
As the captain of the pirate ship Sam, you'll dive into the adventure of a mystical archipelago brimming with secrets and treasures. Utilize your pirate skills and ancient artifacts to rescue your crew members scattered across various islands and uncover the dark secrets of a mysterious temple.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 11 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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.
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Увы, но довольно слабый проект получился. Не хотелось бы сильно ругать работу разраба-одиочки, но всеже нужно описать что не так. Если я верно помню, то разраб вдохновлялся Лопатным рыцарем. Но в чем же фишка лопатного? В том что он ни в чем не инновационен, но сделан, выглядит, звучит, и играется на отлично. К сожалению тут не так. Можно канешн сказать "поддержи отечественного быка производителя", но давайте все же поддерживать хорошее, а не вообще всё. Графика довольно слаба. Тоесть игра не выглядит круто. Пиксельарт и анимации не удались. С управлением на геймпаде есть проблемы. На боксовом геймпаде не работает левый стик, который на передвижение. Вместо него работает крестовина. И если на геймпаде от логитека например есть переключение между стиком и крестовиной, то на обычном её нет. Я со времён СЕГИ не управлял персонажем в платформере при помощи креставины, и это очень не удобно. Мобы унылы, боевка тоже по сути растянута. В этоге лупить мобов, особенно в форме проклятого, долго, и все это играется очень и очень средне. Очень много репитативности. Структура каждого из пяти островов одинаковая. Везде есть заплыв на лодке. Везде есть уровень без лодки. Безде есть арена которая повторяет мобов с двух пройденых уровней. Везде тестовый забег по гробнице, со знамоством с проклятым писюнчиком команды, и потом еще раз гробница где мы уже бьем босса. Ну и типа выбор на каждом острове одинаковый. Прокачка есть. Прокаченые способности, плохо забаланшены, их аж 4, но единорвеменно выбрана тока одна, и расход энергии на них суровый. Очень суровый. По сути тока на боссах их и пользовать, ради доп урона. Баланс плохо продуман. Набор энергии ради использования способности это плохая идея. Также плохая идея это некий рейтинг от которого зависит набор валюты для прокачки формы призрака. Он не всегда включается, и довольно часто мобы дохнут не проронив ни одной белой монетки. Ну и одноразовые способности, что на островах, что в гробницах довольно унылы в целом. В общем всё очень и очень не очень. Бывало уже такое что начальные проекты входят комом, но последующие могут быть лучше и сильно лучше. Понадеемся что и тут будет так же.
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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, Simplified Chinese, Japanese, Polish, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 27 reviews with recorded playtime.
Играл еще в пролог и было круто, теперь можно оценить полную версию. С уверенностью говорю, что это очень качественно и хорошо, однозначно к приобритению! Советую играть на джойстике, если есть. p.s. За секретки и боссов отдельный лайк, стадии, мувсеты, игра наказывает за бездумный пропуск ударов и в этом свой кайф)
<3
"Corsair's Madness" is a 2D platforming-adventure where you play a pirate captain trying to break a spell on an forgotten archipelago that has cursed his crew and himself. There are three distinct "modes" of play: Playing the captain on foot, being in your possessed form and travelling by boat. You hop from island to island and there are also different new mechanics exclusive for that island (both in and out of the temples). This overall makes for quite a nice pacing. Add some puzzles and some secrets (which are quite simple to figure out) and you get a broad pallette experience. Alas, some of the spritework and animation can be a bit blocky and stiff (but the temple-creature designs look cool by the way). And as the game progresses (and you playing it in the intended way, trying to save your crew and getting permanent stat upgrades along the way) you can easily facetank the bosses making them rather trivial (maybe getting fully healed after a boss cycle is a bit much). All in all a charming and creative box that does not overstay it's welcome and keeps things fresh (and takes around 5,5 hours to leisurely 100% it).
At first, I thought this was basically a mid NES game made in 2024, and was wondering if that was worth the asking price, but it's even worse than that. The combat in this game is extremely simple, so you would think it would only be a small part of the gameplay, but instead a lot of focus is put on using your basic sword swing to get through enemies with an annoying amount of health, and the game often even blocks you from progressing until they're all dead, almost as if it knew it had to force the players to fight these enemies, because no one would willingly. Also, why does this game make you use two button presses at the same time to dash when it could have just used one? It's not like this is a real NES game that has to make compromises because it's stuck with four buttons. I fell down bottomless pits a couple times because my muscle memory found this unintuitive. Moreover, this game is just uninteresting. Mid graphics, mid music, mid world, mid characters. There isn't even a good enough flow for this to not overstay its welcome, since there are a lot of empty or nearly empty rooms scattered in dungeons that I don't understand the point of. Why make an entire room with one jump and one easy enemy? There are also a lot of destructible walls that needlessly slow you down. Get a random NES game from a thrift store instead, because that will statistically be better than Corsair's Madness.
This is a fun to play indie game with graphics similar to NES style, lots of puzzles and platforming sections which adds to the fun. The boss fights weren't much of a challenge, however the game overall experience was amazing. Recommended with an overall rating of 8/10
Corsair’s Madness is a side-scrolling action platformer developed by Old Prawn and published by Madnetic Games and Playway S.A., designed as a nostalgic homage to classic 8-bit and 16-bit era games while incorporating some modern mechanics and presentation. The game centers around Captain Sam, a pirate shipwrecked in a supernatural storm, who finds himself stranded on a mysterious archipelago filled with temples, curses, enemies, and magical powers. From the opening moments, the game immediately throws you into its blend of traditional platforming and exploration with a pirate fantasy twist. It’s an inviting and familiar setup that quickly becomes a more layered experience as you progress across the game’s five distinct islands, each hiding their own hazards and mechanics. At its core, Corsair’s Madness operates within familiar genre boundaries: you move through levels, battle enemies, jump between platforms, avoid environmental hazards, defeat bosses, and find hidden paths or collectibles. The platforming is relatively tight and responsive, and movement feels solid whether you’re navigating narrow ledges or leaping between moving platforms. What elevates the experience is how the game introduces new gameplay elements through mystical upgrades and environmental tools, such as grappling hooks, gliding wings, or enchanted items that temporarily transform Sam’s abilities. These tools allow for increasingly vertical or puzzle-like level designs, and as a result, later stages feel more dynamic and challenging without relying solely on enemy count or speed. The combat system is simple but effective. Sam primarily fights with his sword, slashing at skeletons, cursed birds, sand monsters, and undead pirates that block his path. The enemy variety is broad enough to keep encounters fresh across the game’s islands, and different regions introduce new foes and hazards that require slightly different tactics or movement. Boss battles, while not punishingly difficult, are some of the most creative segments in the game. Each boss has distinct patterns and often involves some form of environmental manipulation, multi-phase fighting, or use of one of Sam’s acquired tools. These moments provide memorable spikes in challenge and give a sense of progression, especially when paired with the game’s slow but steady upgrade curve. Visually, the game embraces pixel art in a lovingly detailed way. The islands each carry their own thematic identity, from windswept beaches to haunted ruins and ancient, puzzle-ridden temples. Character animations are fluid and readable, and enemy designs stand out clearly against the background, which helps when chaos breaks out on-screen. The game’s use of color and contrast supports both clarity and atmosphere, giving every environment a distinct tone without overwhelming the player. The soundtrack leans into retro chip-tune aesthetics with pirate flair, enhancing the throwback experience without feeling too repetitive or intrusive. The combination of retro graphics and music is cohesive and confident, clearly the work of developers who understand the genre's roots. One of the game's more distinctive features is its use of mystical possession and artifacts to alter Sam’s capabilities. Throughout the adventure, players find cursed or enchanted items that temporarily or permanently affect movement, combat, or puzzle-solving. This can include anything from turning into a spectral version of Sam who can pass through barriers, to gaining increased speed or resistance to certain traps. These additions offer mechanical variety and keep gameplay from becoming stale, especially when layered into platforming segments where precise movement is required. However, the game doesn’t always fully capitalize on these mechanics. While the changes in gameplay are welcome, some powers feel underutilized and fade into the background once their core use is introduced, rather than evolving through new combinations or more demanding challenges. In terms of pacing, Corsair’s Madness does a good job balancing action, exploration, and storytelling. Levels vary between straightforward combat sections and more puzzle-focused zones that require observation and experimentation. Secret areas and collectibles are hidden behind platforming challenges or environmental clues, rewarding attentive players without becoming overly obscure. There’s a light metroidvania influence in how some paths open up only after certain tools are found, though the game is more linear in structure overall. Between levels, players can access shops or altars to upgrade health, abilities, or gear, providing a light RPG layer that supports more aggressive playstyles or risk-taking in tougher stages. Where the game shows some limitations is in replayability and long-term depth. While exploring and mastering each island is satisfying on the first run, the game doesn’t offer extensive post-completion content or deep branching paths. Once you’ve cleared the story and found most secrets, there’s little incentive to replay beyond personal challenge or achievement hunting. Additionally, though the difficulty curve is generally well-balanced, veteran players might find much of the game a bit too easy. Boss fights and platforming sections are creative but rarely punishing, which may reduce their impact for players seeking a more intense challenge. On the technical front, Corsair’s Madness is well-optimized. It runs smoothly even on modest hardware, and the controls are responsive whether you’re using a keyboard or a controller. The user interface is clean and non-intrusive, and menus are easy to navigate. The game supports Steam achievements and cloud saving, and offers multiple language options, making it accessible to a wider range of players. The overall presentation is polished and consistent, which is especially notable given its relatively small development team and modest budget. Corsair’s Madness doesn’t try to reinvent the wheel, but it doesn’t need to. It’s a game that clearly understands the joy of classic platformers and enhances that formula with a modern sense of flow, mechanical variety, and environmental storytelling. For fans of retro-styled games, pirate adventures, or action platformers with just enough new ideas to feel fresh, this is an easy recommendation. Its greatest strength is how confidently it executes its vision without bloating the experience. While it may not appeal to those seeking massive depth, roguelike systems, or complex narratives, it’s a well-crafted, charming, and accessible adventure that knows what it wants to be and delivers with heart and polish. Rating: 7/10
可以看的出制作人也是复古游戏一路玩过来的硬核玩家,游戏灵感很明显有提取自FC名作《唐老鸭历险记》与《铲子骑士》等诸多优秀前辈的要素,手感制作还算优秀,关卡设计比较讲究,8Bit风格BGM挺带感,选关设计为大地图方式,城镇任务的布置也促进了玩家对于关卡的反复探索挑战,总体素质很不错的游戏。 唯一比较明显的缺点是机翻比较严重,对话感觉味道不太对,如果未来能优化下本地化水平会更好。
I'll say, this game has a lots of fun mecanics and platforming and even a surprising amont of variety. It is fun, but I hate to say it isn't without flaws. The biggest one is the lack of challenge. I think a remember playing a demo version that was way harder than what the finished product is now. Still, even without much challenge, everything feels tight and right and there is variety of gameplay in there, with the normal and mask gameplay in addition to different power ups per islands. I do recommend it, but if I had to rate it, the lack of challenge bring it down a little to a 7/10.
Criminally underrated gem of a platformer game here! The gameplay is simply smooth and very well done. This isn't so much of a precision platformer as it is an action packed one. You start in a town and chat with some locals. Each town is on a different Island, think Worlds from Mario Bros. One local gives you a unique ability that is only used for the levels of that world. Another one tells you the big bad is here and you should probably investigate. Then you have the person that gives you a clue on where a secret could be. And the other is a shop keeper which has items that help you along your way. These items are primarily new moves for your human AND demon form. In human form, you can can cast some longer range spells. In demon form, you can air juggle enemies while casting spells and feel great doing it. The combat is simple to understand, fun to execute and exciting to see unfold. No complaints. So what are you doing when you aren't fighting? Well, you have a map. Each map has a number of levels on it, and you select one and head on in. There is a task to find 7 Green Coins per world. What do these do? Well, outside of regular gold (with which you buy skills with at the shop), you can spend these coins for extra health or mana (one mana= one cast). OR.... you can use the coins to *spoiler spoiler spoiler*. Either way, net positive results. The level design itself is very well done across the board, and this is probably my biggest love for this game. The secrets, these secret coins, are all tucked away in some neat little corners. HOWEVER, this game does not get it wrong. In so many platformers I spend more time looking for the damn secrets than I do actually enjoying playing the level and the game. In this one, however, secret walls are marked. You have to be vigilant, it is possible to miss them, very possible in fact. But if you pay attention to what you are doing you will see the mark, experience the little challenge, get your secret coin and be on your way to the next part of the stage. There are bosses here, too! There is no jank during these fights. Everything is crafted around your move set and the special ability per world. So far, I have explored 3 worlds, and every ability that you get as the human form AND the demon form have been extremely fun to use. I hope people give this game a chance and experience what it has to offer. It really is designed well from top to bottom. A clear vision with great execution in a neat package for a more than reasonable price. Buy this.
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Players by region
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