Compara los precios de Don't Sink en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Fern Nigro. Publicado por Studio Eris. Lanzado el 13/4/2018. Disponible en PC, Mac, Linux. Géneros: Adventure, Casual, Indie, RPG.

A short, breezy pirate sandbox with genuine handcrafted charm - best approached as a weekend wind-down rather than a deep strategic voyage, with 75% positive Steam ratings backing up the good vibes.

I have a soft spot for small games that know exactly what they are, and Don't Sink lands squarely in that category. It's a sandbox pirate RPG built by a tiny team, wearing its pixel palette like a badge of pride: vivid blues, greens, and yellows that feel deliberately sun-drenched, the kind of color work that makes you feel like the sea is actually warm. From the moment you customize your pirate captain - peg leg and eye patch toggleable, naturally - the game signals that it is not taking itself seriously, and that is both its greatest strength and the honest ceiling on its ambition. The loop is straightforward and satisfying in short sessions. You begin on a small island with a pub, a general store, a shipyard, and a port. Islanders hand you quests - mostly fetch-and-deliver work - that send you sailing to other islands across a surprisingly large world map. Between ports, encounters with rival pirate ships pop up and demand a decision: engage, board, or run. Ship combat leans heavily on attrition rather than tactics, which some players find shallow, and the sword-fighting during boarding actions is reactive enough to catch you off-guard but not deep enough to feel rewarding over multiple runs. The honest criticism here is that combat never really evolves; it stays a light DPS race from start to finish. If you come in expecting the mechanical richness of FTL or Sid Meier's Pirates - games the developer openly cited as inspiration - you will leave a little hungry. What holds Don't Sink together is everything around the combat. Crew management asks you to keep people fed, watered, and healthy - a bout of foodborne illness mid-voyage is a real threat, not just flavor text. Island governance adds a light city-building layer: capture a settlement, construct new buildings, recruit locals, and slowly grow your reputation across the archipelago. There are over twenty sidequests built from island gossip and rumor-chasing, and the writing throughout is consistently funny without leaning on pirate clichés too heavily. The humor and the dialogue are where the handcraft shows. A cutscene that rewards exploration lands with genuine warmth precisely because the rest of the world has been small and personal enough for you to care. Playtime is honest rather than padded. A full run sits around two to three hours. That brevity is a feature if you read it correctly - this is a game you finish, not one you abandon. There is a Permadeath mode for players who want a sharper edge on the stakes, though the Normal mode's revert-to-last-checkpoint system is forgiving enough for casual play. The pixel art, the cheerful soundtrack, and the lack of any punishing difficulty curve make it genuinely accessible regardless of your RPG experience. The world does not develop through a main storyline - all narrative momentum comes through sidequests - so players who need a driving plot will feel the absence. Don't Sink is the kind of small indie release that gets passed over because nothing about it is loud. No grand systems, no procedural generation, no endless replayability pitch. What it has instead is craft, care, and a two-to-three hour runtime that respects your evening. If you like short games that end cleanly and leave you smiling, this one earns its place. Kai, Scout Team

Don't Sink

Don't Sink

13 abr 2018Fern NigroStudio Eris
GamerScout opina

A short, breezy pirate sandbox with genuine handcrafted charm - best approached as a weekend wind-down rather than a deep strategic voyage, with 75% positive Steam ratings backing up the good vibes.

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Mínimo histórico: €4.29

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I have a soft spot for small games that know exactly what they are, and Don't Sink lands squarely in that category. It's a sandbox pirate RPG built by a tiny team, wearing its pixel palette like a badge of pride: vivid blues, greens, and yellows that feel deliberately sun-drenched, the kind of color work that makes you feel like the sea is actually warm. From the moment you customize your pirate captain - peg leg and eye patch toggleable, naturally - the game signals that it is not taking itself seriously, and that is both its greatest strength and the honest ceiling on its ambition. The loop is straightforward and satisfying in short sessions. You begin on a small island with a pub, a general store, a shipyard, and a port. Islanders hand you quests - mostly fetch-and-deliver work - that send you sailing to other islands across a surprisingly large world map. Between ports, encounters with rival pirate ships pop up and demand a decision: engage, board, or run. Ship combat leans heavily on attrition rather than tactics, which some players find shallow, and the sword-fighting during boarding actions is reactive enough to catch you off-guard but not deep enough to feel rewarding over multiple runs. The honest criticism here is that combat never really evolves; it stays a light DPS race from start to finish. If you come in expecting the mechanical richness of FTL or Sid Meier's Pirates - games the developer openly cited as inspiration - you will leave a little hungry. What holds Don't Sink together is everything around the combat. Crew management asks you to keep people fed, watered, and healthy - a bout of foodborne illness mid-voyage is a real threat, not just flavor text. Island governance adds a light city-building layer: capture a settlement, construct new buildings, recruit locals, and slowly grow your reputation across the archipelago. There are over twenty sidequests built from island gossip and rumor-chasing, and the writing throughout is consistently funny without leaning on pirate clichés too heavily. The humor and the dialogue are where the handcraft shows. A cutscene that rewards exploration lands with genuine warmth precisely because the rest of the world has been small and personal enough for you to care. Playtime is honest rather than padded. A full run sits around two to three hours. That brevity is a feature if you read it correctly - this is a game you finish, not one you abandon. There is a Permadeath mode for players who want a sharper edge on the stakes, though the Normal mode's revert-to-last-checkpoint system is forgiving enough for casual play. The pixel art, the cheerful soundtrack, and the lack of any punishing difficulty curve make it genuinely accessible regardless of your RPG experience. The world does not develop through a main storyline - all narrative momentum comes through sidequests - so players who need a driving plot will feel the absence. Don't Sink is the kind of small indie release that gets passed over because nothing about it is loud. No grand systems, no procedural generation, no endless replayability pitch. What it has instead is craft, care, and a two-to-three hour runtime that respects your evening. If you like short games that end cleanly and leave you smiling, this one earns its place.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Pirate SandboxPermadeath ModeCrew ManagementIsland GovernanceShort PlaytimeFetch Quest LoopColorful Pixel ArtCasual RPG

Requisitos del sistema

Mínimos

OS
Windows 7 or newer
Memory
2 GB RAM
DirectX
Version 11
Storage
250 MB available space
Graphics
Intel HD 5000 or better
Processor
Intel Core 2 Duo or AMD Athlon 64 X2

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Información del juego

Desarrolladora
Fern Nigro
Distribuidora
Studio Eris
Fecha de lanzamiento
13 abr 2018

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¿En qué plataformas está disponible Don't Sink?

Don't Sink está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Don't Sink?

Don't Sink se lanzó el 13 de abril de 2018.

¿Quién desarrolló Don't Sink?

Don't Sink fue desarrollado por Fern Nigro y publicado por Studio Eris.