Just completed that one… there were a few spots where I ran a little aground on figuring out what I was supposed to do, but for the most part the puzzles were fairly straightforward.
Absolutely… I’ve been playing some rather long-running sandbox style games lately, and this was a nice palate cleanser. I also played through Escape From Mystwood Mansion before it, which was another with gentle puzzles and short play.
In broad strokes, yes, but I did appreciate that Call of the Sea didn’t go all-in on existential horror and had a relatively calm ending.
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An interesting development for pre-order offers and “season passes” on Steam (with a dose of “why wasn’t this the policy already?”):
“By offering a Season Pass, you are promising future content,” reads the Steamworks post in question, which was circulated on Bluesky (aka, Twitter 2010 Edition) by SteamDB.info creator Pavel Djundik last night. “In the process of launching a Season Pass you will be asked to commit to a launch timing for each content release in the Season Pass,” it reads. "That launch timing is a commitment to both customers and Steam.
“If you aren’t ready to clearly communicate about the content included in each DLC AND when each DLC will be ready for launch, you shouldn’t offer a Season Pass on Steam,” it goes on.
In the event of DLC cancellations, Valve mandate that customers will be offered a refund for the value of unreleased DLC. The company may take action on any DLC delays of longer than three months, even if there hasn’t been a customer complaint.
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