Drag up whatever the sea saw fit to swallow.
Long press the picture to save it to your photos.
Pick a wreck, pay your crew, cast off. Wages come out of gold the moment you leave. No gold, no voyage.
Deeper wrecks take longer and pay more. A better engine and the right crew bring the waiting down.
Scrap is what the ship is built from. Buckets, engines, cranes and everything else in the yard is paid for in scrap.
Gold pays wages, signs crew and buys your way into new water. The broker will swap your scrap for it, and he can be persuaded to offer better.
So every hold is a decision. Sell it, or keep it and build.
Treasure comes from deeper water, and buys the things gold cannot: berths, the beacon, and the last stretch of sea.
Relics are not spent on anything. They are simply had.
A one-off fee to sign, then a wage on every trip they sail. Signed crew stay available for good.
Three new faces appear on the dock after each voyage. Berths on the ship are limited, so who sails is a choice.
Every hand knows one wreck better than the rest. Sail where they are expert and they bring back more, and get ye there quicker.
They have opinions about each other, too. Sail two hands together and ye will find out whether they work well or spend the trip arguing. It shows on their cards once ye know.
Every voyage leaves the whole crew thirstier, and the better paid drink the fastest. Barnacle Bill drinks fastest of anyone, on account of being paid in nothing else.
At half thirst a hand is too dry to be any use: they still sail and still take their wage, but ye get none of their bonuses and none of their local knowledge. At full thirst they down tools altogether and give ye nothing at all.
A barrel of grog takes 75% off one crewmate's thirst, so a hand who has downed tools comes back at a quarter dry rather than fresh. Ye can pour a drink from the crew list or from Switch crew.
Grog cannot be bought. It turns up in bubbles on a voyage, five to eight barrels come out of a rival ye have seen off, five arrive with every level, and a run to the Harbour Shallows brings back up to four.
Every voyage rolls for quality. Runs never fail, they just pay differently. Now and then the sea gives up something odder than scrap.
All of ye actions are being watched by those who cross these wretched waters. What ye do may gain ye fame and notoriety throughout the swashbuckling community and beyond.
Every voyage adds to it, and so does a good haul, a rival seen off, a hand signed, a wreck opened up and anything ye drag out of the silt. It is never spent. Can ye be even more notorious than Captain Ezra Vane?!
Voyages finish with the tab closed. Come back and the hold will have caught up.
There is a fair bit of movement in this game: cards that land, rewards that arrive one at a time, confetti when the haul is worth it.
If your device has Reduce Motion switched on, the game follows suit and holds all of that still. Nothing is missing and nothing is broken, that is simply the setting doing its job.