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Corsair’s Cove

Posted on 8/1/26 at 9:38 pm
Posted by athenslife101
Member since Feb 2013
20641 posts
Posted on 8/1/26 at 9:38 pm
Like frostpunk, but instead of snow, tropical island.

Just came out yesterday. Have been waiting for it for awhile. Booting it up now!

Just 5 minutes in, so satisfying. The vertical scalability is so refined and feels so good
This post was edited on 8/1/26 at 9:51 pm
Posted by AtticusOSullivan
Member since Mar 2016
3080 posts
Posted on 8/5/26 at 8:02 am to
Is there a combat element to it?
Posted by athenslife101
Member since Feb 2013
20641 posts
Posted on 8/5/26 at 10:56 am to
Yes, but it’s not a highlight to be honest

When you go on adventures, you go into a card/dice game.

So you will have some objective: outrun the enemy ship for 500 meters, fight an enemy.

So then your given two card decks. A supplies deck and a combat deck.

You chose the card from the combat deck that tells you what you need to roll for success (roll 2+ to advance 200 meters, roll 4+ to advance 400 meters). If you fail, you will take damage to your supplies resource which you need to survive. To get more supplies, you will play a supplies card at the cost of damage to your crew, your ship, or your loot.

It’s ok. I do like being able to send my ship out to do stuff, but I just always run the “moderate chance of success option” continually and just hope it works out for the most part
Posted by sgallo3
Lake Charles
Member since Sep 2008
28299 posts
Posted on 8/5/26 at 3:30 pm to
Played the demo and enjoyed it. It did remind me of frostpunk. Im worried about the combat but I'll probably buy it anyway
Posted by athenslife101
Member since Feb 2013
20641 posts
Posted on 8/5/26 at 4:26 pm to
I would not factor combat into this at all. It’s a city builder first and foremost. Yes, going on adventures is a major way how you unlike your play style/research tree, but 95% of your time will be in the city
Posted by LemmyLives
Texas
Member since Mar 2019
17553 posts
Posted on 8/6/26 at 1:36 pm to
Yeah, the combat is basically making tradeoffs on which card you play on how/if you want to preserve one of three stats: captain's health, crew members, and supplies. There's no maneuvering around trying to aim cannon, etc.
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