
Rogue Waters is a Pirate Tactical Turn-Based Rogue-lite. Play as Captain Cutter, commanding your ship and crew through procedurally generated encounters to seek revenge. Recruit, train, and upgrade crew, use powerful sea creatures, and engage in dynamic naval and melee combat to gain the upper hand.
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.
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 Jul 30 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Set sail as Captain Cutter, a pirate caught in a deadly struggle for power and vengeance. Navigate dangerous waters, unleash mythical sea creatures, and outwit enemies as you chase legendary treasure and confront dark secrets.
Embark on a journey of loyalty, betrayal, and revenge, as you unravel the mysteries of the Sea Shepherd prophecy and face the immortal Captain Blackbone.
Use your Pirate Cave (HUB) to equip ship upgrades & crew members before each run.
Each run generates new encounters, requiring careful navigation as you work your way toward Captain Blackbone.
Enjoy a rich, story-driven adventure across 3 acts, with endless replayability.
Recruit and grow your pirate crew, discovering their hidden potential as you lead them into battle. It's your responsibility to mold them into the legendary pirates they were destined to be.
Recruit from 6 unique classes, each with distinct abilities and playstyles for your ship’s crew.
After each run, upgrade your crew’s skills to increase their effectiveness.
Damage persists across runs, requiring you to swap out crew members to allow them time to heal.
Face new challenges as the game world shifts procedurally with each run, offering fresh secrets, combat scenarios, and treasures to discover.
Encounters feature diverse pirate factions and enemy types—choose your battles wisely.
Your crew will engage enemies on ships and land alike.
Visit shops to heal, upgrade crew, buy cannons, and repair your ship.
You can extort shops for loot, but it’ll lead to a fight.
Customize your naval encounters with cannons and ship artillery. Unleash powerful shots during naval combat to destroy enemy ship modules and gain the upper hand in boarding fights.
Encounters begin with Sea Battles where you can use cannons to target key areas of enemy ships.
Both your ship and the enemy's have distinct buffs that can be destroyed.
Crew members can be targeted and killed during battle, so defend your ship and crew before boarding.
Experience a fresh take on turn-based tactical combat that replicates the visceral intensity of cloak-and-dagger duels. Use the environment to gain the upper hand like never before.
The boarding phase involves hand-to-hand combat where your crew faces off against enemies.
Use your crew's unique abilities to maneuver and pin enemies against obstacles for fatal damage.
Leverage the environment by pushing enemies into spikes, grabbing one-time weapons, or swinging into position with ropes.
Legendary sea creatures, once thought to be myths, roam the oceans of Rogue Waters. Free them from captivity and gain their trust to summon them in battle.
Summon 3 sea monsters to assist in the boarding phase:
The Kraken crushes nearby enemies.
The Mermaid disrupts and pushes enemies in any direction.
The Giant Snail drops a deadly spiked obstacle on the deck.
Each run resets your equipment and items, but unlocks permanent upgrades for your crew, ship, and Captain Cutter, allowing you to grow stronger with every battle.
Items and upgrades reset between each run:
Personal items (character equipment): additional weapons, attack modifiers, and side upgrades for abilities.
Shipboard weapons (cannons and similar items): each new run begins with a usable, basic starter set.
Ship modules reset as well.
Each run permanently increases your progress:
Unlock skill trees for crew members and Captain Cutter.
Acquire ship and port facility upgrades in the Pirate Cave (HUB).
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, 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 | 1.3Kreviews | 74% | — | $819.1K |
| $9.89−67% | 269ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First, let me just say that I REALLY like this game. A LOT. But I won't recommend it. I just experienced an issue which I gather from users online is a fairly common one. I fired up the game today, as one does, and my player profile and save data were gone. Just GONE. And excuse my very finest pardon, but I will not be starting over. Doubly so because this could apparently happen again.
TL;DR: Excellent game, but severely buggy and in the hands of developers so incompetent and careless that their every attempt to patch it just creates new issues. There's a lot to love about this game. Like, it's genuinely a lot of fun! As a Roguelite, it's more 'lite' than 'Rogue' - sure, your ship resets after every expedition, but your crew accrues XP and you get currency you can use for permanent upgrades, and this happens regardless of whether your expedition ended in death or victory, so it's very forgiving. The gameplay is overall solid, and the only criticism I could really make is that the ship-to-ship battle-system is overly random, with cannons dealing, for example, 1-3 damage, or 0-5 damage, which can create a situation where your expedition founders purely because a series of bad rolls led to your ship getting blasted to splinters. It seems particularly dumb when considering how brilliant the 'boarding' combat is - being completely deterministic, with no 'chance to miss' or range of damage. As long as you think through every turn, you know exactly what you're going to get from each move, and you can even take moves back if you realize you miscalculated. That's the way to do things in a Roguelike, IMO, since randomness is going to be a huge factor regardless - in terms of what gear, powerups and cannons you get your hands on, and what enemies you wind up fighting - that you really don't need to add even more randomness to the actual battles... But, that alone wouldn't have earned a thumbs-down, not even close. I mean, hey, no game is perfect, and everything ELSE is excellent. No, the real problem is much simpler - it's BUGGY. Perpetually, severely buggy, despite being TWO YEARS OLD. Now, I've personally never felt the need to make allowances for bugs in newly-released games - if you're charging me money for it, can calling it a finished product rather than an early-access title, it better be because its ACTUALLY FINISHED - but it's still undeniably common for new releases to have a few bugs, that can be expected to be fixed over the next few months. This, again, has been out for TWO YEARS, and they're still patching serious issues, with such blithe incompetence that they create new, equally-serious bugs each time. Currently, enemies you have stunned cannot be targeted with attacks (the same NOT being true for YOUR characters when stunned), and armored enemies cannot be targeted with armor-breaking or armor-penetrating special moves. I'm sure you'll recognize that as 'fairly serious bugs'. Maybe they'll have patched those by the time you read this, but going by performance so far, that'll just mean that a bunch of NEW fun bugs have been added instead! Just as a footnote, though, there's some indication that the game is no longer in the hands of the people who originally developed it - it's been handed over to some other bunch who are making DLC for it - which, if true, could explain A LOT... but it doesn't really change the final, badly-flawed result.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Italian, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 133ratings |
| 78% |
| — |
| not modelled |
| $9.89−67% | 35ratings | 78% | — | not modelled |
| $29.99 | — | — | — | not modelled |
| $9.89−67% | — | 85% | — | 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.
Hours played at review time, across 85 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i tried to ignore the warnings. but the game is definitely too buggy to play. broken. kaput. not a finished product. it's unfortunately not even worth it if it's free.
Got this game in a bundle, spent a good while in it. I enjoyed myself, but my overall review will have to be a No. If you can get it during a bundle/sale for $10-15, then go for it. There's a few pieces contributing to this: (1) For a single player game, there's an unacceptable level of gacha-style rolling and grinding. (2) Your actual choices you make during the run don't feel particularly interesting. (3) The difficulty scaling isn't well-balanced, meaning you're basically forced into a repetitive pattern of cheesing fights via cheese.
Good concept, not elaborate enough to be fun. Theme and mecanics are interesting, but the game cruelly lack depth and is highly repetitive.
How is this a two year old game? There are bugs with basic controls and user interface, as well as plain bad decisions, that make for continuous, unavoidable frustration. I tried playing with mouse and keyboard as well as a controller and they each have their own issues that make you have to repeat actions and use weird workarounds. It feels like they were rushing to ship this, except - again - it's been two years since it came out! If you do decide to struggle with it, what you find is a fun idea executed poorly. The story is delivered clumsily in text-only sequences that manage to feel cheap even judged by the standards of what they are. The writing is bad. The text is not that much objectively speaking but feels like it is, because of how boring everything is. There is a very strong sense of disconnect between the text sequences and everything else in the game. Basically, the whole thing feels like three cheaply-done games smushed together and the text part is the worst one. The most effort has gone into the tactical component, which is fine. There are interesting decisions to be made and some fun mechanics there. Except it's ruined by the connection to the other components, which easily and often makes battles hopelessly one-sided. This is not really a tactics game. This is a roguelike that just happens to use turn-based tactics for combat resolution. And I'd argue it's a badly made roguelike giving off a strong sense that it's made by people who consider unavoidable failure states that are not a consequence of a player's action as par for the course. The final component I want to discuss are the ship battles, because it really amazes me that they managed to make such a fun concept feel boring. They're basically a card-battle mode where each side has some ship components that are basically cards you play against each other. Except... the only ones you can interact with during battles are the weapons, the rest just have effects during the tactical phase. And then many of the weapons are restricted in the targets they can be used against and the turns they can be active in. If a weapon gets damaged by the enemy, you can't use it. If another ship module gets damaged, you end up weaker in the tactical phase. Oh, and damaged components stay damaged after each battle, while opportunities for repair are few and far between. So what happens is you end up getting progressively more beat up until the tactical phase becomes impossible. Which would be bad on its own, but remember? Boring! You have the fun music and sound effects and all you do is just clicking on little UI squares and examining little red arrows, barely seeing the ships behind them. Three turns and it's over. Always three. Often with a demoralizing outcome. Maybe the developer was drastically underfunded while making this? Maybe they aimed too high for their capabilities? I'd hate to think they just have a very low standard of quality, but then I remember that it's been two years after the game came out and there are still basic, inescapable very frustrating issues with just controlling the game.
This game is really fun but it is too buggy to play, my whole save file got deleted one day and sometimes the game will freeze randomly
[h1] Всё познаётся в сравнении... [/h1] В эпоху ИИ-слопа и массового UE5'анства невольно начинаешь давать переоценку многим тайтлам, которые до этого считал в лучшем случае нормальными, а в худшем - ставил, блевал и удалял навсегда... как я думал. Например, пару лет назад, увидев, куда катится индустрия и как деградируют вчерашние фавориты, я осознал, что Fallout 4 таки не полнейшее дepьмо, а лишь наполовину. Что RAGE2, в общем-то, неплохая игра, если пропустить "сюжет". Far Cry New Dawn даже хорошая, после ущербного Far Cry 6 для таких же геймеров. А SW Outlaws (с модом на нормальную рожу) или Avowed (с решейдом от дальтонизма разработчика) и вовсе отличные игры для тех годов, в которые они вышли! Ну, и вот тут та же история. Rogue Waters я на релизе удалил, потому что эта игра - огромный шаг назад после шедевральной Hard West и великолепной Hard West 2. Причём это касалось не только стратегических возможностей, но и отыгрыша с эксплорингом, ведь тут даже открытый мир убрали, превратив игру из ролевой тактики в рогалик. Но когда я этим летом купил следующую игру разработчика, Nightmare Frontier, то я понял, что Rogue Waters-то, оказывается, вполне себе ничего! Останавливало только наличие багов, которые никто чинить не собирался. Но как только разработчики поняли, что деградировавший Nightmare Frontier провалился ещё до релиза, они решили не только выпустить патч для правки давних проблем, но и анонсировать DLC, повергнув "фанатов" в шок. И вот тут я, который потратил в Стиме БЕЗ ШУТОК 12 часов на поиски хоть одной годной РПГ или ТБС, вышедшей за июль, понял, что пора поддержать, так сказать, разраба со скидкой в 67%. Все дело в том, что 95% новых РПГ и ТБС у нас сегодня - декбилдеры, от которых уже тошнит, хотя понять их можно, видя невероятный успех Slay the Spire 2. Кроме того, 90% из этих игр сделаны либо нейронкой, либо на ассетах, которые я вижу уже лет 13-14. И самое xpеновое то, что почти 100% всех этих "игр" находятся в раннем доступе, который покинет, дай Босх, треть. Ну, так вот, смею заявить, что Rogue Waters лучше любой ТБС и РПГ, "вышедшей" в июле. Она-то и поможет нам скоротать время до выхода Star Wars Zero Company. Теперь об игре. Что мы имеем? Блек Флаг для бедных) Есть пираты, есть корабль, есть хаб-бухта. В хабе качаем навыки напарникам и главному герою, улучшаем в мастерской десятки модулей корабля, нанимаем новых союзников, а главное - качаем своего личного монстра! После подготовки отправляемся в аналог схематической карты из легендарной Faster Than Light. Причём на выбор у нас будет 3 случайно сгенерированные карты : одна сюжетная (да, тут внезапно есть сюжет) и 2 побочные, где можно разжиться новыми предметами, экспой и ресами для улучшений. На картах бывают бои с разными типами кораблей разных градаций (их видов даже больше, чем в Блек Флаге. к слову), бывают текстовые ивенты, которые нелинейные и часто подразумевают влияние рэндома (как и было в FTL), либо же жертву чего-либо ради бонуса. Стоит отметить, что ивентов много, а тексты в них литературные, интересные и без графомании. А ещё бывают всякие порты да рынки где можно не только поторговать или полечиться, но даже напасть на него и ограбить, что переведёт игру в совершенно иной режим, требующий убежать с награбленным - прикольно. Вишенкой на торте всякие подводные алтари и храмы, но что они делают, Вы лучше узнаете сами :) Каждый бой начинается с того, что наш и вражеский корабль приближаются друг к другу в течение трёх ходов. В эти 3 хода мы за очки действия стреляем из пушек. Тут снова вспоминается FTL, потому что мы вольны выбирать для атаки оружие противника, любой модуль, дающий бонусы (например, каюты или палубы) или даже экипаж (если, конечно, оружие позволяет подобную атаку). Враг тоже не дремлет и всем своим арсеналом стремится совершить аналогичные действия. По прошествии трёх ходов, мы вступаем в фазу абордажа. Абордажные бои напоминают собой какой-то отдалённый вариант шикарных Into the Breach или Knights in Tight Spaces. Тут тоже маленькие пространства, которыми нужно грамотно пользоваться, а так же тут тоже половина тактики завязана на толкании противника: можно столкнуть его с объектом, нанеся дополнительный урон, столкнуть с другим юнитом, нанеся урон обоим, либо же вовсе вытолкнуть за борт, уничтожив сразу и полностью, если у врага, конечно, нет иммунитета к толчкам. Сталкивая врага, мы почти всегда занимаем его место (если нет специального навыка, позволяющего остаться там, откуда атаковали) и вот уже наш воин под угрозой свалиться за борт. Нужно думать и радует, что в пределах одного раунда мы имеем бесконечные отмены хода. Со временем наш герой и его напарники будут обрастать новыми способностями и оружием, которые смогут применять даже дополнительно к обычной атаке. Ну, и кардинальное влияние на бой может оказать наш личный монстр, о чём я спойлерить не хочу. Немаловажным фактором является то, что победу можно одержать, не только убив всех врагов, но и запугав их до капитуляции! После победы мы собираем лут, но повреждённые модули и оружие не ремонтируются, а наши люди не лечатся! Это можно сделать либо в порту, либо в определённых ивентах, либо вообще в хабе. При поражении начинаем заново, но не теряем ни экспу, ни ресурсы, то есть чисто роглайтовые механики. В плане QoL фишек всё прекрасно: камера крутится и масштабируется, анимации в бою ускоряются, дополнительная информация под ALT подсвечивается, сохранение при выходе работает в любом месте. Вывод: тактика тут таки есть и с каждыми новыми модулями, навыками, вооружением её всё больше. Реиграбельность кое-какая имеется, благодаря рэндомным ивентам и куче уровней сложностей. Баги, на самом деле, тоже есть, они не софт-лочат игру, но сильно раздражают, вплоть до того, что могут заруинить бой! Разумеется, после подобных "фиксов" никто в здравом уме следующую игру разработчика брать не станет. Русификация тоже местами такое же дно, как и в следующей их игре. Короче, покупать не дороже, чем за 33%.
I was 'just' getting into the game in the first few hours, and loaded back in, lost all progress somehow... NOTHING buzzkills me like losing progress [s'why i don't play tarkov...], went to look up this problem and found out that it's been an issue for YEARS and has still not been fixed, so until you see people talking about how this has stopped happening, i don't recommend it. The game itself was actually starting to feel fun, but without reliable progress it's not worth your 'time', nevermind money.
redeemed this game as part of a humble bundle, so did NOT pay full price. first and foremost: if I had paid full listed price for this, I would have refunded and would not recommend at all. that being said, if you pick this game up for a discount, it's definitely worth a shot. The gameplay loop is relatively simple: embark on a raid, choose your encounters in a pick-a-path style (think slay the spire style map), and engage with the various events and combat nodes until you reach the end or fail. The better you do in the raid, the more rewards you get to spend on the meta-progression upgrades that you take in to future runs. While I won't detail the full combat mechanics here (the store video does a good enough job) I will say in the game's favour that, while it does initially lack depth, there are attempts to add more depth to the combat in the form of additional enemy types and more interactable objects placed around the combat zones. The zones themselves, however, are incredibly small and so one of the primary mechanics of "push an enemy up against a wall or another enemy to do bonus damage" actually just... perpetually becomes the goal. This isn't necessarily a bad thing, as it means the combat phases are actually more like movement puzzles or a game of checkers than they are combat, but some people may be disappointed with such a puzzle being granted a framing of "combat", for sure. I think the combat would have been significantly improved if both the enemies and the allied pirates were significantly tankier, with more variation in abilities for both movement and damage options. This game had a lot of potential to make the combat akin to Divinity / Baldurs gate turn-based style combat with pirate-like abilities rather than just... move, sword swipe, shoot, or throw an object that does the exact same damage + push or exact game effect as one of the regular core moves. Trinkets feel underwhelming at best with only a select few pairings having any real bearing on combat while the rest are just... niceties. 'extortion' events at ports can be significantly cheesed by taking the shaman-style character with the cursed swap ability. Often extortions can be over in two turns (one if lucky with placement of enemies and ropes) with absolutely zero challenge. and yes, as other reviews have posted, there are glaringly obvious UI bugs baked in to the game, which makes it rather disappointingly unfinished in aesthetic. buying upgrades for your ship deducts your currency but doesn't actually update the UI until you refresh the page by moving elsewhere and then moving back. Despite ALL of this, the game does have some charm and I find myself returning to it anyway. it's simplistic, but it scratches an itch that kind of makes me wish there was a development kit to allow users to create their own campaigns, or their own ship modules / battle trinkets. I think it COULD have incredible workshop potential, should the developers wish to choose that path. Realistically, I will continue to play the game in its current state despite the negative recommendation and just hope that the modding community answers my prayers. I do think the game is fun and has a lot of potential, but I do think it would be dishonest to suggest that I would recommend this game at its current price tag, hence the overall negative.
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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