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ONE SHIP AGAINST THREE SEAS

You get a sloop with one gun a side, a captain with something to prove, and a chart full of bad options. Everything else, you take off somebody.

Three hostile seas stand between you and the end of the campaign, and each one ends in a duel with a named pirate captain. Sink one and its colours fly from your hull. Sink the third and you sail the victory lap home. Come home richer, or don't come home at all.

BUILD THE SHIP YOU DESERVE

Fourteen berths. Nineteen modules fighting for them. By the third sea your little sloop can be a floating battery, a hull too thick to crack, or a ram that opens a brigantine like a crate.

Light cannons for speed. Heavy cannons for holes. A mortar that never stops raining. Iron-shod beakheads torn off dead boss captains. Sink your first marked Elite and pick a Figurehead to ride the bow for the rest of the voyage. What you become depends on what you find, what you can afford, and what you dare to sail into.

BROADSIDES, NOT CROSSHAIRS

No cursor. No twitch aim. Swing your broadside onto the target and the guns roar the moment it enters the arc.

Chain shot shreds sails. Grape shot cuts down crew. Fire shot keeps burning long after you have sailed on. And a shot through the stern, down the whole length of the enemy's deck, deals more than double damage.

The pirates know every one of these tricks. They will use them all on you.

Every captain talks, and every boss captain talks back, from the first sighting to the last broadside.

THE WIND HAS OPINIONS

You don't hold a thrust key. You set your sails and take the sea as you find it: every stretch of the chart blows its own wind, and your captain calls it as you sail in. Some waters lie in dead calm, and a dead calm always breaks: distant thunder, the ship's bell, then lightning picking its targets. Storm cells roll across the fight too: ride one through for a burst of speed and the lightning takes its share of your hull, or sail around it and get nothing.

NO TWO CHARTS ALIKE

A port under siege, wave after wave. A trader who will sell you a sealed crate and let you find out. A sea cave where your torch burns out in under a minute. Uncharted water that turns out to be a Treasure Hunt against the clock, a cache only a clue can find, a lucky wreck, a Cursed Wreck, or the Devil's Bargain. And two marked Elites on every chart, for anyone who wants the hardest fight before the boss.

Every sea branches across seven to ten columns of choices, and you won't know which of six boss captains you drew until the chart shows you.

SINK. REBUILD. SAIL AGAIN.

Losing a fight doesn't end the campaign. Limp back to Port, pay the shipwright, and take that sea again.

Gold never survives a run. Your captain does. Five captains, each with a signature crew and a buff that bends the whole run around it, and nine skills that stay learned whether you win or sink. Beat a campaign and that captain sails again at a harder Ascension tier.

How far up the ladder can you take them?

MORE TO COME IN EARLY ACCESS

A campaign fits in a single sitting, and you can save and quit anywhere, even mid-broadside. Pirate Twist is built by one developer, in the open, and the Discord shapes what sails in next: a fleet to command and an endless sea for after the campaign.

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