
Sea of Thieves is a smash-hit pirate adventure game, offering the quintessential pirate experience of plundering lost treasures, intense battles, vanquishing sea monsters and more. Dive in with this revised edition of the game, which includes access to digital bonus media.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
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.
About
Sea of Thieves offers the essential pirate experience, from sailing and fighting to exploring and looting – everything you need to live the pirate life and become a legend in your own right. With no set roles, you have complete freedom to approach the world, and other players, however you choose.
Whether you’re voyaging as a group or sailing solo, you’re bound to encounter other crews in this shared world adventure – but will they be friends or foes, and how will you respond?

A Vast Open World
Explore a vast open world filled with unspoiled islands and underwater kingdoms. Take on quests to hunt for lost loot, forge a reputation with the Trading Companies and battle foes from Phantoms and Ocean Crawlers to Megalodons and the mighty Kraken. Try your hand at fishing, make maps to your own buried treasure or choose from hundreds of other optional goals and side-quests!

A Game That’s Always Growing
With each Season bringing in new game features every three months alongside regular in-game Events, Sea of Thieves is a service-based game that’s still growing and evolving. Check back regularly to see what free content has been newly added, and see how far you can climb through each Season’s 50 levels of Renown to earn special rewards.

Become Legend
On your journey to become a Pirate Legend you’ll amass loot, build a reputation and define a unique personal style with your hard-earned rewards. Adventurer. Explorer. Conqueror. What will your legend be?




Sea of Thieves: Premium Edition
The 2026 Premium Edition includes:
All the content in the Base and Deluxe Editions
Cardinal Lodestar Cat, Costume Set, Flag, Hull, Figurehead, Sails, Cannons, Cannon Flare, Capstan, Wheel, Collector’s Figurehead, Collector’s Sails and Ship’s Crest
1000 Ancient Coins for use in the Pirate Emporium

Sea of Thieves: Deluxe Edition
The 2026 Deluxe Edition includes:
All the content in the Base Edition
Sovereign Hat, Dress, Jacket, Boots, Belt, Trousers and Gloves
Cardinal Lodestar Pistol, Blunderbuss, Eye of Reach, Cutlass, Double Barrel Pistol, Throwing Knives, Grapple Gun and Blowpipe
10,000 gold to spend in the Outpost shops

Sea of Thieves
The 2026 Base Edition includes:
The full game

Additional digital bonuses* include access to the Sea of Thieves Original Soundtrack – 2026 Edition, the Sea of Thieves: Athena's Fortune audiobook and The Rough Guide to Sea of Thieves eBook
* Available to download from Sea of Thieves /bonuses (website login required) or via Steam.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99−65% | 372.8Kreviews | 89% | #57 | $62.4M |
| $13.99−65% | 118.7Kratings | 74% | Top 100 |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2551 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
filled with no lifers who dunno what fun is
Видос напомнил мне о существовании этой пaрaши и я вспомнил какая это xуйня. Количество моих наигранных часов, думаю, показывает всю парашность этой игры. Вот.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 14: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Same day: best BR #5, worst AU #75 · 11 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 13.86/day in the week to Aug 29 → 15.71/day in the week after.
Reviews, worldwide (the counter carries no country): 21.14/day in the week to Aug 7 → 37.71/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.
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, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Korean, Polish +3 more
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 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its fun FUn fun and fun its amazing getting bored is hard and playing with ur friends is the best experience in your life you have to say bye to ur grades tho :)
Unplayable without friends
The main loop of this game is incredibly dull: Get a quest, set sail, wait the 5 to 15 minutes it takes for your boat to get there, kill skeleton/ghost/whatever and/or do a short puzzle, grab loot one piece at a time because you can't carry more then that, go back to your ship, go back to the loot, go back to your ship, go back to the loot, go back to your ship, (nothing is in your way it's just a walking simulator at this stage), set sail again, wait another 5 to 15 minutes it takes to get back to the people you sell your loot to, grab a peice of loot, find the one specific guy you can sell this one specific peice of loot to, sell loot, go back to shi- you get the idea. Even if the combat was fun (which it isn't, it's chunky, shallow and slow) it would still be nightmarishly dull. And that doesn't mention the terrible UI and UX, my wife got stuck in the tutorial because she picked the chest back up accidentally and the game never told her how to drop items. We figured it was bugged and she reset. If my friends ever want me to play this game again I'll pull up an afk game on the side, and honnestly I'll probably have more fun with that so why bother?
Sea of Thieves is the most controversial game I've ever seen gameplay-wise. You can absolutely have fun in it, but expect it to cost you your sanity. There is a lot of content for new players to engage with, just be prepared for your fun to get ruined by literally anything, not necessarily other players. If you do want to buy this game, make sure to have a friend in your crew to share the highs and lows with - solo slooping can be a challenge even for veteran pirates. Treat the following wall of text as a warning a la "abandon hope all ye who enter here" - don't expect to always be able to have your cake and eat it too, especially as a new player. PvP may be in a weird spot right now, but it's still a core part of the game - just remember that you can often choose whether to interact with it and how. Awareness will be your best defense, but you'll have to get used to sticking your head up and out to the horizon like a paranoid meerkat. Now onto the breakdown. I'll start with the easy stuff and get the good points out of the way. The visuals are great if you're able to max out the settings and certainly add to the atmosphere of the game. Unfortunately the devs had chosen to stay on an ancient version of UE4 because reasons. Whatever "2026 edition" is supposed to mean, it's got absolutely nothing to do with the technical aspects of the game - no modern graphical features are available; I guess the only thing it has in common with modern AAA titles in that sense is the install size. But back to the good: the character design is a masterpiece of comedy if you nail the right pirate appearance. The faces they can have, the way they can walk or crouch, the expressions they make in emotes is a big part of why I still enjoy SoT. IMO you're better off looking and dressing like some stupid mental asylum reject than going for a more serious or grounded look - it's guaranteed to get at least a chuckle from most of the people you meet. The audio aspect is more straightforward. The music is fantastic, the sound effects are nicely made. In fact, here's a bonus - if you enable text to speech in the game's settings (might also have to dig around in xbox settings as well) and pick some wacky TTS voice, you can have a lot of fun with whatever gibberish it says from what you type in chat. You can't hear your own, so have a friend in your crew stream their game back to you (they probably need to have TTS enabled too). At the end of the day, the game is founded on player interactions and the situations that come out of it. It's not called Sea of Thieves for nothing - be mischievous, take risks, have a bit of a laugh at someone else's expense. It's these kinds of situations that end up becoming memorable feats. Unfortunately this is where my platitudes end. Time to get to the real reasons for the negative review. There are two sides of this coin - the state of the game and the development process. Your first clue for the technical state should be the aforementioned install size. Over the years it had gotten bloated from ~30 gigs all the way to 140. This is thanks to the ridiculous amount of cosmetics, plus the tall tale assets (the game's campaign mode), coupled with a lack of effort on Rare's part to optimise the install size actively or retroactively. As such, if you're not interested in said tall tales or owning dozens of wardrobes worth of dresses, the game will happily waste your disk space whilst you only really interact with 20-30% of its size. The gameplay itself is riddled with bugs, inconsistencies and oversights. The servers are sluggish and unstable, with high overhead and lag spikes on a regular basis. This alone creates a whole spectrum of gameplay issues, including SoT's infamous "9/10" hit registration (it's more like a 50/50 dice roll), backspawning, long loading times, broken captaincy books, bugged inventories, unharpoonable loot, occasional disconnects and more. How they function in general is still a mystery to me because, for example, even though the game has servers in both Europe and North America, it's still entirely possible to encounter an American whilst playing from Europe or vice versa. If you dive to a quest, the game will try to put you in a different instance with other people, and if it succeeds, you might just find yourself in a server full of hourglass players. This is a PvP mode where participants dive directly to each other to fight. Since the game doesn't create dedicated hourglass instances and just mixes the participants with the rest of the people, you might find yourself surrounded by sweaty or at least PvP-interested players, some of which might stay on the instance after their fights are finished. The existence of hourglass itself is a symptom of how Rare have been treating the concept of PvP in the game. In its early years, a good balance was struck in its design - PvP was less of an activity and more of an intrinsic risk involved in doing just about anything, but especially world events. A massive glowing beacon in the sky is an invitation not just for you, but for everyone else on the server. Most importantly, you'd always have the opportunity to choose whether to engage with it, based on your circumstances. Do I already have a lot of treasure onboard? Are there any players near the event or actively doing it? Are they new or experienced? Should I sneak onboard, roll in guns blazing or just leave? Questions like this are what is supposed to shape your choices and your adventure, driven by risk, reward and uncertainty created by the activity of other crews. But apparently it's not something new or highly casual people could handle, so Rare in their infinite wisdom have sought to throw this balance off completely by introducing a gamemode with PvP only (hourglass), a gamemode with no PvP whatsoever (safer seas), events with forced PvP (such as the skull of siren song), and as the cherry on top, diving anywhere at anytime with effectively no cost. Diving itself is a very problematic mechanic. It was introduced in line with Rare's misguided philosophy of trying to cater to new players as much as possible. On paper the idea appears good - a smoother learning curve and a faster way to start off your adventure. But as with many other features, it was implemented carelessly, its costs never considered. The game's core design encourages and thrives on player interactions which need time to happen, but since diving lets you change servers the moment things start to feel boring or inconvenient, it effectively has every server reset itself continuously, which paradoxically makes them feel even more empty and boring. People who stay and commit are not rewarded, and people who disengage are not punished. I could go on for a while like this listing the bugs and mistakes alone, but let's move on to the development process. Today's Rare has nothing in common with the Rare that once released legendary titles like Battletoads or GoldenEye 007. Any sort of competency has gone out the window. The inability to properly schedule and distribute workloads has given rise to technical debt, missed deadlines, failed events, a sharp drop in content amount [b] and [/b] quality, meaningless FOMO slop, dramas within the community and an all-time low player trust in general. A number of incidents such as the recent bruno thing or the doubloon reset reveal the utter lack of respect the devs have for their players, both the new ones they apparently were trying to please so hard, and the old ones that had been supporting them and playing their game ever since its release. This has gotten so bad that their admitting to "missing the mark" with almost every dev update for the last several years has solidified itself as [i] the meme [/i] within the community. Leave it to Rare to hit a new bottom every single time they try to deliver content or even just open their mouths.
I love spending 2 hours gathering loot just for a solo sloop to 1v4 us and win. Overall great expirience. I would like to recomend this game to patrick: INSTALL THE GAME!!!
I like this game, but i hate its community.
the pvp sucks and is very hard
Coming back to the game on pc from PS5 after a year and have no idea why the developer has decided to go the anti fun route by making the game tougher and more stressful. High seas is a LOT safer than safer seas nowadays. The latter game mode just isn't worth it and never really was plus the game is getting on in years and I'm not expecting them to fix anything any time soon if at all (Unstable connection anyone?) It's gone from a relatively positive vibe to 'I'd rather be playing something else'.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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