Pirate Twist · build 24239584 · published
The first patch of Early Access is live — built, tested, and tuned on a Steam Deck, with a combat rework that makes chain and grape shot earn their price tags.
Native controller scheme — LB cycles ammo, RB swaps the broadside, R2 fires, Y/X/A/B pick ammo directly, d-pad sails, L2 holds the overview. Works on any pad: Deck, Xbox, PlayStation.
Official Deck layout — trackpad mouse + gear touch menu, shipped as the default configuration.
The UI fits the Deck's 16:10 screen — bottom HUD, port zone highlights, settings scrollbars, button labels: all sized for the handheld.
The brass cursor stays visible — no more vanishing pointer between clicks.
Pressing A in combat no longer ghost-pauses the game.
Sail and crew damage now stack to a hard floor — a quarter of full speed or reload rate — hold there for 8 seconds after your last hit, then ease off 25% every 8 seconds. Shred a runner's sails and it stays crippled long enough to circle in for the stern rake. Both sides of the fight play by the same rules.
Dying no longer counts as a completed expedition — crew unlocks, achievements, leaderboard score, and the public Steam stat now only move when you actually finish one.
No more elite ambushes at the chart's opening columns — the Corsair keeps to deeper waters.
Every island variant has a proper docking pier; the X island is a solid wall, no more hull-grinding on it.
Repair stations cap at 5/12 HP per sailing leg — module repair is a choice again, not a free heal.
Tutorial cleanup: skipping the offer really skips it, teaching-run kills no longer feed achievements, and the chart never reads "Expedition 0".
Playing with Discord open shows your captain, your Ascension tier, and where your run stands — straight on your profile card.
Most of this patch started as a player report or a filmed bug. Claim a bunk in the Discord — dev posts, patch notes, and a bug-reports forum where the ship's ledger answers back.