Salt 2: Shores Of Gold Review
Cannon-Less Freebooters

HIGH I need to know what is on that island.
LOW Another chest of junk was on that island.
WTF What is piracy without cannons?
Salt 2: Shores of Gold is a first-person role-playing, exploration and sandbox adventure themed around piracy that sailed out of early access in November, 2025.
As is standard with any role-player rubbing elbows with a ship, the story opens with my character surviving a presumed shipwreck — and this happens often enough to be a running gag. A blurry figure greeted me, excited I survived. They then departed for destinations unknown while I suffered another brief blackout before the tutorial.
The tutorial was typical fare for anything involving crafting and survival mechanics these days. Several scattered books gave tips to help me along as a new player, and by the end of half an hour, I was the proud owner of some half-usable crafting materials and a ship of my own.

I set sail following my heart to see what was on offer. As I began my journey, the uncooperative wind danced aimlessly behind my sails more than a fickle mermaid princess celebrating the find of a new dingle-hopper. I assumed this would hinder my progress, but soon discovered that the wind held little sway over my course — in fact, neither the wind nor ocean current presented an impediment. I was free to sail anywhere I liked, with the only thing impacting me being when the ship bounced on waves.
I had hoped for a bit more immersion with the sailing physics, but the graphics and audio filled in with the sun and moon charting their course through the sky, casting beautiful shadows. Together with the sounds of the sails and ocean, it created serene moments as I marked new islands with my sextant. The music came and went gingerly, never overstaying its welcome and setting a wonderful mood for exploration. Unfortunately, this serenity was jarred by islands popping into my spyglass due to the game not being able to manage immersive draw distances.
Setting foot onto an early island gave me a taste of combat, and it was bland like stale hardtack and watered-down grog. The only complexity in the first-person shooter-style gameplay was a basic parrying system that didn’t help when I was outnumbered. I also noticed that a mechanic from pen-and-paper games was a stowaway here — I was “rolling” critical failures indicated by red damage numbers popping up. Even when making a headshot with my flintlock from stealth for bonus damage, I often got minimum damage rolls, ruining my opening attacks at random.

These critical failures dismantled all feelings of power from gear upgrades and made dungeon delving for better kit feel like a waste of time. There were ways to mitigate this through randomly-generated gear traits, but I lacked the resources to craft equipment early on. By hour ten, I stopped caring and healed my way through combat setbacks with copiously provided potions as I took advantage of the easily confused, often-stuttering enemy pathfinding.
My hopes for sea combat were dashed as all ships I encountered ended up being friendly shops. Despite a non-player character mentioning cannonballs, I never found a single cannon to pilfer or fire. The only quarry to sink my cutlass into were pirates, undead, and animals — and even then, on the islands only. There were no beasts or other freebooters to combat on the seas.
Island exploration also sunk. Salt 2 uses procedural generation to randomly place islands based on a seed, though the islands themselves are pulled from handcrafted assets with pseudo-random points of interest. In about six hours, I had seen the same underwater cave multiple times with loot in the same spots. Boredom followed swiftly.

Puzzles found on these islands posed zero intellectual challenge, with none more complex than pulling levers in the correct order, and there was always a note that told the answer. The only one that held some promise was a brief riddle towards the end of the major quest chain for the Sea Divers Guild. However, even that quest was no more difficult than paying attention to where each statue was looking.
Acquiring loot from enemies, random containers, or treasure chests brought terror-inducing flashbacks of Bethesda-style grabbing of everything that was not nailed down. It was an unwelcome feeling and never felt satisfying, and searching islands or dungeons for treasure chests often yielded junk. The only notable find was a legendary recipe for a spyglass that required hours of leveling skills to craft.
Speaking of crafting, the system is tiered and basic as the rest of the experience. Each level of equipment is locked behind a secondary skill that requires spending time and resources to level up. I attempted to make better gear often, but could never find new recipes from shops. This forced me to try and hunt for them, but I never managed to discover even a middling boot recipe in my 30 hours with Salt 2.

All of this lead me to one poignant conclusion — none of this content made me feel like a pirate.
The pirate theme was everywhere, but rather than imparting immersion, it felt like a cheap Halloween costume, flimsy plastic sword included. Also, after 30 hours, I had died a total of two times — once in combat getting my sea legs, and again from a buggy fall due to the complete absence of climbing mechanics. Taking risks is a key facet of piracy! My ship was unsinkable. There was never any risk of drowning. Food was copious. I could always strike enemies unopposed and heal near infinitely. Bosses had no unique abilities or mechanics to challenge me.
Ultimately, I can’t imagine who this game was for. If it was directed at children I could understand the level of difficulty, but the thin content and basic systems will hardly appeal to seasoned players. If Salt 2 were a ship, it would give the Kraken indigestion.
Rating: 3 out of 10
— John Powell
Disclosures: This game is developed and published by Lavaboot Studios. The game is currently available on PC. This copy of the game was obtained via Steam as a paid digital download by the reviewer. The game was reviewed on PC. Approximately 30 hours were devoted to the single-player mode and the game was not completed. 0 hours of play were spent in the multiplayer mode.
Parents: This game is not rated by the ESRB. The game includes depictions of blood, alcohol use, mild violence, mild horror, references to gambling, human remains, references to cannibalism, and suicide.
Colorblind Modes: No colorblind modes are available.
Deaf & Hard of Hearing Gamers: The game does not offer subtitle settings. The introduction cutscene contains subtitles. All other dialogue is presented via written text regardless of audio settings. Spoken dialogue when interacting with non-player characters is flavor dialogue only. Enemies have non-subtitled audio cues when reacting to the player. This game is not fully accessible. Interface and written text options include: English, French, Italian, German, Russian, Simplified Chinese, Portuguese for Brazilian audiences, and Spanish for Spain and Latin America audiences.

Remappable Controls: This game offers fully remappable keyboard controls. Full controller support is offered through Steam for Xbox, DualShock (USB Only), and DualSense (USB Only) controllers. Controller buttons are not remappable in game, but are remappable via Steam interface. The game displays controller face buttons and their functions through user interface context hints. Keyboard binds are similar to first-person shooter-style WASD schema. The gamepad had a mostly standard setup based on Xbox controllers — left stick move (click for sprint), right stick look (click for crouch), A for jump, and X for use. An odd choice was the right bumper was dodge and right trigger was attack. Left bumper is reserved for the weapon wheel and left trigger is block.

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