
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!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best KR #67, worst DE #83 · 2 markets collected
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
The Golden Age of Piracy is coming to an end – as the high seas are commandeered by the Crown’s pirate hunters, an era of adventure and plunder comes to a close… unless you can save it.
Corsair Cove is a city builder that challenges you to think tall as you build without constraints on cliff-faces and hilltops and manage complex production chains that span across great lengths and heights. Manufacture everything from spyglasses to cannons, equip your crew, and build mighty ships to take to the seas and wage war against the Crown. Raid and pillage nearby islands to acquire what you can’t make for yourself, exploring uncharted lands to uncover great treasures and threats alike. Above all, keep your crew in high spirits as your numbers grow – it’ll take thousands of pirates to keep the Jolly Roger flying!

Starting on a deserted island with nothing but the wreckage of your ship and its surviving crew, you’ll need to use the ingenuity of pirate engineering and the power of precariously perched pathways to take full advantage of the opportunities that lay ahead! With the ability to truly build anywhere, the sheer cliffsides and scarce flat land will push you to new heights as you establish a safe harbor for all pirate-kind.
Growing from a humble haven to a formidable fortress, your island is not just a home for your crew, but the last bastion of your way of life. Build everything from living quarters and taverns to piers, cannon foundries, and defensive fortifications to create a truly safe harbor, taking advantage of every inch of flat surface – horizontal or otherwise – to expand your capabilities.
Use complex systems of bridges, ziplines, and contraptions of all kinds to efficiently move goods from place to place. Production buildings will need raw materials, and finished products need to be taken to distribution hubs – the efficient movement of goods across the chasms and cliffs of your cove can be the difference between life and death.
Spread your influence across the vast island to gain access to distant resource deposits of everything from iron and copper to lumber and fiber. But beware – as your buildings spread, travel between them becomes more challenging to keep efficient. The looming threat of the Crown’s lackeys requires an armada in response, and a growing population will send you chasing after advanced resources and production chains to meet their needs.

Bread and booze can only sustain a pirate for so long, and the more capable among your crew will demand the finer things in life if you expect them to stick around. What’s more, a fully-equipped armada has needs of its own, with more powerful ships requiring more advanced equipment and specialist crew with their own demands. It takes a lot to upset a population of pirates, but if their needs are ignored for too long, they won’t hesitate to abandon the cause, and leave you truly stranded.
From the drifters awaiting assignment to the fetchers, builders, and workers of varying skill levels operating your production buildings and keeping your supply chains operational, each population type will have its own needs.
At sea, while lowly pirates will happily crew a small ship with some stew, ale, and rum on hand, truly powerful ships need more. With specialists ranging from bombardiers and navigators to marauders and renegades, you’ll need a stockpile of spyglasses, medicine, sabers and more! The most formidable ships, meanwhile, need a crew of elite sailors ranging from the descendants of the first buccaneers to veteran corsairs who require a steady supply of tobacco, pistols, and eye-patches.
Fine-tune intricate, sprawling production chains to manufacture and distribute over 50 different types of goods – food from basic hard tack to turtle soup and roast bird, clothes from slops and boots to fancy attire and jewelry, and everything else ranging from peg-leg prosthetics to bottles of booze and guns of all sizes.
Take to the seas and explore nearby islands for the opportunities and treasures they hold – some vital resources can’t be produced on your island, and you’ll have to set sail and raid locations littered around the map to acquire everything from grain and coin to whale blubber, silver, and wine.

The seas beyond your island are vast, teeming with opportunities and dangers. Use the resources available to you to build ships, hiring and equipping crew and captains to set sail on expeditions around the map. Find and aid others as they aim to rebel against the Crown, uncover great treasures that can help further your cause, and witness pirate myths come to life as you take on monstrous whales, vicious krakens, and otherworldly threats as you seek out legendary pirates to join your motley crew.
Travel to distant lands in uncharted waters to unveil and engage with unique events happening throughout the archipelago. Help smugglers transport their wares, seek treasures hidden in ancient temples, and gamble, raid, and attack enemy forts and fleets to regain control of the seas. The outcome of these events will be determined by the mettle of your crew, and the resources you’re willing to sacrifice – will you pass on your black powder reserves to arm a distant rebellion while weakening your own defensive capabilities, or would you rather leave some sailors behind to train the locals at the cost of productivity at your camp?
Track down and intercept enemy ships as they sail towards your island, engaging them in turn-based combat where the choice of ship, crew, and captain, combined with your tactical prowess, determines the victor.
Erect defensive fortifications in strategic locations around your island to eliminate enemy ships that sail too close in a hail of cannon fire. If your own ships are away, these military fortresses and gun towers are your last line of defense, standing guard as long as you can provide them with a steady supply of cannonballs and black powder.

Corsair Cove will give you the freedom of choice that every self-respecting pirate expects! Pursue quests at your own pace, develop your society along four distinct dimensions, and chase the advancements that best suit your playstyle and priorities as you face off against the Crown.
As you pursue Notoriety, Empire, Seafaring, and Wealth, you’ll unlock new tools of the trade under each category, granting you access to additional buildings, the production chains that come with them, and more powerful ships to take on increasingly dangerous challenges. Chase after the Entertainers’ Guildhall to boost productivity within an area, or pursue ziplines to hurry your pirates along their routes! Build society as you see fit, and take on challenges in your own unique way.
Engage with unique questlines to defeat the Crown, taking on beasts from legend and powerful strongholds alike, and pursuing your quarry through treacherous waters. These quests will take great preparation as they ask you to batten down the hatches and go full-sail into danger, presenting unique combat scenarios and engagements that rely on your ship, its crew, the captain on deck, and your own tactical temperament to see success.
Build a great pirate society and govern over your band of buccaneers to keep the Golden Age of Piracy alive!
Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99−25% | 3.1Kreviews | 85% | — | $5.1M |
| $39.99 | 311ratings | 70% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 1978 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Brilliant game, I absolutely love it.
高さを利用して拠点を拡大していく。また船で海賊行為をして拠点や船そのものをパワーアップしていくPRG的な要素と個人的には面白く遊んでおります しかし人材難にすぐに陥りますな 人を雇うのが楽になる施設とかあるのかしら
It's good.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese, Portuguese - Brazil*languages with full audio support
| $39.99 |
| — |
| 94% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Awesome game. Room for quality of life things but overall an outstanding resource management game. Recomended!
Pretty neat game, recommend for people who don't mind logistic challenges in city builder. There is essentially two subgames rolled into 1, with a pretty satisfying progression system: 1. Supply chain simulator. You extract raw resources, combine/turn them into intermediates, then final products, then deliver them to your demanding cities. Protip for new players: warehouse is your friend, build more of them! This is by far the more challenging part of the game: Distance DO matter, it cost lots of coins to upgrade the transport chain, and you very likely end up with a "spaghetti". I think the difficulty is probably similar to mid-late game Anno 1800. 2. Card game. This is how your ship fights/loots/explore. Honestly this part is quite barebones and pretty much a stats check aka not much tactics. You obtain a lot of important resource this way (aforementioned coins, population, some rare resources, and tech progression), so it's kind of a payoff for your effort in supply chain. Maybe there are ways to make this more engaging e.g. allowing player skill to matter more and/or add mini-progression here too; I'll leave this to the devs. Progression system do feel great: There is a "tech tree", which unlock ships with better stats (see above), some boring buffs/buildings, but also some insane QOL buildings. [spoiler]The Great Lighthouse cut ALL pirate upkeep by 1/2, which consider the complicated logistics required for production and service chain, make the island part of the game maybe 3 times easier? Then there is also the Ocean Coloseum, which removes all crew lost in the card game as long as you don't lose all of them[/spoiler] Man it is satisfying to unlock these! Note: aside from these there are also many questionable upgrades in the same system, and hiding among them insane value ones [spoiler]e.g. the quarry upgrade is extremely good[/spoiler] The content available in this game is also quite plentiful at time I play (release). Many (maybe cliched) storylines, voice acting, 3 maps. Overall a good purchase!
I don’t usually go for games like this, but something about it drew me in. What you’re getting is a resource‑optimising city builder with sea combat and exploration layered on top. The story is fairly thin, but it does enough to keep the narrative moving. Being able to build on cliff faces adds a lot of charm, with planks and rope bridges crisscrossing everywhere. By the end, the whole map is absolutely nuts with how much is happening at once. Just keep in mind: it’s a city builder first and foremost. The rest of the game runs on a card‑style system that works well enough, but toward the late game you barely read or care about the cards anymore. If you’re like me, it’s the charm and theme that carried the experience. I had fun - It’s certainly worth a look! Maybe spoilers ahead: The recent patch notes asked for feedback, so here’s mine from a full playthrough: -I would’ve preferred fewer “use X captain Y times” objectives, especially in such high numbers. They pushed me into using the same captains over and over, basically for the entire run. Something that encouraged rotating captains for different reasons would’ve felt more engaging. -The captains themselves are pretty samey. They each get a card and a bonus, but by the late game it all feels a bit “meh” once your resource generation is high enough. Some unique quests or captain‑specific events would’ve helped I think. -I can only assume you expect players to build the lighthouse, because without it the resource drain for four high‑level ships is insane. With the constant need for eye patches, peg legs, swords, clothes, etc., I imagined an island full of blind, double‑peg‑legged maniacs who need a new outfit ten times a day. I did wonder whether a one‑time outfitting cost plus a small upkeep might have been a more streamlined system, though that might reduce the building‑optimisation aspect, which may be what you were aiming for. -The gold curve felt off. Early on it never felt like enough, and by the end I had fifty times more than I could ever spend. -More sea shanties. I mean c'mon...
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O Corsair Cove dowiedziałem się u zakolaka i o ile połączenie gry strategicznej z tematyką piratów było wystarczające żeby mnie zachęcić do zakupu, o tyle jak dowiedziałem się o budowaniu na skarpach to nie miałem cienia wątpliwości, że muszę to kupić. Budowanie i zarządzanie osadą jest zbiorem wielu ciekawych pomysłów, które w mniejszych fragmentach widywałem tu i ówdzie w innych tytułach, ale mimo to czuję, że Corsair Cove wprowadziło w tym wszystkim sporo świeżości i od tej pory budowanie do góry będzie dla mnie zawsze domeną 'piratów'. Zdecydowanie ten aspekt gry daje dużo funu i potrafi pochłonąć na wiele godzin ale najlepsze jest to, że to tylko połowa tego co ma do zaoferowania. Otóż wysepka na której mieści się nasza osada jest częścią większej mapy na której nie tylko poznajemy dalszą część historii naszych piratów, ale też prowadzimy bitwy morskie czy szukamy skarbów. Tylko w tym wszystkim jest pewien ciekawy twist - aktywności wykonuje się poprzez wyciąganie kart i rzut kością, co dodatkowo podkręca piracki klimat. Szacun dla twórców za te wszystkie fajne pomysły! Mam tylko nadzieję, że Corsair Cove będzie dalej rozwijane, bo ma ogromny potencjał.
This is one of my most anticipated city builders of the year, hands down. My interest grew significantly after playing the demo, which is also one of the lengthiest I have come across. Steam Curator: store.steampowered.com/curator/36307721-Healthy-Criticism/ The big twist with this game is that most of your city is built on cliffs. Your people navigate the settlement using bridges, ladders, zip lines, elevators, and other means of getting around. Another mechanic is the fetching system, where buildings must be assigned to fetch various resources. This is done automatically for most buildings, but warehouses require manual fetching if you want to store a resource for easy transfer and access. This setting can be toggled off, but I highly recommend leaving it on. Unlike Anno, where you meet a house's desires to upgrade it, this transaction must be completed beforehand. To attract a higher tier drifter, you must first meet their requirements by producing what they need, then use those goods to hire them. Specialty crew members do not need a specialised residence to stay in, which makes the process quite unique. Naval exploration is not handled as manually as in Anno and similar games. Instead, you select a mission and send a ship out. Those missions either reveal more of the world or reward you with various goods, including drifters. Which brings me to the biggest challenge the game has presented so far: acquiring drifters. Drifters are people on standby who become either pirates or ship crew after you hire them or build houses to convert them. Pirates cannot become crew, but crew can be disbanded and turned into drifters again to turn into pirates. Each can only be used in their respective roles. Sometimes random events give you a choice of circumstances, and if you are lucky, one of those choices rewards you with drifters to convert as needed. If you find yourself running low, be prepared for some intense micromanagement. The traditional research tree has also been reworked into a deed system that satisfies four different categories, each unlocking a new utility or upgrade thematically tied to it, at least for the most part. At first, Corsair Cove feels a little overwhelming. Once you get the hang of things however, you learn to strategise your expansion better, and each new camp you build is a little more refined than the last.
i like it
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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