
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
除了没有目标和死掉基本重开以及难度过高,都挺好的,尤其是和一本小说联系起来,大概这就是朝圣。
The concept is great, the atmosphere is great. So why the thumbs down? The mechanics of the 'game loop' are somehow both frustrating and boring. Combat is lacking strategy and nets you almost nothing by way of reward for winning, and it is not a way to move from early game to mid game. Exploration, which seems to be the main attraction of the game is ok, but if you want to somehow progress to the mid game, you have to make the same early game loops over and over, because you can't get enough supplies to make it to a mid game location and back. This nonsense with permadeath is for atmosphere only, the 'legacies' aren't really worthwhile rewards for starting over, but at least you aren't likely to die with much, so you haven't lost all that much except the time you spent playing.
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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
Адмирал в Темных очках в десятый раз посылает тебя в Часовню Огней за Стратегической информацией Ты - плывешь в Часовню Огней Ты - подплывая к Часовне Огней видишь как Гора Номад буквально tpaxаеt причал Часовни Огней и c довольным урчанием приговаривает... Гора Номад - уххх ты моя sssучkа Ты - поворачиваешь назад в Лондон Ты - потом поворачиваешь назад в Часовню Огней потому что тебе очень сильно нужна эта Стратегическая информация 10/10
If you love the idea of a relentless fog of spooky beasts of the depths, a steampunk flooded London that lives within a claustrophobic cavern system, and an island full of intelligent guinea pigs that revolt against the machine, you should play this.
As others have said cool game, but overall boring. Ships move incredibly slow and almost nothing happens a majority of the time. Maybe the game gets better, but I was never given a idea of what the game had to offer. I have started many new saves and not made them past 30min-1hr on each because frankly I don't find a ship moving through a mostly dark map with no direction or clue of what to do to be fun. Even if you asked me I wouldn't be able to tell you what the main draw of this game is. Overall I think gameplay is very dated and pointless. Thematically it is very cool and I love the eldritch concept, but that won't make up for boring gameplay. Ultimately games should be fun and not tedious unless you find tedium to be fun? For the price I really just can not recommend it there are better games out there for cheaper.
Tldr: Sunless Sea wants you to get to know it, which is actually made quite pleasant and interesting by the many tales of the people living in it. Once you do know your way around, however... It's Dark Souls level catharsis! I love this game. Now that that's out, I wanna say I also get when people are confused about what the game really wants them to experience. As an overview: This game is, on the one hand, a thrilling 2D open-world adventure/exploration game with rogue-like elements and a difficulty I found comparable to any of FromSoftware's Soulsborne titles. On the other hand, it is a beautifully fleshed-out choose-your-own-adventure narrative, being told as a text adventure game in each port. Sunless Sea is immersive to me in the sense that it offers so many different things to be engaged with (from at times quite tricky route-planning to not strand in the middle of the ocean, to the age-old ethical question on whether to eat your Navigator... :) ) I remember being set into my first savegame: Being told that my character would likely not make it far, and that I'd have to act brazenly to achieve basically anything at all noteworthy. (Of course, I played with manual saves enabled back then.) The shops in the starting port of London layed out a myriad of stat boosting equipment for my ship (all of them wayy expensive, mind you!), as well as letting you glimpse the (literal) mountain of items that exists in the game as trading goods. At face value, this is nothing special at first, but I can assure you that every. single. item. on. that. list. (and all the ones London merchants are not interested in) can be turned into a way to break a profit! >:D As you explore, you figure out what ports sell and buy which goods, which is also generally quite memorable because every single destination is a whole part of the world with its own culture, own customs and own peculiarities. When exploring, the world feels alive! You have to adapt to an unforgiving world (once, I "sank" by virtue of letting all my 5 crew fight a Siren. I learned the hard way that day that Sirens, if fought and lost against, kill six crew members. :,) ), while time actually advances, changing what events are available in the world as well! I totally get why people get confused or frustrated when the material portion of the world you are setting out to explore is really just teasing your ignorance, without any explanation whatsoever on what "Parabola-Linen" is, or HOW THE HELL you will get your hands on one of the elusive "S&C Longboxes"... Looking back on it though, I think this is all the more intentional: I find the creators have a unique and humorously grotesque style of writing, and when first confronted with one of the mascots of the game right there in London, you feel no less like the stranger in a strange land than the Londoners before you. Seeing that some people were frustrated by the vastness of the game while simultaneously being given no explanation whatsoever is something I can relate to, even though Sunless Sea wasn't that experience for me. I am a naturally very curious person and my drive to explore seems to have carried me through that initial phase of confusion... I think the biggest point of critique might be the way quests, stati and quest-related attributes are being represented, which might be the most frustrating of all. Generally, anything that is neither an item (i.e. for trading) nor a ship ressource nor a player character stat is a little picture including a short description altogether found in the menu "Journal". Earlier, I mentioned that time advances, which is being kept track of by a quality counting up from 0 all the way to 199 (...I believe. To be honest, I have only once completed the game in a very unexpected "draw"... THAT'S RIGHT: I FINALLY FINISHED A QUEST AND THE REWARD WAS NEITHER MONEY NOR FAME, BUT GETTING A PERMA-BAN FROM MY MORTAL SHELL INSTEAD!). This quality steps forward a certain amount (usually like 7 or 8 in my experience)whenever you return to London after having spent an irl minute out at sea. I believe this is a quite elegant solution to the question of how to advance time, but it bears one of the many catches of this game: Being out and about uses ressources, and eventually you will run out of money to buy said ressources in London. Fortunately, the game is well-balanced in that regard as the people you meet on your travels often do things like dining with you, which boils down to free ressources, one way or another. Back to qualities, which are far more than just the state of civilisations advancing in their schemes: Favours you get with factions, quest stages (including Officers', aka companion quests), any more abstract threats like nightmares or... ...(daylight...! o.o) -- heck, even the counts of the spies you instigated into various ports in the world (why, yes of course you can become a spymaster!), or the number of Captains lost on the current line of savegames has a neat little picture and a count associated with it! (By the way: You can circumvent having to start from ZERO after game over fairly easily... You will still have sunk that expensive merchant vessel you have drowned in, unfortunately...! o7 ) What I'm meandering around is the fact that the qualities' descriptions are often short and not rarely more emblematic than helpful. The time quality for example reads "Your time at zee will change you... and London." -- Now, do you know what this random quality that reads "Out with the old laws, in with the new." actually means?? Or try "You've been known to visit the three sisters of [Location]". I know how that quest progresses, but I am bloody unaware of how I get there. If you think it'll be half-bad because there is a list of quests, then I must disappoint you: THESE ARE THE QUESTS! >;D Seriously though: I've played the newest game the creators behind Sunless Sea made and it handles quest information better. Sunless Sea's mercilessness shines through in this place as well, and I suggest you keep some sort of notes when playing this game in case your memory and/or attention span is prone to glitches like mine. ^^ :) Frankly, I like creating spreadsheets a lot, and one day I wanted to find out the most optimal progression through the game (as trading for money to buy better ships to get faster but more dangerous money is a little grindy... Look, if you want easy progression without story or immersion, play Cookie Clicker. :p). I started logging my journeys, timing the routes, and writing down my routing in advance. I make it sound more technical than it really needs to be, my point being that keeping track of where you will (migth have to) visit five ports over makes the game a lot easier, since even if your crew suddenly all go insane at the prospect of their Captain suffering prophetic nightmares, you can still acess whether or not straining the engines for that little bit of extra speed to get to one of the safer (== more sane) ports faster is a good idea or will break your ship in half. :) ...That is not to say that this game can not be played casually, oh no! I'm just saying that, at its core, it is designed as a mild sweatshop and is, in my opinion, most thrilling when played that way! :3
15 days, I'm lost and people with strange masks pretends they are animals... I should better have kept sailing in the dark. 10/10
Decent game, got it for the price of a sandwich. Wish i could reccomend it, but i can't. it's a glacial, slow burn of a game. The creeping dread mechanic that threatens to waste supplies or canabalize a crewmate, slowly uncovering the stories of locations of key crewmates, that part is a delight. the errie 2D visuals, the eldrich horror and little popups of flavour text are exactly what you want to fit the mood of the Underzee. The first couple hours of exhausting the starter ports, and figuring out trade routes, that's fun, reminds me of Tradewinds series, from waaaay back in the day. Then, you retire or die and have to start mostly all over, and that's where the lack of good metaprogression hits you like a oversized suppository. If run wern't soooooo slow to get back to where you were, i'd want to play more. I'd even praise the map randomization, but the progression and grind it wants you to do is just too much even on the simplified difficulty. The combat is one note and a grind with the bigger monsters. The event system is neat, but ties to skills RNG system to story progression, which is not a good practice. A multi hour run to accomplish a specific storyline can just whiff even if you know what to do, which you will not without a walkthrough. This game doesn't respect your time, and the tension of horror is antithetical to a cozy game, so you can't fully relax playing it unless your grinding. If you think this is your bag, buy it on sale and make sure you have a lot of free time for the repetition.
game is good game,but no Chinese paly ge chui zi
[h1][url=https://drive.proton.me/urls/8QF2YABSG4#qv0CoyeV1mwV]PatchFR[/url][/h1]
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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