
Build a sprawling pirate haven, raise a fleet to explore the high seas, and take on the Crown to keep the Age of Piracy alive! From ale to flintlock pistols, and from scallywags to swashbucklers, you’ll need to manage complex production chains and govern a rowdy crew to reign supreme over the seas!
Most likely between $3.5M and $9.9M. How we estimate →
Median error on 8 reported games ·
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2004 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I absolutely love this game. I guess it's a mix of Settlers and Anno. I picked the game based on hype in Edge magazine and just tried it out from the release. Little bit of a random pick for me. I usually play strategy games like W40k games (Rogue Trader, Daemonhunters), Total War, Civilization, Jagged Alliance and Transport Fever. This game really suits for my taste perfect. I like that there is proper story for a strategy game and I find the characters and the story funny. I like that the resource supply chain is rather light weight and I don't need to consider too much things or details when managing resources and the base. I also like the combat system on events. It's very approachable and same thing applies there as for the management that it's quite light weight. You need to consider the moves but you don't need to go too deep on details. I think I got from Jagged Alliance 3 pretty much same overall vibes. For me, it seems to be successfully developed game. I find there very little to complain. Some minor things like HUD, which could be more descriptive for strategy game (I miss texts in building icons). I wish the resource supply chain tree could be more accessible in places than it is now. You can access it when you start to build with one mouse click, but same approach could be applied also to other places. But on the other hand, HUD also gives plenty of information when you just hover cursor over icon. So in some places it's splendid but in some places it requires some improvement.
Macht Spaß, mehr muss es nicht. =)
It’s a lovely game. If you enjoy the expeditions in Anno 1800, colony-building in the style of Tropico or Anno, and, of course, pirates, you should have a pretty good time here. The vertical building system also feels relatively novel and is very well executed. As mentioned before, I personally really enjoy the dice-based encounters, and I hope more of them will be added, with greater variety and more interesting outcomes.
Really fun and dynamic citybuilder and resource management game with a bunch of fun pirate captains to tell the story. It being fully voice acted adds a lot of character to the game. Some more automation options such as a way to automatically sell goods in the trading post would be nice. UI is clear and informative without getting in the way.
Wuselfaktor, Produktionsketten und das mit Piraten! Tropico 2 Remastered und nochmal besser gemacht.
Une pure tuerie. La gestion des ressource me rend dingue mais c'est le pieds totale ^^
Das Spiel ist erfrischend anders. Volle Empfehlung!
Such a fun game, did not expect to enjoy it that much. What really sets it apart is that even 11 hours after starting the campaign, it still feels entertaining with new things to do and discover.
I love how the ship`s mainmast flag flies fully open against the wind`s direction!! (LOL) All in all though, so far an enjoyable game; the vertical cliff building and animations are pleasing. And did I mention the Pigs?!
I've been back and forth on writing a review. I really love the pirate haven theme and the vertical city building. My first play session stretched to four hours due to being enamored with how I could string together ziplines, rope bridges, and cliff paths to build a precariously balanced settlement amidst the cove. Why I ultimately would not recommend this game. The mechanics that are driving the pirate haven simulator are rather dry. Both the story and adventures feel tacked on to what is a pretty inspired city builder. The "combat" or events are more or less static screens which never really explain what the point of rolling your dice are. They break down into categories of naval combat, melee/personnel combat, sneaking around, chasing a ship down, and other variations of this. None of them really feel any different. If you match the recommended stats for the encounter and then pick the emblems on your card to match the card the enemy is playing you more or less always win. Each card takes supplies which cost ship health or pirate lives to restore, I typically have to send my ship home to dock due to a lack of supplies than any negative experiences with combat. This takes 5-10 mins once you get outside the initial ring of isles around your cove. The characters themselves are pretty uninspired. You have a stereotypical blackbeard character (Teach) that's always whining about not having a good enough ship. On top of that when I try to appease him by sending him out to combat (which is what he seems to always be hungering for) he'll occasionally remark something about it being more or less pointless. Something along the lines of "I don't know why we're evening doing this". That's pretty much how I feel about the excursions beyond the cove. Had I realized earlier in my playtime that the building would eventually fall flat due to it propping up gameplay I did not enjoy: I likely would have returned the game. Optimizing the productions routes with the vertical building is very fun and the primary appeal for me. Ultimately I would prefer a massive production line simulation across multiple islands, organizing trade routes as you go, to the actual adventure gameplay present in the game.