is not for me.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $18.99 |
| — |
| 92% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 839 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Evocative writing does an excellent job of setting the gloomy, surreal scene. But it's never all that *personal*; it reads like a collection of short nautical horror stories that happen *around* you, but never *to* you. The opaque gameplay doesn't add much; once you learn the basics and figure out how things work, you quickly realise the tedium and repetition needed to accomplish most tasks. And while it's generally not too difficult, things can go wrong very quickly, and not in an interesting way - a single wrong decision, or some bad luck completely outside of your control, and you basically have to start the game again. Tedium and permadeath do not mix well - after a few deaths, it's hard to be interested in going through the motions to get back to where you were previously. Overall, the game is all about the vibes. It's an interesting mood piece, with lots to explore. But the actual gameplay runs the risk of sucking the all fun out. Not a *bad* game, but one I'd only conditionally recommend.
This game is one that shaped my tastes in media. Made me dream about it. This has been my favorite game for years and years now. Yet, I can't play it. It crashes CONSTANTLY. Mostly when loading a game, or when you breathe too close to it. That's a new thing, after a "fix" made last year. The game had a weird interaction with Steam's cloud save file. Loading a game with it present softlocked you. To solve this, you would delete it manually before loading any file. Failbetter has attempted to fix this, but it only made the game crash at every turn. From scouring the discussions, I'm not the only one with an issue. Failbetter, please fix.
The awful and painfully slow gameplay gets in the way of the excellent writing.
It's tricky to recommend this game. It's painfully slow, and hard. The moment-to-moment gameplay is, truth be told, pretty mind-numbing. It's intentionally esoteric and obtuse-- which the game usually plays as a strength, but this also makes your early hours feel directionless and confusing. You need to read. A LOT. And a lot of that reading is *also* esoteric and obtuse. BUT when it all comes together, the experience is truly wonderful. When you better understand how to push the game to its limits, you can get some real magic, even out of the dull voyage gameplay. Narrowly skirting by a big scary monster, or arriving home with nothing but a quarter-barrel of fuel and a dream, or finally finding the exact piece of Lovecraftian Knowledge you need for a big breakthrough in an island's story-- only to ♥♥♥♥ your pants at the toll it has taken on your crew's sanity... all of these things are, mechanically, kind of boring and slow in gameplay, but in the macro, they present tension that can scarcely be found elsewhere in gaming, outside of maybe Fear & Hunger. Ultimately the person I can most heartily recommend this game to is actually not so much gamers, but fans of literature. The writing is far-and-away Fallen London's greatest strength. Storylines for different officers and islands can be so incredibly vivid and interesting. The esoteric nature that I described before infects almost *every* piece of the puzzle. There are things you will come to know that don't make any sense outside this universe, and truthfully don't really make much sense within it. You won't know why they are true, but they are. There will be words added to your vocabulary that truly have *absolutely no meaning explained within the game* and yet you'll come across them regularly and come to almost understand their meaning through context clues. Lovecraft has truly never had a better vessel-- take it from someone who claims him as their favorite author. The gameplay appeals to something like a management sim, kind of? Like, the elements of discovering where to spend and acquire your resources, and finding out the best way to turn profit out of them is the most prevalent part of actually playing the game. It feels kind of like playing a survival-horror, exploration-focused game of Sid Meier's Civilization. I DEEPLY love this game, and for the right person, it is a VERY hearty recommend. But that right person, I know very well, is few and far between. If you do try it, here are some tips and recommendations: - The simple act of killing Zee Monsters and sinking ships modestly reduces Terror. When you get good at this, it can be very helpful in managing Terror on long voyages. - When you get your first 'Strategic Information,' don't turn it in/ sell it. Save it until you have 2, because you can combine them into a more valuable 'Vital Intelligence." - Study the mechanics of *how* your Terror actually increases-- what causes it to increase fast, and how can you slow it down. Keep your eyes on that meter while on a voyage. - Sometimes, it can be VERY helpful to sit your ship in the harbor, not actually docked, and wait for the next in-game day to give you another event at port. I won't say where, but keep an eye out for those opportunities. - The game's permadeath is part of what makes it very engaging early-on, but it will also stifle your growth as a captain. I recommend leaving it on for your first 5 or so captains, to get the full nail-biting, edge-of-your-seat experience, but consider turning it off after that to allow yourself the comfort of making hard saves and trying out different, risky paths-- if only to see what happens on them out of sheer curiosity.
[h1] 有人说,我害怕这海,没有光芒 有人说,我害怕这海,没有尽头 有人说,我害怕这海,唯有孤独 有人说,我害怕这海,唯有疯狂 而我说,我害怕这海,没有中文 [/h1] 非常有航海气氛的游戏,玩的时候总能想到兰波的诗歌,奇异的色彩,晦暗的伪星,很推荐! 孩童以酸苹果的果肉为甘,而绿水更甜 涌进我的杉木船体 洗净身上的蓝色酒渍和呕吐物 冲走了舵和锚。 从此,我沉浸于大海的诗 ——饱含星辰,如同乳汁, 我饕餮碧绿蔚蓝,偶尔漂来 一位沉思的溺水者——苍白而狂喜的沉船残骸, 突然,比酒更猛烈,比竖琴更宽广, ——爱情的橙红色苦浪澎湃激荡, 在耀眼的日光中浸染 青蓝、谵妄和舒缓的节奏。 我熟悉闪电划裂的苍穹,熟悉 龙卷风、巨浪和狂澜:我熟悉夜, 熟悉鸽群般激动的黎明, 我偶尔目睹人们笃信之所见。 我见到低悬的太阳,沾染了神秘的恐惧 喷薄长长的紫色的凝晖, 如同远古戏剧的演员,照亮了 大海,将百叶窗般的微颤铺陈向远方。
本来以为是诡秘地海,到头来发现其实还是雅思之海,船长,是时候去学英语了。
Changed from positive to negative: Crashes consistently ,several times per day. Extremely annoying inbetween saves. Crash to desktop. Probably not very up to date with OS/Computers in 2025. This is an issue reported by others as well.
103 无中文,有成就,有卡牌点数商城,已购买 《诡秘地海》素材来源之一,中文补丁找我或者指南区
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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