You’ll find all the details neatly charted below — but honestly, nothing beats setting sail and experiencing Sea of Remnants and its strange, charming world for yourself. If you’re after the quick overview, our full breakdown video covers the highlights, and if reading at your own pace is more your thing, this article has everything you need.
After more than half a year of waiting, we finally returned to Sea of Remnants for the Wanderer Test - and we honestly didn't expect to fall this hard all over again. This time, we're focusing on what stood out most, what feels different, and why the game's direction has us seriously excited. Don't worry: no deep story spoilers . Orbtopia and its mysteries are something you'll want to experience firsthand.
What Feels New Immediately
Let's address the puppetfolk elephant in the room : character customization . It was already solid before, but now there are more options across the board - including a long-awaited female body type. We may or may not have spent way too long in the creator, cycling through hairstyles and makeup before even setting foot outside.
Once we did step into the world, we were welcomed by full English voice acting . The original Chinese cast already had tons of charm in the first alpha, but now that we understand every line, the personality hits differently. Story beats land harder, side chatter feels meaningful, and characters like R.S. absolutely steal the show with their chaotic energy.
We actually slowed down to listen instead of mashing skip - modern gamer habits temporarily cured.The world feels less like a chain of quest hubs and more like a living place. Orbtopia - and the other islands - are packed with NPCs you can actually talk to. Some trade goods, others run minigames, hide puzzles, or even serve as friendship and romance interests through gifting systems and personal questlines.
Why Everything Makes More Sense Now
Confession time: only during this test did many of the systems truly click for us. The earlier test was more technical, more limited, and not fully translated - which made some mechanics harder to grasp. This time, even with translations still not final, things are far clearer. More content, more context, more time to actually understand how all the layers connect.
The Roguelite Layer – The Core Loop
One of those layers is what's best described as a roguelite system. In Sea of Remnants' lore, sailors lost at sea wash up in Orbtopia with their memories - and belongings - gone. That theme directly feeds into the gameplay loop.
- You assemble a crew of six from your roster, including yourself and R.S.
- Role variety matters - different situations demand different strengths.
- During voyages, you find gear, level up, and grow stronger.
- If you sink or die, you lose most of what you gained on that run.
That might sound intimidating, but early difficulty is forgiving. You're given time to learn before the seas turn truly dangerous. Plus, there are safety nets - like Jeff, a character you can entrust with valuables so they're safe no matter how your voyage ends.
What You Actually Do on Runs
Island exploration has grown a lot. Zones are bigger, layered, and packed with minigames, quests, and challenges that reward XP - important because some progression is level-based.
Quest design often goes beyond simple fetch tasks. In one case, we helped a whale stuck in a cave wall by blasting rock with dynamite - which we first had to recover by helping a girl deal with outlaws. These small chains give the world texture and make side content feel worthwhile.
We also love that our protagonist isn't just a silent shell. Scripted reactions give personality, and R.S. remains an absolute favorite companion.
Multiplayer Traces – The Future Potential
Right now, the test is solo, and the Steam page lists single-player only. But signs of multiplayer are still everywhere. Steam tags, database entries, and in-game elements hint at social features that may come later.
- Friends list and chat system traces
- Mentions of other players in in-game texts
- A squad window that could evolve into a party interface
- Asynchronous elements like the memory bottle system
The memory bottle system lets players leave messages - hints, greetings, or bragging rights - for others to find. It creates a sense of shared space without breaking immersion. And honestly? This world feels perfect for co-op exploration, guilds, and shared sea adventures .
Combat & Build Depth
Combat is turn-based, which won't be everyone's favorite - but there's an auto-battle option. Still, success depends on preparation and build choices.
During voyages, you find equipment, and most characters can wear almost anything, with only small stat penalties for mismatched gear. Boss rewards often grant new skills, which - together with shanties - determine your next class. Each class offers multiple traits, plus assist skills that trigger alongside actions.
Every few levels you can add new class layers, and with a high level cap and a huge cast of characters, build variety is massive. You don't just chase "meta" - you shape the characters you like into something uniquely yours.
Long-Term Progression
Even with roguelite resets, a lot carries over:
- Items stored safely with Jeff
- Character frame modifications (another upgrade layer)
- Ship upgrades affecting stats, skills, and gear
- Unlocked hubs, routes, and world changes
Some limits, like max level or loot rarity, can even be permanently improved through blessings from a certain… hamster god. Yes, really.
Design Philosophy & Standout Moments
The design works for different player types. The main story guides you, but optional areas offer rich side content you can dive into at your own pace. If you log in tired and unsure what to do, the game gently nudges you toward fun activities without feeling pushy.
Challenge dungeons with timed jumping puzzles were a highlight for us - tough, but rewarding. Sailing itself is another star: naval fights, treasure ships, and unexpected encounters like a giant crab carrying a hoard on its back.
We learned the hard way that upgrading your ship - and picking your battles - really matters.
What's Planned After Release
The roadmap sounds promising. According to developer interviews, the plan includes:
- New seasons roughly every 10 weeks
- Major world expansions about every 20 weeks
- A battle pass and cosmetic-only gacha
Importantly, gameplay-affecting content is earned through playing - not paying.
Wrap-Up – Back at Sea, and It Feels Like Home
This is still an alpha, and there's clearly more we haven't seen yet. But if the Wanderer Test reflects the direction of Sea of Remnants, the future looks bright. Returning felt like coming home from a long voyage - familiar, comforting, but filled with new stories waiting just over the horizon.
We had a fantastic time and are genuinely excited to see how this world grows. Hopefully, we'll be reading your messages in memory bottles one day - and may the hamster god guide all our journeys. See you in Orbtopia.