The game
Naval first. On foot second.
A third-person action game built around a single light frigate, a sword, and an archipelago that does not forgive a second mistake. The frames here are key art; the game carries no fabricated screenshots and no interface on this site.
01
Sword combat
Landfall is close and deliberate. Combat on foot is a third-person discipline of footing, timing, and reach, fought with a sword and what the deck gave you to carry. The archipelago does not hand out advantages; you make them or you do without.
Fights are short and costly. What you bring ashore is what you fight with, and what you carry back is the difference between a run survived and a run lost.

02
Naval navigation
The sea is the first system and the hardest. You command a single light frigate through storm passages, blockade lanes, and the Narrows, reading wind, current, and weather that each island sets for itself.
Ship-to-ship engagements run on sustained tactical decisions over minutes, not on a single exchange. Hold the line, hold the wind, or lose both.

03
Exploration
There is no chart for water you have not sailed. The map fills in behind you and never ahead; the archipelago reveals itself only to repetition and consequence.
Every island carries its own weather pattern, its own current set, and its own threat profile. You learn the coastline the way a mariner learns it, or the coastline keeps you.

04
The fleet
The tribunal handed down a fleet's worth of runs and called it a sentence. The runs are the structure of the game: open-ocean storm passages, blockade running, salvage in hostile waters, and a final reckoning with the tribunal's own fleet.
The fleet is your sentence. Finish the runs and you are cleared. Lose one and the sea keeps the ledger.
