4:47 Balanced + Villageless + stick effigy!
1qaz-pl,
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You have the option to get stone (and other resources) after beating bosses (first boss only gives you the option for wood though), a chance to receive one after beating the final boss, and there's also a chance to get them from shops and certain events. (Did I miss any?)
For standard mode, I recommend picking the resources option after the second boss to guarantee you at least one stone (or two wood) every run.
Got a terrible 5:12 that, despite being the new WR, consisted of many errors and gameplay errors on my part. I was definitely unprepared for the crazy potential of this run after grinding for so long. (Observe the 1000+ run counter, over 700 more restarts compared to the last record)
Astute viewers may notice a new starting team composition! Although it's definitely not worth the grind, bloodmist mask on skimander can deal insane damage when picked up early.
Might take a break for a while, but I hope someone can have a more optimized run. Good luck!
4:55 Calm Villageless + stick effigy!
5:12 Calm Villageless + stick effigy
Villageless forces me to reroll shops to get stick effigy, did Calm because Calm/Lull gives an extra wound for a single monster, making it easier to get to a shop without dying in the first few stages. Probably going to try to improve this time first before grinding Balanced. Also I didn't use my super fast enough in the boss fight, what a time loss 😓.4:34 Calamity with village + stick effigy!
Took me way too long to get this time, had many runs die to the final bosses. Maybe I need a more optimal team composition, but I can only reasonably reroll eggs while overlapping evolution transitions in the final nest, meaning at least one monster is extremely RNG based. I don't normally play calamity, maybe there's some final boss strategies I don't know about?
Anyways probably Balanced villageless stick effigy next, if I ever get around to it.
P.S. What's the requirements for villageless? Is "villageless" actually counted as "level 2 nest only, no starting duplicates"? Or is it purely no buildings?
Turmoil only gives max HP increases to the enemies, it's only at calamity where they gain str and int boosts. 15% increase to health is a lot though... for the final boss it might outweigh the potential for taking fewer hits throughout the run, especially if it requires 3 monsters instead of 2 to defeat. Might even be a signficant alternate category for speedrunning 🤔.
I wouldn't say completely destroyed lol, there's still the normal balanced villageless stick effigy less and other stuff that seems like they'd be different speedrunning categories. Yeah I'm in the discord already, saw a bunch of those clips/screenshots the other day (idk how, I think I was scrolling through messages related to the keyword "speedrun" xD). Not sure endless is for me but some of those records are really incredible.
The framerate's likely just bad because of it being a screen recording uploaded to YouTube, it's not that laggy in real time. Yeah I thought of the lock thing because I didn't want the inventory to overflow, even though I never did end up getting a second shop. Heart of the ocean is probably my favorite rare equipment ❤
Yeah, touchscreen makes things way easier in terms of movement (although I've lost some runs trying to lock an egg during a transition and it just hatching).
For the shop thing, I will say that there was only one shop that showed up in the map for the entirety of acts 2 and 3 and I would've had only a little more aura if I went there (admittedly, after spending 750 on the fusion), with the cost being that the extra common items from the forge cause an overflow of items at the bottom which is a minor inconvenience. I agree it's probably better to wait for an act 3 shop in general though.
5:06 Balanced with village + stick effigy

1 hr of attempts, done with 4 forges to reroll for stick effigy faster, and using partial hatching/evolution skip. Had some sub 5s but kept getting aurite instead of an egg for a third monster by accident and then just dying to the final bosses. Maybe I'll record some runs. (also the fullscreen is indeed broken lol)
P.S. Thanks for the tips in the comments!
Thanks! Great games btw, I go back to runelite every so often.
It'd probably be faster if I could figure out how to win with only tuskal and chikia, because the hatching and evolving animations are definitely time losses, but I kept dying to the final bosses when using only two. 😢 I wonder if there are better starting combos... but the tenacious synergy and the high speed stats are just too good to pass up!
Yeah, these runs would probably be counted as any% because they revolve around getting food from the village to buy the harvester from the first shop, calm instead of balanced basically gives the chance to do one more reroll. Balanced would be doable, was that run village-less? Idk how I'd do village-less, since it seems either like requiring one monster stick effigy strats, or taking impossibly long to reset and get a legendary from that pool event (got an arcane wand once), or maybe something less luck-based that I haven't considered.
I could attempt some balanced runs, although it feels slightly unoptimal, and I like trying to get the number down as low as possible through any means necessary. Also, the strat's pretty consistent in terms of not requiring as much luck and not taking an excrutiating number of restarts - incidentally, I got two 6:20s (I believe tuskal has the harvester fused in both):


Love the new update! The log book is great for quality of life and gives helpful tips on stuff that new players seemed to be confused about.
Despite the patch notes claiming there isn't much new content (there's a typo in that sentence in the actual patch notes btw), the "starting with initial stuff" bonus mechanic is a really good way to get more adaptability in the early game.
Also, the new dice - great mechanic and also really overpowered if you can find three or more, but only finding one and dying soon after means every new start is just worse. Hopefully you can find more after the first run, or it resets somehow upon defeating the last guy. (Edit: it does reset, so that's good)
Edit: When I closed the page with a single starting dice and opened a new one, the starting dice was still there but I was able to hit the "play" and "roll" options to get three dice. Weird, and probably unintended: upon reloading and opening the tab again, the game restarted with a wiped save.
I know this wasn't in the most recent patch, but the quicker fishing is super nice. Also, I've noticed the fished up dice have fish icons on them - What if there was some special interaction while having one of those dice and finding the TMNT ship?
Anyways, onto the bugs!
When finding the switch crewmates event while having Handy, when they moved over to the other ship they just flew up and disappeared (is that normal?), and I kept their parrot and it continued to work as normal. Also, when getting other parrots in addition to Handy, when Handy is stunned all of the parrots are stunned.
Edit: It seems like the parrots remain: You can do the same trick to get Handy's parrot in addition to another crewmates of your choosing at the beginning of a run. (GAME BREAKING BUG: This is repeatable for infinite birds)
Edit: Cabin exiting and entering deletes the text for the math game, and also resets the "efficient at fishing" guy for potentially infinite cargo as well
I put "Nakir" as a word for the genie, and the game crashed, even though I know names of special crew members should work. (Speaking of which, will putting words in such as "Beppo" or "key" do anything?)
Finally, the flavor text frog's message of "bonus towards using thematic words" goes off screen sometimes.
That's all, I'm going to try to unlock more crew members and see if I encounter any more bugs. Once again, great update!
P.S. Royal Babysitter Challenge Mode is crazy 🤣
(And thanks for putting me in the credits!)
One that’s been around for a while is if you click a bunch of dice quickly when choosing which one will take damage, as long as the enemy’s damage is greater than the dice number they will hit you multiple times, even without Boomer or multi-target crewmates. If they have a splash damage crewmate like Bob the splash damage affects your cargo as well. It’s a pretty useless bug, but makes it easy to die quickly in endless if you don’t want to reload the game, just by clicking a bunch of your cargo really fast. Only works if the damage taken is greater than the targeted cargo’s health. Probably something to do with the “attack X additional number of times” effect coded in the game.
Relatedly, after doing this and then trying to hit the “shoot”, “fire”, and “roll” buttons repeatedly, weird things happen - sometimes the enemy gets an extra turn, even shooting twice in quick succession, sometimes they shoot you while the dice rolling animation occurs, sometimes you get an extra turn. Not sure if the first bug is required to do this, but I think the game’s just struggling to process the back and forth attacks and overlaps them somehow. I once died while doing this and I think I had the ability to fire a shot on the respawn screen.
The same thing happens sometimes if you can defeat the enemy, but also hit the “shoot” button right before the “continue” button shows up. This one is a little harder to replicate, but when it works you sometimes get the “fire” option on a non-enemy event (I think I shot at the trinket collector once), but it doesn’t really do anything either. Depending on the next event, sometimes you can pass through that one and then skip the next enemy encounter, or occasionally you skip an enemy and an event and go right to the next enemy.
The first bug is generally detrimental, the second one is kind of neutral, and while pulling the third one off occasionally helped it’s difficult to pull off. Also because they require people clicking fast which is never necessary for battles, they don’t really affect gameplay, but they do exist. It should be relatively easy to replicate most of them, despite the effects appearing somewhat random.
Miscellaneous: When hitting the continue button early after bribing an enemy, the cargo sometimes overlaps with the crewmate or nudges them off the edge of the boat.
Having a navigator give four/five directions to choose from does nothing (didn’t expect it to though), same with being able to loot more than six dice. Probably doesn’t count as a bug.
If a divine being’s powers overlap with another crewmate’s, nothing happens (maybe intended?)
The strike trinket, which “increases all outgoing damage by one”, doesn’t work with birds (also maybe intended?)
That’s all I can think of for now, maybe I’ll play some more and see if I can find any. ;)
Once again, thanks for taking the time to go through all this.
Back at it again! This new update is great, I especially love the green pearl event and the endless mode rework(s).
I’m pretty sure the angel/demon fight reworks are recent as well, the ability to swap out crew members is greatly appreciated. Also, the doctor allowing for (seemingly) infinite upgrades is really nice for more scaling. The spy adds a lot more options to battling as well, and I like how it overlaps with the ability to bribe, making pre-battle decisions more important.
In terms of the green pearl event, I feel like there could be different possibilities of what occurs. Resetting is great especially the first few times, but I was seeing him so many times (I had three copies of The Mark) it felt kind of useless. I suggest either some kind of drawback (maybe losing a relic?), or a chance for other things to happen - losing or gaining cargo, etc. Same thing for the spy and the chest, since it is guaranteed to do nothing if all crewmates have already been upgraded once.
Some sort of anti-soft lock feature for the clam guy (do they count as a mini-boss?) would be nice, even though of course just reloading the game works too. Before I figured out the gimmick, he wasn’t dealing any damage due to a reduce damage taken crewmate, making it difficult to figure out how to prevent soft lock. Perhaps them increasing their damage by one each turn? Not entirely sure, it might get out of control.
I never got the genie to work, although once I noticed some Ös and connected to potential names of crewmates. Will try to pursue that line of reasoning. For some reason, “pearl” or “frog” are not valid answers, but oh well.
I only noticed a few bugs (besides for the easily avoidable one of clicking things too fast). The biggest one was the Handy figurehead not working, the birds flew over but then just continued going with the carpenter.
The prince never got rescued by the king, which may have just been unlucky or something to do with resetting with the event. The ability to have them walk the plank helped out with that, though.
Stealing the last piece of cargo from a ship through the spy doesn’t kill them immediately, but luckily they go down after being shot which luckily avoids soft lock.

Haven’t been able to replicate it yet, but something about the bird boomer combo killing the enemy almost instantly combined with clicking “fire” leaves the dice frozen on the previous screen until the next battle, also making me unable to avoid the angel fight. (Although, it seems as though mandatory divine being battles might be intended?)

I think these new balance changes are great and add a lot more endless potential to the game, and makes the early game much more enjoyable. It seems the constant reset ability just makes it really easy for overpowered builds to be created, whether from pearl relics, 2-3x upgraded diplomat, or lots of splash damage birds, all of which are understandably late game but also not easily countered. Thanks for taking the time to read all of this!
P.S. Are they called trinkets or relics? They seem to be referred to differently, like the “mimic” one says (or at least used to say) “relic” compared to the description of the “trinket collector”. Alright, that’s all. Love this game!
Suggestion: a random curse applied every 10 (or 13 👀) infinite fights that counter each specific type of overpowered build. For example: “lose all spice cargo after a successful bribe” (super upgraded diplomat) “remove ability to gain additional relics” (tink), “all crew members are less effective” (bard + boomer/bob), and “split relic no longer creates new dice” (idk of a better way to counter an infinite pearl build)
That makes a lot of sense. The stunned effect doesn’t appear to go away instantly, so if crew members like scout and bosun are stunned and you try to loot dice too fast they won’t trigger. Probably the same thing happens when legacy triggers on a stunned crew member (he stopped being stunned once I rolled dice I think)









