Sail a wooden ship, steer past sea monsters and sink a giant boss every voyage.
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An old wooden sailing ship, a sea full of monsters, and cannons that never stop firing.
Drag anywhere on the sea to steer. Your cannons fire all by themselves — all you have to do is sail. Keep clear of the creatures coming down the screen and anything they throw, sweep up the gold doubloons they drop, and at the end of every voyage a giant sea monster rises out of the water to fight you.
THE BROADSIDE
Tap the big brass button and your ship swings side-on and fires every gun at once, sweeping every shot out of the water. You get two each voyage, and a powder keg gives you one more.
BONUSES
Some creatures carry a glowing bonus on their back. Sink them for a chain shot (extra cannons), two parrots who fire beside you, a bubble that takes a hit, a doubloon magnet, cannonballs that find their way, a heart, or a powder keg for another broadside.
CASTAWAYS AND STARS
Three sailors are adrift on every voyage, waving from their barrels. Sail over them to haul them aboard. Every voyage you win earns up to three stars: one for winning, one for rescuing every castaway, and one for sinking nearly every creature. Your best stars stay on the chart, so an old voyage is always worth sailing again.
Every voyage also has one goal of its own: find every treasure chest, sink three creatures with a single broadside, or beat the boss without losing a heart. Meet it and it pays doubloons on the spot, and a tick goes on the voyage.
FIVE SEAS, TWENTY-FIVE VOYAGES
The sunny Shallows, the green Kelp Deep, the rainy Storm Sea, the smoking Fire Isles and the glowing Midnight Sea. Every sea is its own water, from palm islands to volcanoes, and treasure hunts, rocky reefs, great shoals, weed and lightning squalls keep each one different, all drawn on a sea chart. Choose calm, rough or stormy seas to suit the sailor.
WHO LIVES IN THE SEA
• Flying fish come down in lines and vees
• Jellyfish drift and sway
• Sea serpents weave from side to side
• Giant crabs are slow, tough, and follow you
• Pufferfish stop, puff up, and scatter spines
• Drakes — little dragons — fly in and spit fire at you
Each new creature is introduced by name, and goes into your logbook.
FIVE GIANT BOSSES
The Kraken throws ink, the Leviathan rains water, the Hydra spits from three heads, the Dragon Turtle fires rings to slip through, and the Sea Dragon breathes fire and calls drakes. Beat a boss and its doubloons sail straight to you.
A boss that can't be sunk in time swims away, and the summary tells you what would help.
ROUND THE WORLD
Win all twenty-five voyages and sail round the world in one long trip, each place a little tougher, a heart back for every boss you sink. How many bosses can you beat?
THE SHIPWRIGHT
Doubloons stay in your purse between voyages. Spend them on:
• A stronger hull — more hearts
• Heavier shot — every cannonball hits harder
• More cannons — up to five, fanning out into a real broadside
• Faster powder — more shots every second
Every upgrade shows on the ship itself, and in the paint locker you choose your own hull, sails and flag.
FRIENDLY, NOT SCARY
Every creature is round, bright and big-eyed. Nothing has teeth, and a sunk creature just splashes away in a burst of bubbles.
FREE, AND WHAT PAYS FOR IT
Doubloons come from playing. They cannot be bought, there are no in-app purchases of any kind, and there is nothing to sign up for.
A banner sits under the menu screens, never over the sea while you sail. Leaving the summary after a boss fight can show a full-screen advert. The summary also offers to double a voyage's doubloons with a short video — they are already in your purse before the offer appears, and "No thanks" is the same size right beside it. A shipwright's chest opens once a day with a video, no streak to keep. Nothing — no voyage, no upgrade, no heart — is ever behind an advert. Winning a voyage is the only thing that opens the next.
Your purse, your voyages and your medals stay on the phone. No account to make and none to lose.