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Cursed Crew News

Cursed Crew 0.17.1152 - Small Patch

This patch addresses issues with the 'hold ground' captain command.

Fixed:
- Hold ground command button not updating properly.
- Issues with ordering crewmembers that have hold ground mode active.
- Crewmembers not throwing boarding hooks while hold ground command is active.

Cursed Crew is OUT NOW in Early Access!

[h2]Cursed Crew is out now in Early Access![/h2]

We're so excited to set sail with you into the world of Cursed Crew!

Cursed Crew features:
  • You're the captain: Give orders to your crew, manage your resources, and keep your ship afloat when all hell breaks loose
  • A roguelite experience where every run is different. Choose your ship, grow your crew, pick from story events, and fight your way across the ocean
  • Ship-to-ship combat: Command your crew to fire cannons at your enemies, harpoon ships to drag them closer, board other vessels, toss bombs, shoot pistols, and fight for you! Or take out your own sword and fight among your crew. Deal with bloodthirsty pirates, killer crabs, walking sharkmen, floating skulls, and mini-bosses
  • Story events: Choose from story events in your captain's log upon exploring new locations! Pick between different choices to influence the story's outcome
  • Bosses: As you near the end of a run, face off against mighty enemies like the Flying Dutchman and the Pale Reaper in a final boss battle.
  • Survival: Endure harsh weather conditions, craft equipment and buildings to help you survive, and manage your crew’s hunger, sleep, and morale
Get a taste of the seafaring adventure ahead of you with our Early Access trailer!

[previewyoutube][/previewyoutube][h2]A word from the devs[/h2]
This release marks a beginning of a new chapter for us! We've worked tirelessly to make Cursed Crew happe, and we couldn't have done this without the love and support from our community.
Thank you so much to everyone for supporting us and following our game's journey! 🩵

Please join us on the Cursed Crew Discord to share your thoughts, report bugs, give feedback, and talk to the devs and other players!

Sincerely,
Roel, Phil, & Oskar

Early Access Roadmap - 1 day until Early Access release!

Mateys! Early Access release is TOMORROW, Feb 26!

In anticipation of release, we're discussing Cursed Crew's EA roadmap, features available upon EA release, and what we’re working on next!


[h2]What features are available in the Early Access release?[/h2]
Story events: Choose from story events in your captain's log upon entering a new location! You'll get to pick between different choices to influence the story's outcome. (We also discussed story events in detail in a previous blog!)

Local map and world map: The game launches with 14 randomly generated areas that you can choose to sail through. Each area has a theme that influences the story encounters you experience, and the topology you'll see is randomly generated.

Ship-to-ship combat: Command your crew to fire cannons at your enemies, harpoon ships to drag them closer, board other vessels, toss bombs, shoot pistols, and fight for you! Or take out your own sword and fight among your crew!

Survival: Endure harsh weather conditions and manage you and your crew’s hunger, sleep, and morale!

Crafting: Collect a variety of materials and resources to craft tools, equipment, weapons, and ship improvements with.

Diverse enemies: Deal with ships full of bloodthirsty pirates with crews of humans, ratmen, ghosts, and skeletons! Plus killer crabs, walking sharkmen, floating undead skulls and the mini-boss Sea Witch.

Bosses: As you near the end of a run, face off against mighty enemies like the Flying Dutchman and the Pale Reaper in a final boss battle.

Various ships and ship variants: Set sail in a vessel that suits your playstyle! You'll get to pick your starting ship and variants of it. Experiment to find your preferred ship!

[h2]Features we're working on that are coming soon[/h2]
Curses: Choose from dozens of curses and experiment with their effects to create mighty combinations.

Localisation: Additional language support for the game!

More bosses and creatures: Fight ancient creatures from the deep… including the Kraken and the Megalodon!

We'd initially planned for the Megalodon to be included with our Early Access release, but player feedback from our Steam Next Fest demo showed us that needed to prioritize other aspects of Cursed Crew before completing our shark boss fight. We've changed our development plans - the Megalodon will be released in a separate future update once we have processed all of our demo feedback. In the meantime, we've added another boss called the Pale Reaper - it's a pirate boss ship with three variants, meaning it will use different strategies to fight with! Thank you for your understanding!

Expanded world map: More locations, more story events, and more threats!

Crew member traits: Every crew member will have their own personality traits that influence their behavior.

More playable ships: More starter ships to play with, each with its own unique loadout.

Steam Workshop support: We started as RimWorld modders, so we know how important modding support is. We’re keeping moddability in mind with every decision we make for the game.

And more to be announced!

We're so excited for our Early Access release tomorrow! Cursed Crew is our dream project and we want to make it the best game we can. Thank you for all of your feedback and love throughout development, we sincerely appreciate all of your support!

🩵 See you tomorrow, Feb 26!

[h3]- Join us on the Cursed Crew Discord - chat with players and devs![/h3]
[h3]- Please wishlist Cursed Crew![/h3]

https://store.steampowered.com/app/1839760/Cursed_Crew/

Sincerely,
Roel, Phil, & Oskar

Ship maneuvering rework - 2 days until Early Access release!

Ahoooy, mateys! 2 days remain until Cursed Crew releases in Early Access!

In one of our last feature blogs, we’re going over our ship maneuvering rework since we received player feedback from Steam Next Fest. Ship movement in general was a highly discussed topic among our players and we’ve made some significant changes.


[h2]Challenges of ship movement[/h2]
Implementing ship movement during combat was among the toughest design challenges we’ve faced. It’s extremely challenging because our game is entirely 2D and ships are shown from the side - so any perspective you see is just artwork trickery. Because of this 2D side view, it makes it impossible to “steer” the ship in any direction because our 2D art doesn’t support that.



In FTL (a spaceship sim and one of our inspirations), the 2D art problem was solved by fixing the camera on BOTH spaceships, and never depicting any of the spaceships moving/flying through space. FTL doesn’t show any flight maneuvers, which allowed them to keep the gameplay focused on the spaceships themselves.

In a naval setting, the FTL approach is too restrictive. For example, the broadside cannons need to point at the enemy ship (you can’t have cannons firing from the wrong side). Therefore, we need some sense of direction, otherwise you wouldn’t know which cannons would face the enemy. In Cursed Crew, you can watch the incoming enemy ship through your spyglass, and you can see the enemy ship’s positions and rotations on a minimap. But there’s still a problem: if you can view the ship from the captain’s spyglass, what happens when the enemy ship turns? We already know our 2D art doesn’t support turning, so what do we do?

[h2]Old ship maneuvering[/h2]

In older builds and our Steam Next Fest demo, we tried to solve our 2D art turning issue by making any ship turning happen OUTSIDE of the captain’s spyglass view. For example, if you entered combat with an enemy ship, you’d initially see them approaching with your captain’s spyglass, and once the enemy retreated out of the spyglass’ view, that enemy ship would do any turns they needed to outside of the player’s view.

Any ship maneuvers, player or enemy, were restricted to only 180 degree turns and strafing, otherwise the ship would enter the spyglass at an angle (which would look strange because of our 2D art limitations). This limited maneuvering felt clunky, artificial, and quite slow because it took a long time for ships to complete their maneuvers and re-enter combat, especially if there was a difference in ship speeds.

[h2]New, reworked ship maneuvering[/h2]
After receiving player feedback on our demo, we’ve completely reworked ship maneuvering where you can steer your ship in ANY direction.

To make this work, we had to completely abandon the idea of the player viewing the enemy ship through the captain’s spyglass. Now, the spyglass acts like a magical camera that floats above the enemy ship. We returned to FTL as an inspiration, where the “real direction” of your ship isn’t important.

But unlike FTL, we have a minimap that shows where the ships are relative to each other and the direction they’re facing. When the enemy is at an angle from the player’s ship, the ship just appears as a normal side view in the spyglass. However, when the player fires at an enemy on an angle, the cannonballs will fire at the angle that matches the player’s position on the minimap. This smoothly connects the minimap and the enemy ship’s side view and it is far more free and dynamic than our previous version of movement!


[h2]Boarding[/h2]
So what happens when we want to board another ship? Boarding refers to when the player and enemy ships collide with each other (via harpoons and ropes to draw them together), and crew members can jump over to fight on the other vessel.

In Cursed Crew, boarding happens when the enemy and player ship are close enough to each other on the player’s screen. It gives both the player and the enemy’s crew members to throw boarding hooks, fire close-ranged cannon shots, or shoot each other with pistols.

With the new changes, it’s possible that the enemy enters the player’s screen perpendicular to the player (which we know our 2D art doesn’t support)! Our old system didn’t have this problem because it restricted the angles at which ships could appear. With the added freedom of the new system, we decided to sacrifice some realism to enhance gameplay. So, when enemy ships enter the player’s screen perpendicular to the player, the enemy simply gets rotated to the closest side view so they enter the screen parallel to the player. Done!

[h2]Key takeaways[/h2]
We hope this post was fun to read and helped share some techniques about using 2D art in game design. We realised how using 2D art seriously forced us to make hard decisions on how to handle ship movement, which is inherently a 3D action. Ship movement in a 2D space took us a couple of tries to get right, and with our new system, we’re much happier.

Our new maneuvering system still has some workarounds to handle the 2D limitations, but they’re little tricks that don’t impact the player’s experience. For example, letting the enemy magically be parallel to the player upon entering the screen doesn’t impact the gameplay - in fact, it makes it better for everyone since combat can happen quickly and smoothly! Our feedback showed that it wasn’t a big deal if the captain’s spyglass view wasn’t realistic - players simply wanted to know what was going on with the enemy ship.

Overall, our new maneuvering system is a great feat for us and was a great challenge to make us think outside the 2D box. A nice analogy to this is musical instruments: each instrument has their notes laid out in a certain way, and that restricts the musician, but that has resulted in a tremendous amount of variety between different instruments.

Thank you for reading! 2 days remain until Early Access release, so we’ll be right back with more updates!

[h3]- Join us on the Cursed Crew Discord - chat with players and devs![/h3]
[h3]- Please wishlist Cursed Crew![/h3]

https://store.steampowered.com/app/1839760/Cursed_Crew/

Sincerely,
Roel, Phil, & Oskar

World map and story events - 3 days until Early Access release!

CAPTAINS! There's just 3 days until Cursed Crew releases in Early Access!

Today, we're looking at the world map and progression! In Cursed Crew, you pick your route on a world map and sail from destination to destination until you face the final boss. Read on to learn more!


[h2]Global map[/h2]
First, there's the global map. It shows you which areas there are in the game, and how they are connected. You use this map to pick your route towards the final boss and it shows you how far along you are in your sailing journey.


[h2]Local maps[/h2]
Second, there are local maps. For each area on the world map, there's a corresponding local map with all the locations you can visited and the connected paths to them. When you enter an area from the world map, you then sail from location to location within a local map until you reach the end of the area - then you'll be sent back to the global map to pick your next area! (And get closer the big final boss.)


[h2]Story events[/h2]
When you reach a location on a local map, a story event occurs. During an event, your captain's log opens with a new entry describing what the captain saw at that moment. You'll have a choice to decide what to do in the situation and influence the story's outcome.

There are many events, here are some examples:
- Port events: This involves you visiting a port to resupply, repair your ship, and meet strangers in a tavern that might want to join your crew, tell a tall tale, or pick a fight.
- Mystery events: During these events, anything can happen. Sharks may jump onto your ship, you may encounter drifting wreckage, or the weather suddenly shifts.
- Ship events: These events are themed around ship encounters. Often they result in combat, but it's also common to encounter friendly travelers or traders.
- Island events : This is where you ship passes an island and the captain writes about the crew's expedition and the results of said expedition.
- Boss events: The most terrifying moment - right before a boss fight.

While the local map clearly depicts the type of event you'll get, you can never know exactly what might happen, because every event has many different variations. Sometimes you'll even uncover new sections of the local map that weren't there before!


[h2]Gameplay[/h2]
So how does this compare to games with similar maps like Slay the Spire or FTL? While all three devs love these games, we decided instant travel was not right for Cursed Crew. Ships will travel from node to node over time with the rate of travel dependent on the ship's speed. In-between event nodes there will also be what we call 'meta events' which are unscripted minor events. These will be little things such as nearby sea life or sudden changes to weather.

We're still working on these meta events and we'll be implementing much more in future updates as we launch into Early Access.

Remember, just 3 days to go until February 26! See you then!

[h3]- Join us on the Cursed Crew Discord - chat with players and devs![/h3]
[h3]- Please wishlist Cursed Crew![/h3]

https://store.steampowered.com/app/1839760/Cursed_Crew/

- Roel, Phil, & Oskar