Review
By Apex
A promising voyage that already feels seaworthy
Sea of Remnants arrives in closed alpha with a lot to prove. Joker Studio is pitching a sprawling ocean adventure about amnesiac puppetfolk sailors, living ships, and a shifting pirate city, and this first public slice lives or dies on three things: how it feels to sail, how satisfying ship combat is, and whether the puppetfolk progression hook is strong enough to keep you grinding through an unfinished build.
On all three fronts, the alpha clears the bar. It is unmistakably early, with missing story chunks, placeholder UI, and some nasty performance dips near busy ports, but the core loop already feels coherent and surprisingly stable for a first test.
Sailing: weighty, readable, and already atmospheric
The biggest win of the alpha is simply moving across the water. Sea of Remnants leans into a more simulation-flavored take on traversal without ever tipping into pure chore. Your starter ship has real heft, and you immediately feel the push and pull of wind direction and wave height. Adjusting sails and angle matters: cut too sharply across the wind and your speed falls off a cliff; ride with it and you get a satisfying surge that the camera and audio sell well.
The ocean itself does a lot of heavy lifting. Swells roll convincingly under the hull, storm cells loom on the horizon rather than popping in, and the day–night cycle gives the sea a shifting personality. The “memory currents” that run through the world are the standout flourish, streaks of magenta and turquoise that alter your momentum and occasionally warp your course. They look great and, more importantly, change how you plot a route, acting as natural risk–reward lanes where rare encounters are more frequent.
There are rough spots. Collision near tight docks is fussy, with the hull snagging on invisible edges, and pathfinding for AI ships in cramped harbors is clearly unfinished, leading to occasional bumper-boat moments. Outside those pockets, though, sailing is already enjoyable for its own sake, which is exactly what this alpha needed to prove.
Ship combat: strong foundations with room to sharpen
Naval combat in the alpha is a deliberate, position-focused affair. You pivot your ship to bring different banks of cannons to bear, juggle basic skill cooldowns, and watch firing arcs that reward setting up clean broadsides rather than circle-strafing around targets. The best fights feel like short, tense puzzles where you use wind, distance, and your own hull profile to control the engagement.
Cannon fire has convincing feedback, with chunky audio and just enough screen shake to sell recoil without turning battles into a blur. Boarding actions are present in a simplified form, transitioning to small-scale engagements that already hint at the hybrid real-time and turn-based systems the full game is promising, even if most of those hooks are still locked down.
The main issue right now is enemy behavior. Smaller raider ships tend to run straight at you, eat a volley, then awkwardly reposition, creating odd dead zones where nobody is firing. Larger encounters, especially against faction flagships, are significantly more engaging, forcing you to think about range bands, skill timing, and targeting weak points on segmented hulls. It is clear which side of the spectrum Joker Studio needs to tune up.
Balance is another obvious work in progress. Once you unlock your first tier of upgraded cannons and hull plating, early-game fights become trivial. The alpha funnels you toward a slightly over-tuned “safe” build that minimizes incoming damage and turns most open-sea skirmishes into routine target practice. For an alpha focused on validating systems rather than long-term difficulty curves, that is forgivable, but ship combat will need a second pass if it wants to stay interesting over dozens of hours.
The encouraging part is that nothing about the combat feels conceptually broken. With smarter AI behaviors and more meaningful tradeoffs in the upgrade tree, the system here could absolutely sing.
Puppetfolk progression: crunchy, character-first, and already addictive
If the sailing is the hook, puppetfolk progression is the barb. You play as a puppetfolk sailor stripped of memory, and during the alpha you are allowed to recruit a limited roster from the promised pool of 300-plus companions. Even this early subset is enough to show the shape of the progression model.
Each puppetfolk crew member brings a defined role and a small web of traits that affect both combat and life aboard ship. Some are outright numerical buffs to things like cannon reload speed or hull repair efficiency. Others lean into story-driven synergies, granting bonuses when specific factions, personality types, or even childhood-friend pairs are together on a crew.
What works is how often the game nudges you into interesting choices. Do you stack pure stats on your mainline combat team, or take a suboptimal fighter because they unlock better event outcomes in certain ports and memory anomalies? The alpha sprinkles in just enough narrative checks that those tradeoffs matter, and when you see a dialogue branch open or a crisis defused because you brought the “wrong” but thematically fitting puppetfolk, it feels great.
Progression pacing is a mixed bag. Early gains come quickly and feel generous, giving you new skills and passive nodes at a steady clip. Midway through the alpha’s content cap, the curve flattens, and advancement starts to feel more like a treadmill with incremental upgrades rather than exciting leaps. Joker Studio has said publicly that the closed alpha is compressing progression for testing, and it shows; right now the system is more of a proof of concept than a carefully tuned long-term arc.
Still, the core is solid. If you enjoy theorycrafting crews, tinkering with party synergies, and seeing those choices reflected both in numbers and in story beats, the puppetfolk layer is already compelling.
Stability and polish: surprisingly sturdy, but clearly early
For a first closed alpha, Sea of Remnants is in better shape than expected. Across multiple sessions the client remained stable, with only a couple of hard crashes, both of which occurred while rapidly skipping dialogue in story scenes. Loading between ocean zones and city sub-areas is brisk on a mid-range PC, and core actions like docking, opening menus, and transitioning into combat flows mostly without issue.
The roughness shows up in more cosmetic ways. Localization is obviously unfinished, with mistranslated skill tooltips and occasional placeholder text. UI layout on controllers feels compromised, particularly when navigating dense crew-management screens that were clearly designed with mouse in mind. Audio balancing is uneven, with certain voice lines coming in far louder than ambient sounds, and some environments almost silent.
Network performance, in the limited multiplayer scenarios available, is reasonably solid. Mild rubber-banding appears when multiple ships converge in storm-heavy zones and fire off skills in quick succession, but it is irritating rather than game-breaking. The important thing is that disconnects are rare, and failed missions due solely to server issues were the exception, not the rule.
For an alpha marketed as a systems test, this is exactly the level of stability you would hope for. It feels like a playable early slice rather than a barely held-together tech demo.
Is it worth diving in this early?
If you are looking for a complete narrative arc or a polished, content-rich sandbox, the answer is no. The alpha cuts off abruptly after a few story chapters, repeats event types often, and hides a lot of the more exotic promised features behind greyed-out menus.
If, however, you are specifically interested in how Sea of Remnants feels at the helm, how its ship battles play, and whether the puppetfolk progression layer is more than marketing fluff, the closed alpha is absolutely worth your time. Sailing already has texture and personality, ship combat is fun enough that you will seek out unnecessary fights just to feel the cannons roar, and crew-building has the bones of a deep RPG system.
The caveats are real, but they are the right kind of problems for a project at this stage. What is here feels like a sturdy hull with space to build an impressive ship on top of it. If Joker Studio listens to feedback on AI, balance, and mid-game progression pacing, Sea of Remnants could genuinely sail into something special.
For now, the alpha passes its most important test: it makes you want to keep sailing, even after you have seen everything it currently has to offer.
Final Verdict
A solid gaming experience that delivers on its promises and provides hours of entertainment.