
Assemble your crew and set sail on an infamous ghost ship to sneak, stab, and spellcast your way through the Inquisition in this non-linear stealth strategy game. Chart a course, develop uncanny abilities, and use unconventional tactics to find a powerful pirate artifact!
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): 2.29/day in the week to Aug 26 → 3/day in the week after.
About
Shadow Gambit: The Cursed Crew is a real-time stealth strategy game set in a fantastical version of the Caribbean during the Golden Age of Piracy. A place of mystery and wonder, these islands are home to pirates, vagrants, and all manner of strange folk – but the forces of the Inquisition have set their sights on these isles you call home, and will stop at nothing to eradicate your people as they seek a powerful pirate artifact buried in the region. Recruit and lead an undead pirate crew from aboard your ghost ship to outwit your enemy, striking from the shadows with both blade and sorcery to save your people.

Take charge of an infamous pirate ship and reunite its cursed crew as you fight back against the Inquisition across the multiple islands that dot the region. With eight undead crew members waiting to be revived, you can choose who to recruit to your cause, and when – there are no wrong choices, but your crew’s composition will determine how you traverse the islands, your unique experience through the narrative campaign, and what abilities you have at your disposal at any given time.
Each of your eight shipmates is an individual armed with their own unique supernatural powers and mildly unhinged personalities – use these to your advantage in clever and creative ways to overcome obstacles and enemies. Will you bring Gaëlle and her magical cannon to launch friends over walls and chasms, or will you rely on Mr. Mercury’s ability to bypass obstacles from below? Or perhaps von Presswald can simply possess an enemy guard, use him to unlock the gates, and stand idly by as the rest of your motley crew walks in? Use these and other abilities individually and in tandem, timing their executions to orchestrate intricate maneuvers and attacks against overwhelming odds.
Mix and match your crew's abilities to find your preferred playstyle among the countless synergies that you can deploy against the Inquisition. Each person’s skills are tailored to specific archetypes built around manipulating movement, operating behind enemy lines, hiding the bodies of dispatched enemies, or being particularly capable killers. Missions will limit how many crew members you can take with you, so choose your comrades wisely based on their abilities and limitations.

The forces of the Inquisition are numerous and well-armed, easily able to overwhelm your crew in a fair fight – make use of cover, darkness, and magic to neutralize your opponents without being seen as you traverse the many islands to accomplish your objectives.
Missions span across entire islands in the Lost Caribbean, and not only can you choose the order in which you tackle those missions, but you’ll also have the choice of where to arrive ashore and depart once the deed is done. Will you prioritize safety, targeting less patrolled areas that may be more distant from your objectives? Or will you seek to make haste, arriving at and leaving from more heavily guarded parts of the island to be closer to your objective from start to finish?
The various types of enemies have different strengths and weaknesses, each warranting varied strategies – what may easily distract or defeat one foe may have no effect on another adversary. From the lowly footman to the snipers hiding on high all the way to the magically linked pairs of enemies who must be killed in tandem, your foe will always seek new ways to thwart you, pushing you towards inventive new solutions.
Keep an eye on your enemies’ movements and lines of sight as you navigate the light and shadow, and make sure no-one is watching when you make that killing blow. Your crew’s abilities can complement your surroundings, as well as open up new strategies not otherwise available. Nowhere to hide? Suledie’s magic can create cover anywhere, allowing you to get even closer for the kill, or sneak past any watchful eyes undetected. Particularly attentive guards watching a path from above? Gaëlle’s cannon can launch friends (and foes) to land onto them, knocking them out at the same time.

Your ship will be your home between missions – a place where you can engage in your crew mates’ personal stories and side-quests, and perhaps more importantly, where you can make your plans to stay a step ahead of the Inquisition.
Shadow Gambit: The Cursed Crew takes a non-linear approach to storytelling – you can unlock new crew members in whatever order you please, and more islands get revealed as you make progress, each harboring multiple missions featuring different rewards beyond simple victory over your enemy.
There is no one designated path forward – missions always have multiple approaches available based on the team you’ve brought with you, but with such freedom of choice, there are many factors to consider. Will you temporarily avoid a more challenging mission to chase after a simpler one and gain more experience first? This may allow you to upgrade your crew’s abilities to more powerful versions that open up new paths. Or perhaps an entirely different, not-yet-unlocked crew member would be useful instead?
The Inquisition must be stopped at all costs – assemble your crew, learn their powers, and take the fight to the enemy, one island at a time. The fate of your world, and the lives of your comrades, is at stake.
Sums Steam only; PlayStation, Xbox, GOG, 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 | $39.99 | 6.6Kreviews | 91% | — | $5.3M |
| $39.99 | 915ratings | 93% | — | not modelled | |
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 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While the Desperados series pulled me in from the very first mission to the very last, Shadow Gambit: The Cursed Crew feels like a completely different story and not in a good way. You can clearly feel the budget cuts that likely contributed to the studio shutting down. I genuinely do not understand who thought it was a good idea to force players to revisit the same maps not just twice, but many times, with identical enemy placements. Sometimes the only difference is the time of day, and even that is not always the case. This design choice quickly turns what should be a strategic stealth experience into something repetitive and exhausting. The story does not help either. I honestly could not follow it, and the characters never seem to stop talking. Instead of building atmosphere, it becomes distracting and at times annoying. It is a shame, because the core gameplay mechanics are actually solid and engaging. There is a great game buried underneath, but due to the repetition and pacing issues, it eventually becomes a chore rather than a pleasure to play.
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Every market we collect.
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
| $39.99 |
| 307ratings |
| 94% |
| — |
| not modelled |
| $9.99−75% | 152ratings | 82% | — | not modelled |
| $9.99−75% | — | 96% | — | 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 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Reviewing (mostly) every game (or DLC) in my library, part 658: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️ (10/10) All right, am I crazy if I say [i]Shadow Gambit: The Cursed Crew[/i] might actually be my favorite Mimimi game? Like, yes. I know that's probably a controversial thing to say because, yes, I understand the criticism. Compared to [i]Shadow Tactics[/i] and [i]Desperados III[/i], this is a much looser game. The missions aren't quite as tightly constructed, the islands are reused, and having the freedom to bring whichever crew members you want means the developers can't build every scenario around one specific combination of abilities. But honestly? I don't care. [i]Shadow Gambit[/i] is just Mimimi taking everything they've learned from their previous games and allowing the player to go completely nuts. And the result is one of the most creative, polished, mechanically satisfying—and most importantly, fun—stealth games I've ever played. Seriously, I can't play any other RTS game because of them. [b][h2]Pros:[/h2][/b] ✅ [b]The crew system is fantastic.[/b] Being able to freely choose your crew is probably the biggest departure from Mimimi's previous games, and while it does make the missions somewhat less tightly designed, I absolutely loved the freedom. Every crew member feels different, and the supernatural abilities create some ridiculous combinations. You can experiment with different teams and discover interactions that you simply wouldn't have thought possible. And because there are so many combinations, you can solve any problem and clear any map. Like, is that not incredible? To have so much freedom in one game? ✅ [b]The islands are beautiful and memorable.[/b] I understand the criticism about reusing islands, but I never found it particularly bothersome. These aren't tiny maps that you're constantly walking through again. They're huge, elaborate spaces with distinctive landmarks and environmental storytelling. A lighthouse permanently frozen in the moment of its destruction. An island built around the corpse of an enormous anglerfish. Haunted pirate settlements. Fortifications, beaches, caves, cliffs, forests, ruins. The world is imaginative as hell! And because you approach missions from different directions, different times, and with different crews, revisiting an island doesn't necessarily mean repeating the same experience. You'll often discover that you barely touched two-thirds of the map during your previous visit. ✅ [b]The game is surprisingly deep despite being much more accessible.[/b] This is where I think the “unfocused” criticism gets complicated. Yes, the missions aren't always laser-designed combat puzzles in the way [i]Shadow Tactics[/i] or [i]Desperados III[/i] can be. But there's still an enormous amount of depth in figuring out how to use the systems together, especially with the new emphasis on verticality. Sure, the freedom comes at the cost of some specificity, but it also means the player has more ownership over how they solve problems. ✅ [b]The characters are fantastic.[/b] This is probably where [i]Shadow Gambit[/i] surprised me most. The crew is such a memorable collection of weirdos, and they all have distinct personalities, visual designs, voices, abilities, and relationships. Between missions, you can wander around the ship, talk to your crew, complete little character quests, and learn more about them. There's a lot more character interaction here than you might expect from a stealth tactics game. And honestly, I grew to love all of them. ✅ [b]The setting is wonderfully weird.[/b] Ghost pirates. A sentient undead ship. Supernatural powers. Magical islands. Cursed souls. An entire world built around the mythology of piracy. It is such a good premise for this genre because Mimimi suddenly has permission to make the stealth mechanics as insane as they want. The setting isn't merely window dressing for the gameplay, either. The supernatural mechanics, the ship, the crew, and the story all feel connected. It has a very specific identity. ✅ [b]The save/load system being part of the story is brilliant.[/b] This might be my favorite narrative idea in the entire game. Mimimi knows how these games are actually played. You save constantly. You experiment. You ♥♥♥♥ up. You reload. You try something else. So [i]Shadow Gambit[/i] simply makes that part of the game canon. The Red Marley has supernatural powers that allow you to manipulate time, essentially turning the player's save/load behavior into a diegetic ability. And then the game actually [i]does something[/i] with that premise. ✅ [b]The presentation is phenomenal.[/b] The art direction, character designs, voice acting, music, sound effects, animations, and environments are all incredibly polished. EVERYTHING. And for Steam Deck owners: it runs beautifully. The controls are all natural, and there are no bugs or crashes. ✅ [b]Bang for your buck.[/b] Listen, guys. I got this on sale from a Humble Bundle. I have 42 blissful hours, and I'm still not done with the game. In fact, I unlocked all the characters in Act [i]3[/i]. I haven't even started on the DLCs yet, too! 42 hours in, and I'm still learning new tricks. I think I have about 10 hours left? The replayability is crazy, as there are many achievements and badges you can get as well. [b][h2]Mixed:[/h2][/b] 🟨 [b]The story takes a little while to find its footing.[/b] I wasn't immediately convinced by the narrative. The premise is great, the characters are fun, and the world is interesting, but it took some time for me to really understand where the story was going. Eventually, though, it starts pulling some surprisingly clever tricks. [b][h2]Cons:[/h2][/b] 🟥 [b]Mimimi Games has only done one thing to ever annoy me: hide badges behind completing the main story.[/b] Sadly, you'll have to look up badges beforehand if you want to complete a map in one go. I also wish there were a way to tell if you failed a badge requirement, as it can get frustrating to mess up once without realizing it, only to have an hour's worth of work wasted. [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass.[/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our [url=https://www.youtube.com/@IndieGems2]YouTube channel[/url] for more reviews like this one. [/hr]
[h1]A Dead Pirate's Life for Me[/h1] Кажется, что мимишные геймдизайнеры осознали ловушку истории, по сути ограничивающую арсенал персонажей парой меч-пистолет, и решили вырваться из этой клетки, запилив не просто пиратский экшен, а пиратский экшен в фентезийном сеттинге. И вправду, валить злодеев корабельным якорем гораздо веселее, чем просто абордажной саблей. И совсем уж потеха начинается, если запихать врага в пушку и выстрелить им в другого врага. Да, создатели уже пытались заигрывать с магией - стоит вспомнить ведьму из третьих Десперадос, но там по понятным причинам только слегка поскребли поверхность. Благодаря добавлению фентези и магии, стали возможны новые классы врагов - помимо обычных бойцов (аколитов) и командиров (комиссаров), появились видящие очень далеко судьи с дальнобойными арбалетами, провидцы (способные предугадать и предотвратить атаку) и сродницы (которые ходят минимум парами и которых можно убить только одновременно). Это создает дополнительные сложности и как модно говорить, интересные челленджи. Важно, что здесь нет фиксированной команды - можно самому выбирать, кто составит тебе компанию на то или иное задание: у каждого из мертвых пиратов есть свои достоинства и недостатки. Их и вербовать в команду (воскрешать из мертвых) можно в том порядке, в каком душа ляжет. Способности у компаньонов настолько необычны, что для каждого предусмотрен свой туториал, сделанный в необычном, оригинальном для каждого сеттинге. Локации после первой также можно посещать в любом порядке, к том уж на каждую локу обычно приходится не одно задание, так что можно выстроить собственный маршрут. [h2]Heave ho, theives and pirates, never shall we die[/h2] Иногда я ловил себя на том, что мне в общем-то симпатичны парни в инквизиторских масках, которые не щадя живота своего борются со скверной и исчадиями бездны. Ну да, они фанатики и жгут людей на кострах, но все-таки их мотивация понятна и в целом они вроде как представляют сторону света, несущую закон и порядок. К тому ж реально было жаль убивать беспомощных смотрителей, сторожащих выходы с локаций. Как и в большинстве игр, здесь есть сохранения, которые можно сделать в любой момент. Но! в отличие от всех других игр, здесь этот механизм объясняется в самой игре, и персонажи реагируют на перезагрузку различными фразами вроде "О, мой любимый момент!" или "Ну снова-здорово, опять здесь". Более того, механизм перезагрузок и их причина не просто встроены в сюжет, а являются сюжетообразующим элементом! У меня даже ощущение, что сама история была придумана именно после того, как кто-то подумал - а как можно оправдать все эти бесконечные перезагрузки в компьютерных играх?
Mimimi really had no business making *another* banger. 😭 My take after finishing the game: * 🎨 The art direction and overall design? Absolute peak. * 🎭 Character interactions and voice acting? Also peak. Everyone has so much personality that I ended up talking to everyone after every mission. * ⏳ The story is solid. I wouldn't call it a masterpiece but the way it plays with time is genuinely fun. Don't worry, no spoilers. Now for my only real complaint... The gameplay loop gets a little repetitive. Mission → back to the ship → talk to Marley → story progresses → another mission → back to the ship → talk to Marley... rinse and repeat. By the end I was like: **Marley:** "We need to talk." **Me:** "I KNOW, I'M ALREADY WALKING THERE." 💀 It wasn't enough to ruin the experience but I definitely felt it during the later chapters. The actual gameplay mechanics are fantastic, every character is fun to use, and experimenting with their abilities never got old. Huge kudos to the entire Mimimi team for delivering another incredible tactical stealth game. Between **Shadow Tactics**, **Desperados III**, and this, they seriously never miss. Sad to know the studio is gone, but they left behind an amazing legacy. ❤️ please come back!!!!!!!!!!!!!
Hallo, Diese Art Spiel schien mir bisher nicht mein Ding zu sein. Allerdings...Piraten...Verfluchte Piraten hm .. meine Neugierde überwog und ich entschied mich dazu es zu versuchen. Das war ein echtes Glück. Ein tolles Ambiente, Coole und schräge Charaktere, abwechslungsreiche Karten und eine passende Geschichte. Sogar die Musik war nett (hab ich nicht mal ausgeschaltet wie sonst). Doch am besten...Deutsche Synchronisation, und das auch noch mit guten Stimmen. Die eigentliche Geschichte ist recht leicht durchzuspielen. Wer auf 85% kommen möchte braucht dann schon ein wenig Gehirnschmalz. Doch vertraut einfach auf Eure Crew. Niemand ist unnütz. Jeder hat ein recht darauf auf der Marley mitzufahren. Oh ich hab geflucht und gezetert, gelacht und gejubelt. Mir hat es letztlich sehr viel Spaß gemacht. Danke an die Entwickler (auch wegen der Deutschen Synchronisation)
Я давно являюсь преданным поклонником студии Mimimi, и тактика — это определенно один из моих самых любимых жанров. С огромным удовольствием я прошел шикарную Desperados III, одолел Shadow Tactics вместе с её дополнением, и вот теперь — Shadow Gambit. Ужасно жаль, что студия закрылась, но их прощальный проект — это настоящий королевский финал, в котором каждый элемент доведен до абсолюта. Для меня истинный кайф этих игр — в чистом стелсе. Никаких открытых боев! Только кусты, тени и точный расчет. Каждая миссия превращается в захватывающую операцию длиной от получаса до часа, где ты буквально «вскрываешь» оборону противника. Сначала смотришь на карту — и кажется, что каждый угол забит врагами, пройти невозможно! Но в этом и кроется гений разработчиков: они создали математически выверенный лабиринт, который только и ждет твоего решения. Это не просто игра, а живая шахматная доска, где фигуры врагов расставлены с коварной точностью, но всегда оставляют лазейку для внимательного игрока. Харизма и свобода выбора Герои в Shadow Gambit прописаны невероятно круто, а их навыки продуманы до мелочей. Один создает кусты прямо на пустом месте, другой филигранно стреляет, третий манипулирует пространством. Но что поражает еще больше — это абсолютная свобода. Синергия: Какую бы тройку персонажей ты ни выбрал, ты сможешь пройти миссию. Баланс отточен так, что любая комбинация навыков становится уникальным ключом к победе. Живой мир: Харизма героев проявляется не только в их способностях, но и в том, как они «дышат» в кадре. Красивая графика и детальные локации здесь работают на геймплей: ты интуитивно чувствуешь опасность и возможности. Технический дзен на Steam Deck Играть в тактику на Деке — это отдельный вид удовольствия. Игра настолько хорошо оптимизирована, что не «ест» ресурсы впустую. Мой личный рекорд: Батареи хватает на честные 8 часов! Всё летает, всё плавно, всё здорово. Это позволяет полностью погрузиться в медитативный процесс планирования, не оглядываясь на розетку. Финальный аккорд: Последние миссии Особого упоминания заслуживают последние миссии. Это просто супер-тактика! Построить уровни так, чтобы все твои знания, все накопленные хитрости и уникальные механики героев сошлись в одной эпической точке — это высший пилотаж. Каждое из финальных заданий — это не просто конец сюжета, а грандиозный экзамен на звание мастера скрытности, где сложность и масштаб заставляют мозг работать на пределе, принося невероятное удовольствие от каждой победы. Жаль терять такую студию, но Mimimi подарили нам роскошь думать и созидать в тени. Они ушли на пике, оставив после себя эталон жанра, который на Steam Deck ощущается как родной. Это была эпоха, когда тактика снова стала дерзкой, умной и невероятно красивой.
打完赏金奇兵3再玩这作,玩了30个小时玩不下去了,比起前作差太多意思。再也没有感受到前作那种反复思考解决难题的成就感。加大了自由度,降低了难度,不再硬核,但是也不再巧妙精致了。 同一张地图,不同任务利用其中不同的区域,还有白天黑夜的区分,这个主意是ok的(可能从deathloop里找到的灵感?),但是体验下来就是感到无趣。 一方面是这一作人物的技能强度都太高了,另一方面是任务设计做的不好,反复玩同一张地图就成了败笔。 不过前两作算上dlc珠玉在前,还要接着构思出巧妙的关卡,确实是有难度。 可惜抛开玩法差异和任务设计不谈,这一作的剧情和人物塑造比起前作也是差了。个人口味上,音乐美术也没前作好。 唉但是工作室都解散了还能要求什么呢。作为工作室的收官之作,用轻松惬意的风格退场,挺好的了。
At first, I didn't like the game as the start is a little slowish. But then I began to really enjoy it. With each progressive stage and new characters with new abilities (which some pretty much do the same thing, but still fun), I had a lot of fun. At this point I just beat the base game and the levels were actually pretty challenging and forced me to think outside of the box at times. If a level was frustrating, it was just because I didn't use the right characters for the job. As far as the story goes, I wasn't as interested as there were sometimes a lot of talking between actually playing (I think this could be balanced better), but once I was in the level, the game was smooth and I like the fact that it lets you pause time to set your strategy in place that may or may not work. Observation, patience and strategy are the main tools used to ace this game. I don't end up beating a lot of games before setting them down for nearly good, so the fact that I finished this one to the end--should tell you something. Give it a shot ;)
I wanted to like this game. I waited until it was 75% off and bout it for $9.99, thinking that this would be another mimimi game like shadow tactics or desperados 3 (which is amazing), but it is a watered down version in my eyes. I am playing on the 2nd hardest difficulty (so maybe i'll up it to the most difficult version for the next island), but it is way too easy compared to those other 2 games. There is no entanglement of the guards that you have to figure out, save a few here or there, but in games like Desperados 3, you had really try and figure out who to kill first, and it was a chain reaction of death if you picked wrong. Here, it's "ok, i guess i'll kill this pack, then the next, then the next...and so on". I can use any of the playable characters to do it really. It's not mind numbing and no thought into the puzzle that is Desperados 3 or Shadow Tactics. boring in my mind, but I'll keep trying to up the challenge I guess.
I don't really understand this game. It is enjoyable, like other games from this studio (Desperado III, Shadow Tactics). But I don't understand the tone of the game. My best guess is that they tried to go for something like One Piece, but without the absurdity/strangeness, so it comes off as gloomy and depressing. Think about Pirates of the Caribbean, if the main characters were the crew of the cursed ship, rather than the human characters. It makes it hard to get engaged, and to care about the story and characters at all. The stories and characters were equally weak in Desperado III and Shadow Tactics, but without the depressing tone. It's too bad, because efforts were obviously made and voice-acting is quite good. They are just neither funny nor likeable. At least, the fantastical universe allows for unusual skills, that don't need to make sense. That part is refreshing (as compared to the classic throwing knife, sniper, and bear trap). There is also a couple of other game mechanics that are innovative. Like some progression for the characters, and a system that allows you to pick characters for a mission, while encouraging you to rotate them. But for me, that didn't manage to salvage my overall feeling towards the game, and I would have preferred more of this type of mechanics to have been integrated in a Desperado 4 game rather than trying to develop an original universe when you don't have the skills for it. The game is fine overall, if you are fond that type of games. But if you haven't played them maybe start with a different tactical game, most notably Desperado III which was more enjoyable to me.
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