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Screens

What you spend, and every port screen laid out and labelled — what each panel does and what it costs.

Screens — Pirate Twist

The only hand-written pages in this Codex: the game has no screens tab to copy. The prices, though, are read straight from the game's own constants, so a rebalance still moves them.

Resources #

Four things fill your holds, and each buys something different. They sit along the top of every port screen, so what you can afford is always in view. Gold is the universal one; iron is the one you run out of first.

Gold
Repairs, cannons, hull upgrades, special ammo, and resetting a skill branch at 50 Gold per branch
Wood
Patches the hull alongside gold (10 Gold + 2 Wood per 5 HP), and goes into hull upgrades
Iron
Structural only — buying a cannon and widening the hull
Crew Supplies
The crew's own currency, and nothing else touches it: training a hand to the next tier, and treating one who got hurt

The Port #

Home between expeditions, and the screen every other screen hangs off. It is a single painted harbour rather than a menu — five spots on the art are live, and each one brightens as you sweep over it. Your Gold, Wood, Iron and Crew Supplies sit along the top on every port screen, so you can always see what you can afford.

  1. The galleon at the dockYour ship. Opens Ship Maintenance — repairs, guns, hull and module fitting.
  2. The captain's houseThe Captain's Chamber: your skill tree and the captain roster.
  3. The crew houseThe Crew Deck: your berths, training, and the hands waiting ashore.
  4. The water routeSet Sail. Begins the next expedition, or resumes the one you left mid-run.
  5. The lighthouseEndless Voyages — a teaser. Not playable yet; clicking says so.
Reached from
Everywhere — every port screen has BACK TO PORT
Ship Maintenance — the screen in Pirate Twist

Ship Maintenance #

Where a run is actually won. Everything you spend Gold, Wood and Iron on lives here: patching the hull, buying guns, widening the hull's health pool, stocking special ammo, and deciding which modules sit in which slot. Cards grey out with the reason when you cannot afford them — "Need 25 Wood", "Hull at 100%" — so nothing is a dead end you have to guess at.

  1. Hull bar, topCurrent and maximum HP. Green above 60%, yellow 30–60%, red below.
  2. The ship, centreYour module grid. Empty slots are outlines; fitted modules show their art. This is where a module from the carousel gets mounted.
  3. ACTIONS rail, rightRepair (+5 HP a time), buy a cannon, and +50 max HP. Each shows its price and greys out with a reason when you are short.
  4. DAILY SHIPWRIGHTOne rotating module offer, refreshed daily on a timer shown in the panel. Its rarity is rolled 60/30/10 Common/Uncommon/Rare.
  5. AMMOChain, Grape and Fire shot, bought in batches. Prices scale up with expedition depth, so restocking late costs more than stocking early.
  6. MODULES carousel, bottomEvery module you own but have not fitted. Pick one here, then place it on a slot. Modules you no longer want can be dismantled for a small Wood refund.
  7. REBUILD HULLOnly after you have been sunk, and it takes over the screen until it is paid. The bill covers the upgrades you had bought, never the base hull — a stock ship always rebuilds free. Wreck twice in one voyage and a salvage surcharge stacks on top. If you cannot afford it you are not stuck: dismantling a module or downgrading the hull refunds salvage AND shrinks the bill, and a fully stripped ship is back to free.
Repair
10 Gold + 2 Wood per 5 HP
Cannon
100 Gold + 50 Iron
Hull upgrade
100 Gold + 25 Iron + 50 Wood for +50 max HP
Ammo
Chain 30g / 10 shots · Grape 20g / 10 · Fire 35g / 6
Rebuild surcharge
+5% per wreck this voyage
The Crew Deck — the screen in Pirate Twist

The Crew Deck #

Your roster on the left, the hands available to recruit on the right. Crew are the quiet multiplier — a trained Gunner raises every broadside for the rest of the run, and the effect compounds with the captain skills that point the same way.

  1. YOUR CREW, leftA grid of berths. Each filled card shows rarity, name, role, the bonus it is giving now, and what the NEXT tier would give.
  2. TRAINING barProgress toward the next tier on that card, with the UPGRADE button below showing its cost in Crew Supplies.
  3. LOCKED BERTHSlots you have not opened yet. More berths come from the Inspirational skill and from Lucky Treasure chests.
  4. AVAILABLE FOR HIRE, rightHands earned by completing expeditions, paged through with the arrows beneath the list. Empty until you have finished one.
  5. DISMISS · MUSTER ANEWLet one hand go from their card, or disband the whole roster and refund the supplies.
  6. VIEW MANIFESTThe full catalog of hands in the game and the milestone that unlocks each.
Training currency
Crew Supplies
Roles
Gunner · Carpenter · Navigator · Cook · Quartermaster · Lookout
The Captain's Chamber — the screen in Pirate Twist

The Captain's Chamber #

The only progression that outlives a run. Ships sink and crews scatter, but a captain keeps their skill tree from one expedition to the next — so this screen is where a bad run still leaves you stronger than you started.

  1. Header bandPortrait, name and epithet, the captain's passive traits, the LEVEL and EXPERIENCE bar, and how many skill points you have left to spend.
  2. Three columnsCOMBAT, NAVIGATOR and COMMANDER. Each column is a chain: the second node needs the first, the third needs the second.
  3. A skill nodeIts current tier out of its maximum, what it does, the exact effect at the next tier, and its prerequisite. Locked nodes say what is blocking them.
  4. RESETRefund a branch and re-spend it. Each column has its own reset, priced in Gold.
  5. Captain rail, rightAll five captains. You start with two and earn one more per campaign won; the ones you have not unlocked show the goal instead.
Persistence
Skill points and tiers survive a lost run
Reset cost
50 Gold per branch
Branches
Combat · Navigator · Commander