
Chase after Moby Dick, and live through the Golden Age of American whaling in this seafaring strategy game. Set sail around the world, manage your ship and crew, and live Ishmael's story, the sole survivor of the Pequod, a few years after the events narrated by Herman Melville in his masterpiece.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
|---|---|---|---|
| Englisch |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Short answer: Release day I just finished my binge play at sixteen (16) hours. Yes. Me like. Full text: First off I purchased the game. This isn't a "got it for free" or Beta review. Im writing this on release day after several hours of binge playing. I first became aware of the game via youtube play throuhgs KaterineOfSky then by watching some live stream by Hi7ch. The game is really good at getting you immersed into the feel of the setting. That is the whaling industry with a mild bit of Melville fun. Melville being the person who wrote Moby ♥♥♥♥. The sound, music and art style seem like they belong to that era. Which is also to say its not a super flashy 3d first person shooter. I have lots of those. This is definitely a thinking player's game. There is a surprising layering that comes out of the strategic things like sailing. Did you load enough water? Do you have the crew abilit
Beware the Newborn Narwhals! (as they will totally murder you.) There's a lot to like in Nantucket: The visual style, the quests and generated story-line, the sea shanties, the RPG details, and, of course, the theme of early 19th-century whaling. Overall, the game feels kind of like a combination of "80 Days," "Card Hunter," and "Sid Meyer's Pirates." There is certainly a lot of depth to the game with the scheme of skills available to develop, the vessels and their possible modifications, and the varied quests and constant little decisions to make. But in the end I found the combat (whaling) system too repetitive and silly. Rather than some sort of mini-game centered around the actual process of whaling, the system just has random assortment of animals constantly goring you continuously as you flounder around in your boat. I might be able to overlook the absolutely repetitiveness of t
Pretty good, "but". There's some unpolished implementaions (or questionable design choices?) that could do with some work. Maybe for a sequel? - Loading screens. At first you don't pay them a lot of attention, but since all the game revolves around the 'go out at sea - go back to port' routine, they become tedious pretty quick. - Dice rolls are infuriating at times. I know that statistically it's possible to get nothing out of 3 dice with 4 actions and 2 blanks, but when it happens 3 times in a row it becomes a ragequit moment. This could be solved by tweaking the code handling the dice rolls so that it doesn't let these null rolls for all characters happen more than once. It wouldn't break the balancing, since you get murdered plenty of times even with good rolls. - The need for a specific type of crew member to change ships is annoyng since you can only have 3 crew members on the fi
TL;DR Nantucket is a beautiful well-designed game that is brought down by a runaway-win problem. It's frustrating, there is a lot to like here, but unfortunaatly at the end, the game's balance problems sink it to the bottom of the sea. Pros: Theme, theme, theme. This game nails the theme perfectly. The art and sound design as well as the music do an amazing job of capturing 19th century whaling. It's truely a beautiful game. Combat. The card driven combat is quick and interesting and is done in a way that integrates with the theme. upgrade mechanics. The ship and crew upgrade systems, though confusing at first, are well thought out and integrate into the game seemlessly. So what keeps from being card-based 19th century X-Com? Cons: Balance, Balance, Balance. The game has absolutely no balance. The initial difficulty is high with an almost rogue-like starting difficulty. Random eve
it is a nice and unique TBS game BUT that game really need 1. fast animation option 2. change speed hotkey (+,-) 3. non break music(combats and loadings) 4. "take all" button for loots 4.5 can see somewhere crew xp in tavern view it can be good 5. "dont show again victory message" button 6.(optional)changeable loading tooltips that things make that game so slow, lots of ppl can bored... i hope they ll change at least some of them
I really, really, really want to like this game. The theme is unique and the art and concept are wonderful. But for every good idea, there's always at least one major flaw that drags it down (no pun intended for sunken whalers). For example: the soundtrack for the main map is outstanding, with beautifully sung sea shanties. But you'll only hear the first ten to thirty seconds before the game switches from the main map to a port or a combat map and changes the music to something generic and forgettable, and then you go back to the main map and a new song is chosen - repeat ad infinitum. Which brings up one of the core problems of the game: there's a really interesting combat system with interesting choices and scenarios, but it's completely buried in a poorly designed leveling system where you have to grind your way through lots of levels before you're facing anything more interesting t
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