

#SUNLESS SEA MR SACKS MANUAL#
The fact it often requires several hours on one captain just to get to that point, as well as most content, and your questlines are reset are one area I find the game forgets it's supposed to be a roguelike, and in turn becoming very difficult to finish in what can be considered a remotely reasonable time without manual saving. The immersion of sailing gets very old very quickly if it's spread too thin.ĮDIT: Also, the game genuinely requires you to do rerolls if you accidentally lose someone's favor, such as losing the blind bruiser's delivery. But when you lose there is a unique story behind it, stories so fun and convoluted they make for popular YouTube content.Sunless sea, meanwhile, is like a book that forces you to stare into the wall for an hour between pages and forces you to start from the beginning, going over what you have already read seven times, if you lose focus for a minute. Let me try to make a comparison.I like roguelites. I would enjoy the exploration, had it not been hidden behind soulless grind, had the ship not been travelling at snail pace, forcing me into tedium for a mere glimpse at a tidbit of content. ( although who cares about nuance on the internet these days, right?) But the game isn't poorly designed because of it. There's nothing wrong with not connecting with a particular game. If you don't find the sailing experience enjoyable and find it like looking at nothingness, I'd suggest you're not getting immersion. Dropping the reports in London to get fuel and cash, and then going out to push the limit further. The calculated risk of pushing further and further to get new port reports. The main economic model early-mid game is port reports/exploration. That aspect of the game isn't poorly designed, you just don't enjoy it. If you find the natural economic model of the game to be grind-y, that's totally fine. When that event triggers, the stash has dried ( except maybe if there's a glitch, of which I haven't heard of). It's one of the aspects of the game that is well designed and does its thing. It's an early-to-mid game stash of resources that dries out.

The Sphinx aren't supposed to be your main source of income. I'm always amazed how quickly people go to "it's poorly designed" when they don't enjoy something. You have to combine the money from the Sphinx with a port report baseline so that you can see a surplus. Not even if you stop at the few ports between the two, because those will give little money and some fuel. If you do a closed loop between the Sphinx and London, that circuit is unsustainable from an economic perspective. To be clear: the amount of echos you get per report is a function on how far away from London the port is, and also on whether the port is new or not.

Added advantage is that your cargo is generally lower on your way back home, so it is more likely you'll have enough space for the sphinx cargo. This way you get new port reports ( which give more money), still get old port reports ( give you fuel, saves money) and also allows you to bring home the sphinx. On your way back, stop by the Sphinx and pick up the stones.On a good run, I get 4 or 5 new ports ( if there are many places relatively close together).

Explore the "new" region until I get 1 or 2 new ports.I go out into some random unexplored direction.
