I have recently been exploring the shadowy and terrifying world of the Neath, in a fascinating and quite engaging game called Sunless Sea. This game is set in a location called Fallen London, an scattering of island archipelagos on a vast underground sea, which was formed at the conclusion of a previous game from the same company, Fallen London. This sunless world is an ocean in a deep cavern, full of horrors and strange stories. The game is viewed from above, essentially on a map, and you play the captain of a steamship who is plying the Neath (the name of the underground ocean) trying to become famous or rich or both. Based in the town of London, you travel between islands trading, picking up stories, fighting pirates, and doing the bidding of mysterious powers. Travel across the darkened seas is fraught with risks, however: in addition to the risk of running out of food and fuel and having to eat your crew, there are also pirates, monsters, and the ever-present growing fear of the darkness. Journeys have to be carefully spaced to ensure you can return to London before the fear mounts and your crew mutiny on you, or the nightmares consume you. There are also mysteries to unravel, and stories involving different organizations and kingdoms.
The game is viewed from above and there are no animations for battles or encounters, just text-based interaction as shown in the picture above. However, despite the lack of animations the graphics are very stylish and engaging, and very carefully build the sense of terror and weirdness that pervades the game. Drawn a little like a comic, but with a grim wash, and with a writing style that is a mixture of dark humour, Victorian prose, and elegant horror, the narrative really gets you involved in the world. It’s also quite challenging, and if you play it the way it is intended, death will be a common event. As the game progresses and the stakes get higher, the struggle with terror also becomes quite consuming, as you try to balance your need to travel the dark reaches of the farthest-flung islands with the compulsion to keep your terror from overwhelming you.
The game has a few flaws, however. First of all it has quite a sedate pace, so if you’re the kind of gamer who needs edge-of-the-seat energetic game play, it will probably bore you. Also, sometimes the mission details are hard to access, and the game doesn’t tell you when you have completed a task (in some cases), so you can feel lost at sea (literally!) when in fact you have met the conditions of a quest. It is also difficult to piece everything together into a coherent story, so sometimes it feels like the game just intends for you to grind, grind, grind – I still don’t have a sense of a unifying story or theme to the game, and I’m not sure if it will hold my attention if it does not have a theme. It is also quite hard to make money, though I have begun too, and the rules aren’t very deeply explained, so you spend a lot of time making pointless mistakes at first, and I suspect some players have given up early on because of this. However, once you’ve died a few times and googled a few things, the peculiarities of the world and its systems will begin to make sense.
With that in mind, I thought I’d produce here a list of tips for how to play, based on what I have learnt so far.
- Always have good stocks of fuel: at first you will only be making small amounts of money, and may find it difficult to purchase things like weaponry; don’t give in to the temptation to spend your cash on a bigger gun when you don’t have much spare, because if you don’t have much fuel, you will find yourself unable to travel to make more money. Always retain enough fuel to at least be able to do a tomb-colonist run, so you can replenish fuel on the return. And always ensure you have enough fuel for the return journey when you head away from London – it is expensive everywhere else (except Palmerston) and if you run out on the high seas you are in big, big trouble
- Keep your terror down: It is extremely hard to get your terror down from high levels, and/or expensive, so keep your terror down. The main way to do this is to sail through lighted areas, or close to shore. Sure, the pirate raiding requires that you sometimes sail away from the buoys, but you need to make sure that when you travel you stay in the light as much as possible. Especially on long missions, or missions which are going to themselves raise your terror (and many do!) you don’t need to also be burdened with terror built up through frivolous course-tracking
- Take the blind bruiser’s gift: the only consequence is that later he will ask you to deliver some souls to a far-away place, and you will make your first big cash of the game when you do that
- Build up admiralty’s favour: it gets you more lucrative and interesting missions, and access to cheaper repairs
- Keep visiting Hunter’s Keep: Hunter’s Keep is very close to London, and spending time with the sisters will get your terror down. It may seem boring to drop in on a place where you keep having the same conversations, but that soon changes. Hunter’s keep is one of the first stories to reach its resolution, and if you play your cards right you can emerge from the ruins of the story a lot wealthier than you were at the start
- Watch your nightmares: When you return to London with terror>50 points it automatically resets to 50 (which, btw, is not good!) but your “nightmare strength” increases. Nightmares on the high seas can lead to trouble, including higher terror and ultimately mutiny. It is extremely hard to get your nightmare strength down, but there is one surefire way: travel to the Chapel of Lights north-east-east of London, and visit the well; you can make a sacrifice here and though you incur a wound, you lose nightmares. Do this twice and you can get rid of almost all your nightmares (though having 2 wounds is very risky)
- Go bat-hunting: bats are easy to kill, and if you throw their corpses overboard you lose a few points of terror. This is the only relatively reliable way I have found to get terror down a lot, though it is not cheap. Basically if you hang around a buoy near Venderbright (or the island of Tanah-Chook, near Venderbright) you will be regularly attacked by bats, but will gain no terror from your location. If you kill 10 or 20 swarms of bats you will get your terror down by 15-30 points, which is really useful. It will cost you in fuel and supplies, though you can recoup the supplies from bat-meat, so make sure you have spare money and fuel before you do this. I think terror affects your abilities, so it’s good to keep it low
- Torpedos are useful: keep a few in reserve. I was ambushed by a Lifeberg on my way back from the Avid Horizon, and in a moment of desperation I unleashed some, that did it a lot of damage. I took some hull damage but it kept me alive. They cost a lot, but they can be fired early in the battle and do a lot of damage. Combat in Sunless Sea works by increasing illumination until you can see your enemy enough to shoot them, but for the bigger enemies (like Clay Pirates and Lifebergs) you need illumination 100 to get in a really good salvo against them. Getting to illumination 100 without getting sunk is extremely difficult, but torpedos do damage similar to a powerful gun salvo at illumination 50, so if you get ambushed by something much tougher than you they can be a handy way to get out of trouble
- Keep visiting the old dude in Venderbright: At some point in Venderbright you will get the option to talk to the head of the tomb-colonists, who gives you a mission to explore and find the colours from 8 or so pages of a book. I found two of these colours but the game didn’t tell me I had them, and it took me ages to visit the old dude again. When I did I got an item worth 500 echoes as a reward. So my advice is, once this mission has been unlocked, visit the guy regularly because you can’t be sure you have achieved one of the goals, and the money is worth it. A lot of people say that trips to Venderbright aren’t worth it, but I don’t agree. Not only can you make a bit of money selling news and colonists, but when you explore you can pick up quite valuable artifacts, and as a stop on the way to places further afield, it’s a good way to make a bit of money and get your terror down a bit. Plus some of the story options (the Bandaged Poissonier, Jonah’s revenge, the old dude with the book) can be valuable for you later. So I recommend continuing to visit here.
- Always go coral-picking at Port Cecil: a single scintillack is worth 70 echoes.
- Always collect port reports: they can fund your trips, and the admiralty will pay for them no matter how many times you give them
- Grab stray chances: someone left a coffin on the docks for me once. I took it, and it opened up a whole new island for me. Take any chance you are given!
- Avoid fights with bigger ships: sure, you can defeat the clay pirates, but unless your mirrors stat is very high you will take hull damage, which will cost about 50 echoes to fix, and all you will get in exchange is a few supplies or a bolt of parabola-silk or something – the maximum profit will be 20 echoes. You can make 20 echoes from a steam pinnace with zero risk. Avoid them.
- Use the alt-f4 cheat: I’m playing on a mac, I don’t know how to do alt-f4 but I can still do control-command-escape or whatever, and kill the game when I die. Once you are a long way into the game, dying is not such a great idea, so be ready to do this – when you die, kill the game or load before you save, so that you can restart from your last port of call. Otherwise, you have a long upward climb ahead of you …
I think that’s it. I’m slowly gathering stories and trying to find out where the game goes, and I’m not sure if I will finish it (or if it can be “finished”, per se) but I’m enjoying the experience of this new world. I think it would also make a disturbing and evocative role-playing world. If you’re into cthulhu-esque horror and don’t need fancy graphics to make your games fun, I strongly suggest this game. It can be a bit irritating at first, but once you get up and running it’s a really rich and pleasant experience!