Compara los precios de Sea Dogs: City of Abandoned Ships en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Akella. Publicado por Akella. Lanzado el 2/11/2018. Disponible en PC. Géneros: Action, RPG. Puntuación Metacritic: 61/100.

A cult-status pirate CRPG with genuinely deep naval systems and a P.I.R.A.T.E.S. stat framework that rewards patience, but will absolutely punish players who expect a polished modern experience.

I have a soft spot for games that feel like they were built by people who loved a genre more than they loved shipping a stable product, and Sea Dogs: City of Abandoned Ships is exactly that kind of game. Originally released as Age of Pirates 2 back in 2009 and later re-released on Steam under its current name, this is a sprawling open-world pirate RPG that predates the era where "open world" became a marketing checkbox. The bones here are genuinely interesting: three character classes in Merchant, Corsair, and Adventurer, each with their own quest lines, three weapon weight categories to spec around, and a custom stat system called P.I.R.A.T.E.S. that tracks Power, Insight, Reaction, Authority, Talent, Endurance, and Success. For an RPG nerd, reading that acronym on the character sheet is either charming or a red flag depending on your tolerance for Eastern European game design philosophy. I say both. The meat of the game splits between naval combat and land skirmishes, and the two halves feel like products of different teams with different ambitions. Naval engagements have a genuine tactical weight to them: wind positioning matters, your cargo load affects your ship's speed and maneuverability, and hull damage is not just a number ticking down but a real strategic concern. You can own a fleet, command officer ships, and eventually work toward iconic vessels like the Flying Dutchman if you put in the quest work. That side of things holds up surprisingly well. Land combat is a different story. One-on-one sword duels against named captains can feel surprisingly dynamic, but the moment you are swarmed by a mob of ten bounty hunters in a port alley, the fatigue system turns the whole encounter into a slow, grinding slog. And as your notoriety climbs, those swarms become a constant tax on your patience. The quest design is the biggest swing and miss. There are over forty procedural quest generators, which sounds impressive until you realize that a large chunk of those quests are timed, badly, and often do not tell you which island you need to sail to before the clock expires. The handcrafted story quests are more interesting, pulling in threads about vanishing tribes, South American jungle mythology, and the sort of supernatural maritime lore I actually enjoy in a pirate setting. But the path to those moments is blocked by some genuine jank: bugs that have persisted since the original disc release, controls that feel like they were designed in 2000 and never reconsidered, and a tutorial that manages to confuse more than it teaches. The community's unanimous advice is to install the Gentlemen of Fortune mod before you do anything else, and I think that tells you most of what you need to know about the vanilla state of this release. Who is this for, then? Hardcore CRPG players who finished every Pirates of the Caribbean game, who read patch notes for fun, and who can forgive dated visuals and rough edges if the systemic depth is there. The P.I.R.A.T.E.S. build space is real, the faction alignment between English, French, Spanish, and Dutch navies adds replay incentive, and the sheer amount of content in here means a committed playthrough can run into the hundreds of hours. But newcomers expecting a Sid Meier polish level or even a mid-tier modern RPG UX will bounce off hard. This is a game that asks you to earn it. Whether that is a feature or a flaw depends entirely on who you are as a player. Monika, Scout Team

Sea Dogs: City of Abandoned Ships

Sea Dogs: City of Abandoned Ships

2 nov 2018Akella
GamerScout opina

A cult-status pirate CRPG with genuinely deep naval systems and a P.I.R.A.T.E.S. stat framework that rewards patience, but will absolutely punish players who expect a polished modern experience.

PC
ProtonDB Platinum
Mejor precio disponible
1,29 €
en Eneba
Mínimo registrado: 1,29 €
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Veredicto de GamerScout

Best for hardcore CRPG fans who can stomach dated jank in exchange for deep naval systems and faction-driven replayability.

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1,29 €
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1,45 €-78%
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1,60 €
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Historial de precios

Mínimo registrado
1,29 €15 ago 2026
Mejor precio actual
1,29 €
El más bajo desde que lo seguimos
Tiendas de claves
1,15 €1,63 €2,10 €2,58 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
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Capturas y multimedia

Acerca de Sea Dogs: City of Abandoned Ships

I have a soft spot for games that feel like they were built by people who loved a genre more than they loved shipping a stable product, and Sea Dogs: City of Abandoned Ships is exactly that kind of game. Originally released as Age of Pirates 2 back in 2009 and later re-released on Steam under its current name, this is a sprawling open-world pirate RPG that predates the era where "open world" became a marketing checkbox. The bones here are genuinely interesting: three character classes in Merchant, Corsair, and Adventurer, each with their own quest lines, three weapon weight categories to spec around, and a custom stat system called P.I.R.A.T.E.S. that tracks Power, Insight, Reaction, Authority, Talent, Endurance, and Success. For an RPG nerd, reading that acronym on the character sheet is either charming or a red flag depending on your tolerance for Eastern European game design philosophy. I say both. The meat of the game splits between naval combat and land skirmishes, and the two halves feel like products of different teams with different ambitions. Naval engagements have a genuine tactical weight to them: wind positioning matters, your cargo load affects your ship's speed and maneuverability, and hull damage is not just a number ticking down but a real strategic concern. You can own a fleet, command officer ships, and eventually work toward iconic vessels like the Flying Dutchman if you put in the quest work. That side of things holds up surprisingly well. Land combat is a different story. One-on-one sword duels against named captains can feel surprisingly dynamic, but the moment you are swarmed by a mob of ten bounty hunters in a port alley, the fatigue system turns the whole encounter into a slow, grinding slog. And as your notoriety climbs, those swarms become a constant tax on your patience. The quest design is the biggest swing and miss. There are over forty procedural quest generators, which sounds impressive until you realize that a large chunk of those quests are timed, badly, and often do not tell you which island you need to sail to before the clock expires. The handcrafted story quests are more interesting, pulling in threads about vanishing tribes, South American jungle mythology, and the sort of supernatural maritime lore I actually enjoy in a pirate setting. But the path to those moments is blocked by some genuine jank: bugs that have persisted since the original disc release, controls that feel like they were designed in 2000 and never reconsidered, and a tutorial that manages to confuse more than it teaches. The community's unanimous advice is to install the Gentlemen of Fortune mod before you do anything else, and I think that tells you most of what you need to know about the vanilla state of this release. Who is this for, then? Hardcore CRPG players who finished every Pirates of the Caribbean game, who read patch notes for fun, and who can forgive dated visuals and rough edges if the systemic depth is there. The P.I.R.A.T.E.S. build space is real, the faction alignment between English, French, Spanish, and Dutch navies adds replay incentive, and the sheer amount of content in here means a committed playthrough can run into the hundreds of hours. But newcomers expecting a Sid Meier polish level or even a mid-tier modern RPG UX will bounce off hard. This is a game that asks you to earn it. Whether that is a feature or a flaw depends entirely on who you are as a player.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayertier:sub-5Pirate RPGNaval TacticsFaction AlignmentP.I.R.A.T.E.S. SystemCult ClassicMod-FriendlyOpen World SailingBuild DepthHardcore CRPG

Requisitos del sistema

Mínimos

OS
Windows 7, 10
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
8 GB available space
Graphics
Compatible with DirectX 9.0c
Processor
1.8 GHz Processor

Recomendados

OS
Windows 7, 10
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
8 GB available space
Graphics
Compatible with DirectX 9.0c
Processor
1.8 GHz Processor

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Community Discussion

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Reseñas y valoraciones

Metacritic
61

Información del juego

Desarrolladora
Akella
Distribuidora
Akella
Fecha de lanzamiento
2 nov 2018

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¿Cuánto cuesta Sea Dogs: City of Abandoned Ships?

A 15 de agosto de 2026, la oferta más barata disponible de Sea Dogs: City of Abandoned Ships es €1.29 en Eneba, de entre 4 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Sea Dogs: City of Abandoned Ships más barato?

El precio más bajo disponible que seguimos para Sea Dogs: City of Abandoned Ships es €1.29 en Eneba (15 de agosto de 2026). Comparamos 4 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Sea Dogs: City of Abandoned Ships?

Sea Dogs: City of Abandoned Ships está disponible en PC.

¿Cuándo se lanzó Sea Dogs: City of Abandoned Ships?

Sea Dogs: City of Abandoned Ships se lanzó el 2 de noviembre de 2018.

¿Quién desarrolló Sea Dogs: City of Abandoned Ships?

Sea Dogs: City of Abandoned Ships fue desarrollado por Akella.

¿Merece la pena comprar Sea Dogs: City of Abandoned Ships?

Sea Dogs: City of Abandoned Ships tiene una puntuación Metacritic de 61/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.