Compare Ace of Seafood prices across 50+ stores and find the best deal. Developed by Calappa Games. Published by PLAYISM. Released on 4/8/2016. Available on PC. Genres: Action, Indie.

Forget everything you think games are supposed to look like - this is a laser-shooting sardine leading a posse of king crabs and sentient submarines across a post-apocalyptic ocean, and somehow it works.

I went in expecting a joke that runs out of material in twenty minutes. What I found instead was something more stubborn and strange: a small Japanese open-world shooter about building a six-creature squadron, conquering reefs, and harvesting enemy DNA to breed stronger allies - a feedback loop that quietly pulls you in deeper than its rough exterior deserves. The starting choice between three archetypes - the fragile but pack-minded sardines, the armored tank-like lobster, or the generalist salmon - sets the tone immediately. Calappa Games is not interested in easing you in. The core loop is reef-by-reef territorial expansion. You sweep the ocean for enemy-controlled reefs, wipe out the creatures guarding them (hermit crabs, barracudas, great white sharks, drifting battleships with no crew), absorb their genetic material, and breed new units to join your school. Squad composition matters more than it first appears: hard-shelled units soak damage from attack-heavy enemies, faster fish kite slower ones, and the formation commands - tight cluster, spread line, defensive wrap - actually shift combat outcomes. The point budget system that caps what six creatures you can field forces you to think about balance rather than just fielding six sharks. That layer of tactical texture is where the game earns its 91% Steam rating despite looking like a weekend prototype. And look, the rough edges are real. The UI is a wall of overlapping gauges and reticles that nobody bothered to tidy up. The translation is charmingly broken in ways that add to the atmosphere rather than inform it. Combat in a dense reef fight turns into a chaotic soup of laser blasts and flopping geometry where scale goes completely wrong - a giant squid the size of a cathedral fighting a miniature destroyer. Some players will find that bewildering energy funny; others will find it actively exhausting. The grinding is present and front-loaded, and the open-world ocean map is vast but largely featureless between objectives. If you need visual clarity and polished feedback to stay engaged, this will shed you early. What stays with me is the mood underneath the absurdity. The post-human ocean is genuinely quiet in the stretches between fights - no dialogue, no story beats, just the deep water and the strange creatures that have inherited it. There is something almost meditative about cruising through those blue trenches with your school of allied salmon trailing behind, and the techno soundtrack that kicks in during combat has a frenetic energy that matches the laser chaos well enough to feel intentional. Online and local co-op are both present, and playing with a partner transforms the messy combat into something more like a shared fever dream, which is its best version. Calappa Games went on to make Fight Crab, and you can feel that same unironic commitment to a ridiculous premise running through every reef in this game. Kai, Scout Team

Ace of Seafood
ActionIndie

Ace of Seafood

Apr 8, 2016Calappa GamesPLAYISM
GamerScout Says

Forget everything you think games are supposed to look like - this is a laser-shooting sardine leading a posse of king crabs and sentient submarines across a post-apocalyptic ocean, and somehow it works.

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Screenshots & Media

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About Ace of Seafood

I went in expecting a joke that runs out of material in twenty minutes. What I found instead was something more stubborn and strange: a small Japanese open-world shooter about building a six-creature squadron, conquering reefs, and harvesting enemy DNA to breed stronger allies - a feedback loop that quietly pulls you in deeper than its rough exterior deserves. The starting choice between three archetypes - the fragile but pack-minded sardines, the armored tank-like lobster, or the generalist salmon - sets the tone immediately. Calappa Games is not interested in easing you in. The core loop is reef-by-reef territorial expansion. You sweep the ocean for enemy-controlled reefs, wipe out the creatures guarding them (hermit crabs, barracudas, great white sharks, drifting battleships with no crew), absorb their genetic material, and breed new units to join your school. Squad composition matters more than it first appears: hard-shelled units soak damage from attack-heavy enemies, faster fish kite slower ones, and the formation commands - tight cluster, spread line, defensive wrap - actually shift combat outcomes. The point budget system that caps what six creatures you can field forces you to think about balance rather than just fielding six sharks. That layer of tactical texture is where the game earns its 91% Steam rating despite looking like a weekend prototype. And look, the rough edges are real. The UI is a wall of overlapping gauges and reticles that nobody bothered to tidy up. The translation is charmingly broken in ways that add to the atmosphere rather than inform it. Combat in a dense reef fight turns into a chaotic soup of laser blasts and flopping geometry where scale goes completely wrong - a giant squid the size of a cathedral fighting a miniature destroyer. Some players will find that bewildering energy funny; others will find it actively exhausting. The grinding is present and front-loaded, and the open-world ocean map is vast but largely featureless between objectives. If you need visual clarity and polished feedback to stay engaged, this will shed you early. What stays with me is the mood underneath the absurdity. The post-human ocean is genuinely quiet in the stretches between fights - no dialogue, no story beats, just the deep water and the strange creatures that have inherited it. There is something almost meditative about cruising through those blue trenches with your school of allied salmon trailing behind, and the techno soundtrack that kicks in during combat has a frenetic energy that matches the laser chaos well enough to feel intentional. Online and local co-op are both present, and playing with a partner transforms the messy combat into something more like a shared fever dream, which is its best version. Calappa Games went on to make Fight Crab, and you can feel that same unironic commitment to a ridiculous premise running through every reef in this game. Kai, Scout Team

Tags

singleplayermultiplayercooponline-cooplocal-coopachievementstrading-cardstier:sub-5Post-Apocalyptic OceanSquad TacticsDNA CollectionReef ConquestFormation CommandsCreature CollectorGrinding-RequiredCult OddityTokyo Jungle-Like

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 6 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7, 8, 8.1, 10
Memory
1 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
DirectX® 11 supported GPU(GeForce GTX 400 series, or Radeon HD 6000 series)
Processor
Intel Core 2 Duo 2GHz or higher
Sound Card
DirectSound-compatible Sound Card

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Game Info

Developer
Calappa Games
Publisher
PLAYISM
Release Date
Apr 8, 2016

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What platforms is Ace of Seafood available on?

Ace of Seafood is available on PC.

When was Ace of Seafood released?

Ace of Seafood was released on 8 April 2016.

Who developed Ace of Seafood?

Ace of Seafood was developed by Calappa Games and published by PLAYISM.