Davy X Jones Kraken Hunt Update Q&A With Creative Director Bartosz Kapron

Davy X Jones, the first-person pirate adventure game developed by PARASIGHT, launched into Early Access in August of this year, and its new Kraken Hunt Update brings a major shift to the game: third-person roguelite sky battles. To learn more about how this system works and what it means for future updates, I spoke with Bartosz Kapron, CEO of PARASIGHT and the game’s creative director, who was kind enough to answer some of my questions around the game’s permanent progression, bringing together two halves of a game, and what else the Sea of Clouds may hold!

Check back soon for our Davy X Jones Early Access Impressions to get our thoughts on the game so far.


You released Davy X Jones into Early Access on Steam on August 28th, and are releasing the Kraken Hunt Update nearly three months later to the day. How long have you been working on the sky battles system?

The idea’s been on our whiteboard since pre-production, but we did explore a few different paths before locking it. A few months ago, we committed fully to flying Abby and building Sky Hunts as a core loop – not a side mode – so they truly talk to the FPP ground game.

The breakthrough was the synergy: what you win in the clouds actually powers Jones on the ground (and vice versa). In short, the concept is old, the full commitment is recent, and the time went into making the two halves snap together.

The sky battles in the Kraken Hunt Update are a big departure from the grounded combat of Davy X Jones and even from Blacktail. Did the team have experience with this kind of third-person aerial/ship combat, and what inspirations or touchstones influenced its tone and feel?

You can’t stand still, right? We love threading gameplay with story, and while we’ve usually built different kinds of systems, we’re players first. Across past titles — and in BLACKTAIL with its many (some hidden) minigames — we’ve shipped a lot of varied systems, so this felt like a natural step.

For decision pacing, we looked to Hades, which I personally love, and added a touch of Vampire Survivors — touchstones, not templates. The spark for “owning the sky” comes from my old love, FFVII’s Highwind: that feeling of roaming a vast world from above, scouting POI, and choosing your line.

Our twist is Abby — half whale, half war machine — fresh to fly, and the team leaned into that fantasy fast without losing who we are.

The Kraken Hunt Update adds third-person roguelite sky battles to Davy X Jones. Was this always the intended design for this aspect of the game, or did it evolve?

TPP sailing was the intent from our first design meetings. We did flirt with an FPP-only scope for a while, but it broke the fantasy — we wanted the captain’s vantage and broadsides you can actually work, which TPP does best.

The moment we framed the sky layer as replayable Behemoth Hunts that feed the ground game, it clicked. From there, the system evolved in the right places: we added Orders (run-time choices that let you steer the build), Officer growth (meta that persists), and independent broadsides with separate reloads, so turning the hull and timing volleys actually matters.

We tuned the loop around short, high-agency runs with boarding moments that drop you to FPP — so sky victories genuinely change what Jones can do below. The Kraken became our first capstone because it teaches the rules — big telegraphs, readable danger — and fits the story of taking back the Locker.

And yes, Kraken Hunt is only the first Behemoth!

The Kraken Hunt Update adds new permanent upgrades for Davy and Jones. Can you give some examples of what players can unlock?

We expanded our Skill Tree — Davy (Head) and Jones (Body) — plus the legendary Swordbane and Gundrake. It’s not just numbers; it opens new ways to play: Skullhook lets you grapple to enemies with your own head — yes, Jones uses Davy as a grappling hook. You can also call in Abby’s Cannons, which rip everything around you in a kind of airstrike. We’ve got several Slug types — I particularly like Bubble Slugs, which trap foes mid-air. And, of course, the signature move: you can fire Davy like a grenade. The idea is simple: more control, more mobility, better crowd tools — every upgrade changes how you can approach a fight.

How does permanent progression work in the new roguelite sky battles?

Permanent progression lives in the Crew Tree and ship systems. The Officers you recruit stay with you, their levels and signature weapons, and the sky resources you bring back feed further upgrades. Your Order pool is also shaped by who you’ve recruited and your progress.

Separately, the Crew Tree grows your Officers. Each Officer you recruit adds a signature weapon to Abby for Sky Hunts (Torrent Cannon, bombs, lures, and more) and rolls that Officer’s Orders into your pool for the run. Between runs, you level them up — ramping damage, utility, and synergies — so it’s up to you which Officers you grow and what arsenal you build for the skies. And wins on the ground matter: the resources you gather below feed back into upgrading Officers, making your next Sky Hunt easier.

What resets each run are the Orders you draw and the encounter setup — Fortresses, Warships, some enemies — so every Sky Hunt plays differently.

How much variety can players expect between different Sky Hunts, and how does the Sea of Clouds change from run to run?

The Sea of Clouds is the Locker’s main expanse — home to its shattered islands and legendary Behemoths. There’s no fixed route: you fly Abby between islands, dock to switch to ground play, or pursue a Behemoth lurking between islands to enter a dedicated roguelite Sky Hunt.

The islands stay in place — your navigational anchor — while Sky Hunts change each time (encounter setups, enemy mixes, and the Orders you draw). During Behemoth Hunt early on, you’ll explore and build up — boarding Fortresses and Warships in FPP to earn epic Orders and valuable jewels — then pick your moment to challenge the Kraken.

Officers have fixed kits, but the Orders you pick during a Sky Hunt can significantly modify how those kits behave — cooldowns, charges, homing, damage types — so synergies keep evolving run to run. Looking ahead, we’ll keep the Sea lively with side activities: wrecks to pick over, smaller isles with odd NPCs, and bonus Hunts to chase.

There is a 2nd major update planned, which will mark the end of Chapter One of Davy X Jones. Do you plan to add more large-scale additions like the sky battles in Chapters 2 & 3? With the release of the Kraken Hunt Update, how do you feel about the rest of the roadmap you have for Davy X Jones?

We consolidated what were two drops into one bigger update, so players get the full two-halves fantasy now. From here we’ll widen and deepen the experience: new Behemoths (hello, Leviathan), fresh islands, more Officers, artifacts to chase – and BLACKBEARD on the horizon.

The foundation is locked; next, we’ll lean into what the community enjoys and sharpen anything that needs it. I feel good about the roadmap, and we’ve kept space to double down where it sings and trim what doesn’t.

Do you have any tips for players setting sail into the Sea of Clouds for the first time?

Sure – here are some handy ones:

• Work the broadsides. Port and starboard reload independently – turn to chain your volleys.
• Commit to a build. Pick Orders that fit your Officers; don’t hoard.
• FPP victories fuel your next Sky Hunt – Fortresses can grant epic Orders, Warships can hide Jewels you need.
• Stuck on the Kraken? Level your crew or recruit a new, unique Officer, adjust your Order path, and… strike again.

And a fun one to finish on: Are there sea shanties?

Right now – only in our hearts <3. But not for long. We’ve got a Musician Officer planned as a future addition to the Crew – actually a small band. If you recruit them, you’ll pick one to ride with you, and they’ll play in-world shanties aboard Abby. Each musician brings a different tune and vibe – some calmer for long cruises, others rowdy for boarding runs – so you can match the soundtrack to your taste and mood. It’s as much about color and company as sound: letting the Sea of Clouds sing back while you hunt monsters.


First and foremost, I would like to thank Bartosz Kapron for taking the time to answer my questions. It has already been a thrilling few months for Davy X Jones and the PARASIGHT team, and by the sounds of it, 2026 will be filled with more swashbuckling excitement. I look forward to seeing how the Sea of Clouds, The Locker, and the delightfully devious duo of Davy and Jones grow over the next year, and I plan to follow this legendary voyage to its full release.

Davy X Jones is available on PC via Steam in Early Access, and is currently priced at $17.99/£14.99 (or your regional equivalent) with a 20% discount. The price of the game will increase as the developers add more content to it, so “join early, save money, and roast more enemies!”

Have you already tried the Kraken Hunt update? Come and join the Gamer Social Club Discord to talk about Davy X Jones and all your favourite games!

Harry Glynn Jones

Just a dad of two with 30 years of gaming under his belt. Advocate for more mascot platformers. Enjoyer of RPGs, Metroidvanias, Puzzle games and Indies. I love all things video games and would like to make one someday. I play them, I talk about them, might as well write about them! Lead Guides Editor for Gamer Social Club.

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Davy X Jones Kraken Hunt Update Q&A With Creative Director Bartosz Kapron

Harry Glynn Jones

Just a dad of two with 30 years of gaming under his belt. Advocate for more mascot platformers. Enjoyer of RPGs, Metroidvanias, Puzzle games and Indies. I love all things video games and would like to make one someday. I play them, I talk about them, might as well write about them! Lead Guides Editor for Gamer Social Club.

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