
Dread Admiral is a turn-based naval roguelite where every ship you lose is gone forever. Forge a floating empire, fend off the Black Fleet, and protect your Flagship through a brutal campaign to destroy the Dread Admiral himself.
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About

Dread Admiral is a turn-based naval roguelite where you command a persistent fleet across a hostile archipelago. Every ship you build carries forward, and every ship you lose is lost forever. Every turn you spend on a mission is a turn less for the future - and a turn closer to a relentless enemy engulfing you.

Earn ranks, unlock Perks and technology, and earn upgrades for your Flagship even when you lose.

No two campaigns play the same. Navigate unpredictable mission modifiers against AI Admirals with distinct personalities and tactics, deciding when you fight and when you flee.
Every turn, the Black Fleet gets closer - will you gather more resources and ships, or will you abandon your mission to buy time?

Alternating Activations - You're always looking for the next best move, as is your opponent. Every ship has been delicately balanced to have a role to play.

Dread Admiral is perfect for players who enjoyed FTL, Urtuk: The Desolation, or Darkest Dungeon.
You will lose. You will make tough decisions. You will run out of time. You will fail mission objectives. You will eke out victory by the slimmest of margins against an AI that adapts its fleet and economy to yours.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wow 10/10 for me. Do you like naval hex based wargames? Do you like a bit of silliness if it means you get to build crazy almost mad max warships, while still firmly remaining in proper WW1-2 style? Do like a dash of empire building? If so this should be a game for you! I don't care much for the turn counter aspect of the campaign, but after the first few levels (on easy at least) I got way ahead of it. Oh and its got a fleet painter! Make that 11/10. That is just wonderful.
Completely addictive for people who grew up on hex based tactics and strategy games. Very much just one turn or one mission more type of game.
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Languages: English*, French*, German*, Japanese*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Turkish*, Italian*, Spanish - Spain*, Korean**languages with full audio support
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A pretty neat Indie gem inspired by an ancient classic
This is a wonderful indie game which has trace elements of FTL, The Grandest Fleet and a really long lost ground breaking game called Strategic Conquest from the 80s. The mini graphics are cute and very well done. The game so far overall is smooth and is still being operated on (I just downloaded an update before this). Many are saying how difficult this is; some even returning it. That's silly. It's just different. It's meant to be a little challenging that you don't cross the seas all in one stride on the first go around. It's best to build up perks and be able to challenge yourself against a worthy opponent. I have only played about 10 hours so far, encompassing 3 or so campaigns over 4 maps and one additional skirmish. It was fun, challenging and yes, I lost four out of the five times. And I had fun doing all of them. :) If you like American football or rugby, this really is no different in many ways. Your flagship is the ball and has to be gotten to the other side to score. Do you send subs to the top and bottom like receivers or do you plow down the middle with everything in hopes to break thru? Will it be them or you?
Very difficult. You can play on the easiest difficulty, be in the second mission 3 turns in and have 3 subs camping your only base, blockading your land based shipyard from launching any ship that counter subs?? Love the concept of the game but balancing needs reviewed and the A.I.
Only other game I lose 6 coin flips on besides Xcom, only advice I have is to rush EVERYTHING, time is not on your side
Simple and had me going "just one more turn, can easily lose track of time. It's a simple, old school kinda game with a very board game feel.
I think the game could benefit from some ux / micro streamlining because the latter half of missions where you are trying to build up forces can be frustratingly click / time heavy which takes a bit of the fun out. Overall though it's a really fresh take on roguelite rts and is def worth the price. If the screenshots speak to you at all, you'll like the game. If someone can explain to me how to get super ships that would be sick though. The building tooltips imply I have the prerequisites but I am still stumped. Overall though the best answer to "how do I do x" is just to play more
enjoyed it a great deal. some comments about the timer but because you can earn more time by earning VPs it feels more like a resource over just a time gate. could use some variety for mission types. but i really enjoy the use of aircraft and flak and patrolling, the hidden subs work well. a solid well put together game.
我會為這種稀有海戰戰旗給予絕對支持,也希望你傾聽玩家們的心聲。巨砲艦隊、航母群、巡洋大隊、驅逐艦隊都有它的特點在,清楚彼此之間也有相輔的重要性,可圈可點的部分很多。我更多希望在【能給玩家即時的爽快感】,我也不是專業的,所以只能用比較含糊的方式來表達。 個人體驗demo跟發行版,在簡單模式之下是很有差別了,現在發行版至少能打得過、隊伍能培養得起來,不必為了左上角的回合倒數,弄得超級緊張。體驗兩關卡之後,也漸漸順手了起來。 至於推薦的話,歡迎有對戰旗且海戰感興趣的朋友來買。這遊戲重在培養上,每回合下產出一兩隻船,慢慢用港口(回血)對拚,等培養出來一支艦隊後,一舉進攻也是個方式。 I give my full support to rare naval hex-grid strategy games like this, and I truly hope the developer keeps listening to the community. Battleship fleets, carrier battle groups, cruiser squadrons, and destroyers each have distinct roles and strong combined-arms synergy—there is honestly a lot here worth praising. If I had one wish, it would be to see a bit more immediate satisfaction and rewarding feedback for the player. I’m no game designer myself, so that’s the best way I can put it. Comparing the demo to the release version, there is a very noticeable improvement on easy difficulty. In the release build, battles are actually winnable, fleets have room to grow, and you don't feel overwhelmingly stressed by the turn timer in the top corner. After getting through the first two missions, the gameplay started feeling much smoother and more intuitive. As for a recommendation: if you love hex-grid tactics and naval combat, definitely give this a shot. The game shines in fleet development—producing one or two ships per turn, holding the line with port repairs, and finally launching a coordinated push once your battle fleet is fully formed is a deeply satisfying way to play.
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Where this game's players are, estimated from review languages.
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