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Hello everyone! The DEMO (https://www.gog.com/game/captain_blood_demo) for the upcoming Captain Blood (https://www.gog.com/game/captain_blood) from SNEG has just been updated! Now, our friends there need your feedback to make sure the final release is as good as it can be, so here's the message from them to you:

Ahoy everyone!

As we sail closer to the game’s release, we’ve updated the demo to better reflect its state and the new technologies in it: x64 architecture, modern rendering APIs (DirectX 12 by default, with Vulkan available via an .ini file), a physics engine adapted to the new systems, and a range of smaller quality-of-life improvements.

We’d love for you to give it a try and share your thoughts—it really helps us fine-tune the game for launch.

Thanks a ton for being part of this journey with us!

___

And we, of course, second it! Give it a go, and feel free to share what you think!
Post edited April 15, 2025 by king_kunat
The old version of the demo works but the keybinding system really sucks. The dodge key can't be remapped AT ALL.

But the bigger problem is: The updated version of the demo doesn't start AT ALL. No matter if I use Galaxy or not, the game shows a black screen for a couple of seconds and then crashes back to desktop while ruining my resolution under Windows 10.

Seems like they have to put some more work into the game...

edit:
Okay, the game still won't start but I opened the Crash Dump file of it and it says (translated from german):

"The thread attempted to read from or write to a virtual address for which it does not have the appropriate access rights."

I hope someone can help me.
Post edited April 14, 2025 by Atreyu666
The demo runs just fine for me, however I noticed some flickering that wasn't there before, if I remember right. It's very bad in the intro cutscene (with black geometries appearing and disappearing intersecting with the "proper" cutscene elements), but I noticed some minor flickering elsewhere too (the windows of the ship at the end of the first level, the one your crewmates approach during a cutscene, had this problem).

More in general, I am not sure if the sound mixing is good enough (sometimes, the voices seem too quiet).

Those are my main gripes, the demo seems good, otherwise. I wish I had a fresh memory of the old demo, but I don't remember the finer details, so it's hard to compare the two for me.
Post edited April 14, 2025 by mdqp
For those that are having issues to launch the game:

Go to the engine.ini file in your root folder and change the "use_vulkan = 0" to "use_vulkan = 1"
avatar
Keihltrein: For those that are having issues to launch the game:

Go to the engine.ini file in your root folder and change the "use_vulkan = 0" to "use_vulkan = 1"
This totally worked for me! The game is now playable, thank you so much!

The key rebinding menu is now integrated into the game but I can't bind keys like "del" or "insert". I hope they will fix this!
Hi fellas,

I have sadly the same problem after the update of the demo like before:

It won´t start, because Avast Free AntiVirus is blocking the program :(

The result is that my system freezes more or less and I have to restart it.
Originally posted here. Can't re-link the screenshots at the moment:
https://www.gog.com/forum/general/sneg_needs_your_feedback_about_the_updated_demo_of_captain_blood/post4
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- Frame rate limiter only goes up to 120. Had to limit to 240 (my monitor refresh rate) through NVidia control panel. Without frame rate limit, the game took 100% of my GPU in the menu.

- Some artefacting at the start of the intro (see screenshot).

- There are transparent black bars in every cutscene. Looks strange, either they should not be there at all or they should be fully opaque. Attaching screenshots of this.

- The ability to instantly execute any low tier enemy seems way too strong. Makes it so that only the enemies that can't be instantly executed are relevant, as you can just chain execute a million regular dudes because you are invulnerable while doing it.
Post edited April 16, 2025 by idbeholdME
The only thing I would love to see is an option to enable WASD aiming while using cannons. Normally you must use mouse for this but since the game otherwise require no free aiming, the ability to move the cannon with WASD would really help for those who enjoy playing with keyboard only.
Okay, having only played the demo, here are my critiques:

- The executions were okay, but weren't terribly fun. I think I'd have more fun being able to throw enemies. If you played Teenage Mutant Ninja Turtles IV: Turtles in Time on the SNES, you know how fun throwing enemies into the screen can be. So, if there's going to be an overpowered move, like an instant execution, on lower-tier enemies, I suggest making it a throw move. Imagine going into a crowd of lower-tier enemies and just throwing guys around, whether it would be into the screen or into each other (or into higher-tier enemies to obstruct them) or into the water in the background. I think a throw would help to push back on other enemies, to keep them from crowding you.

- Blocking is okay, but I'd like to be able to do a solid counter after a block. For example, if I block an attack, I think it'd be cool if there was a window in which I could do a quick counter, like a kick that knocks the enemy backward. I could imagine blocking an attack from one guy, countering with a kick that knocks him backward, then grabbing a second guy to throw him into a third guy, then moving forward to attack the first guy. In other words, I think a good move set for Captain Blood would be based in crowd control. You know, I would ask the question, "How can I make fighting in a crowd of enemies fun and like a strong pirate in a movie?".

- The difficulty ramps up way too much on that boss fight on the ship. He's got two guys with him that I have to handle while trying to avoid or handle the boss. And this is on Normal difficulty, which is why I stopped playing when I died at that part, because I wasn't about to stress myself out trying to beat those guys and the boss (the boss' health meter was going down too slow as it was; I don't like a boss taking seemingly forever to beat). If it was Hard difficulty, that would be fine, but even then, I'd want to be able to use the smaller guys against the boss somehow. Maybe I could throw them into the boss to slow the boss down. But I think difficulty and how it ramps up is something to address.

- Firing the canon at the incoming ships was cool, but I didn't like being shot off the canon. That broke up the fun factor of shooting the canon at the ships, especially since the ships seemed to be bullet sponges (canon sponges?) anyway. Maybe something to do with the canon part is making it so that I can shoot whatever is being shot at me. And that would be a way of allowing me to stay on the canon without being shot off, but it would also distract me a bit from shooting at an incoming ship. Also, I think it'd really fun if that canon part was tweaked so that I'm only shooting at the incoming ships for a certain amount of time, but when a ship inevitably docks, and enemies are running off the ship to come attack me, I think it'd great if the game prompted me to pull the canon from its base (you know, it could be like, "They're overwhelming us from the docks! Pull the canon!" and I'd press the button shown on-screen to pull the canon), and I could just run and gun and shoot up enemies (for a limited time) with the canon, like how Master Chief in Halo 3 could pull a gun turret and walk around, firing a huge gun at enemies. I think that'd be seriously cool.

- I didn't care for the QTEs. I just don't like QTEs in games. The whole, "Press X within the next couple of seconds to dodge this attack; now press B to dodge this attack", thing doesn't work for me. I've never found QTEs to be fun, not in any game. It's trying to make a cutscene interactive, but it never works because it's trying to combine cutscene with gameplay but without offering the full options of gameplay. QTEs are so limited that they're just annoying chores to do until returning to gameplay, and they take away from enjoying the action in a cutscene.

And I think that's about all, since I only played the demo and not the full game. Overall, I did have some fun with the game. I think the basics are there; it just needs some tweaking in areas like combat and difficulty. I really enjoyed picking up barrels and crates and smashing them on my enemies. That was fun. And I think there are things that can be done to make the combat even more fun.
Just bought the game.

Some notes:

I started playing on hard difficulty (mouse and keyboard), and it was challenging but fun. But when I got to the fight with Captain Easterling it got crazy impossible. And there is no way to lower the difficulty. He deals massive damage and is very fast and I have hard time finding a pattern to hit him. It's pretty frustrating. Also, his quicktime events are ridiculously fast (I basically have to press something random and miss most of the time).

Can you please either allow adjusting difficulty in the middle of the game or tweak this fight - it's near impossible, but going back to the beginning because of it feels even more annoying.
Post edited May 08, 2025 by shmerl
Release has a bug. A couple of combos are mixed up in showing which one you already have:

RB RB RB RB is mixed up with RB RB LB.

Buying the other one gets you the corresponding mixed up combo.
Post edited May 09, 2025 by shmerl