
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.
Reviews, worldwide (the counter carries no country): 10.43/day in the week to Sep 18 → 16.4/day in the week after.
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% | 3.5Kreviews | 85% | — | $5.8M |
| $39.99 | 311ratings | 70% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 1986 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wuselfaktor, Produktionsketten und das mit Piraten! Tropico 2 Remastered und nochmal besser gemacht.
Une pure tuerie. La gestion des ressource me rend dingue mais c'est le pieds totale ^^
Das Spiel ist erfrischend anders. Volle Empfehlung!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Such a fun game, did not expect to enjoy it that much. What really sets it apart is that even 11 hours after starting the campaign, it still feels entertaining with new things to do and discover.
I love how the ship`s mainmast flag flies fully open against the wind`s direction!! (LOL) All in all though, so far an enjoyable game; the vertical cliff building and animations are pleasing. And did I mention the Pigs?!
I've been back and forth on writing a review. I really love the pirate haven theme and the vertical city building. My first play session stretched to four hours due to being enamored with how I could string together ziplines, rope bridges, and cliff paths to build a precariously balanced settlement amidst the cove. Why I ultimately would not recommend this game. The mechanics that are driving the pirate haven simulator are rather dry. Both the story and adventures feel tacked on to what is a pretty inspired city builder. The "combat" or events are more or less static screens which never really explain what the point of rolling your dice are. They break down into categories of naval combat, melee/personnel combat, sneaking around, chasing a ship down, and other variations of this. None of them really feel any different. If you match the recommended stats for the encounter and then pick the emblems on your card to match the card the enemy is playing you more or less always win. Each card takes supplies which cost ship health or pirate lives to restore, I typically have to send my ship home to dock due to a lack of supplies than any negative experiences with combat. This takes 5-10 mins once you get outside the initial ring of isles around your cove. The characters themselves are pretty uninspired. You have a stereotypical blackbeard character (Teach) that's always whining about not having a good enough ship. On top of that when I try to appease him by sending him out to combat (which is what he seems to always be hungering for) he'll occasionally remark something about it being more or less pointless. Something along the lines of "I don't know why we're evening doing this". That's pretty much how I feel about the excursions beyond the cove. Had I realized earlier in my playtime that the building would eventually fall flat due to it propping up gameplay I did not enjoy: I likely would have returned the game. Optimizing the productions routes with the vertical building is very fun and the primary appeal for me. Ultimately I would prefer a massive production line simulation across multiple islands, organizing trade routes as you go, to the actual adventure gameplay present in the game.
Great supply chain resource management game. Deep but easy to understand production lines with gamble based battle system. Pretty pirate-y. 9/10.
整体还是非常有乐趣的,美术也很不错
⭐️⭐️☆☆☆ (2.5 / 5) I feel really neutral about this game (maybe it just not for me), but it falls short of the fun marker real quick for me due to the reasons below. I wish we could give neutral reviews (HOW ABOUT THAT FEATURE STEAM!) [b] [u] When I decided to stop because it was just not fun to me anymore, this is where I was at: [/u] [/b] In Story Mode, I had 3 pirate camps, 2 ships (level 3 & 2), 144 cohesion, 2 trading posts selling rum at a high rate, 2.5k gold, 127 Assigned Pirates, 56 Drifters free to do work, Compass levels (5 Notoriety, 3 Empire, 4 Seafaring, 7 Wealth), 4 gun towers (mostly for just in case future scenarios). By no means having any problems on the island, in fact successful by anyone's standards. I used Arial Lifts, Elevators, and Ziplines to make my island efficient as I possibly could for faster "Fetchers" item transit. The 3 main goal factors in the game (with my current gameplay in) are simple as really just having enough Pirates to do the work, Pirate Camp Satisfaction, and Cohesion ++. I also played "Uncharted Mode" (which is the other more custom game mode outside the "Storymode") Skull Rock location after I was getting flustered with the Story Mode gameplay. They place one of the 3 starting places in the worst possible locations so your forced to relocate and then wont let you destroy your first camp for some reason loosing 2 needed Drifters (workers). Not long after I realized the future of networking the supply lines/ possible base (Pirate Camp) locations, and thought, "nah I'm good" and now I am here writing this review. [b] [u] Why I quit playing: [/u] [/b] I was getting bored and annoyed at the rebuilding / pathing issues. I assumed it would be to build / manage a base(s) for a little bit and go exploring on any part of the water for most of the time (I mean hey its a pirate game!). Instead 85% of my time was base management and 15% sailing straight to locations (not including waiting on sailing time here) to do very short card game combat ship battles (which seemed fun at first, but depleted more after each battle). I would sum this gameplay up as "The economics of fixing supply line issues with the occasional pirate battle". [h3] Good Aspects: [/h3] ✅ Good Graphics, Voice Acting, Music, Theme, Some fresh and old game design ideas mixed together, 95% bug free, No AI art, All around clean cut design (w/ some flaws here & their like any other game, but the dev's team is still working, I am on their discord channel this is how I know). Reminded me of how games should be released! [h3] Bad Qualities: [/h3] (at least from my perspective, yours may not be the same) 🟥 You spend 85% of your time managing the building /space issues and supply lines problems and the other 15% having pirate ship exploring/ battle fun (which is just a very short, dice rolled card game battles btw). Normally I like building games and I'm one of those people you want on your team for a building game because I am good at it. The problem lies in their "System" that slowly picks at you over time and makes you say "this is just not fun anymore". [b] [u] "The System" that causes cascading problems that I needed to address as I played: [/u] [/b] Most of "The System" issues revolve around building and pathing which is most of this game and I have described below the issues that I encountered (This is a long read so read at your own peril) One of the problems start when you put a base down (Pirate Camp) you only have access to certain harvestable nodes within that bases range. The problem(s) with the bases range is that you don't know how it will limit you in the future, from resources you did not know you will need without reading through the "Overview" and spoiling the games buildings. Also when placing a base it's range does not show where you are able to place down a gun tower, you have to guess that you can indeed build one their, because their are no visual makers (yes it does display which side you will be attacked from but not where you can can build gun tower(s) that can be in range of that attack). At quite a few points in the game you are dead stopped due to not knowing how to progress due to its lack of given information. You need Drifters (workers) to do everything from moving resources/ creating resources/ being on the boats, but their seemed to be no way to get them or you can get them and take hits to your "Cohesion" (if you get enough hits and you reach zero the game fails). You need You need tier 2 boats to do some missions but their are not enough tier 1 missions to progress, and your stopped asking why. You need to complete "Deeds" to get points to spend in your Compass (Tech Tree) to progress to get new pirate ships. Pirate ships and their crew change what resources you need to have access to, which in turn changes the buildings (that require specific "Fertile Land" needs) you need to create those resources, and all of this is unlocked via The Compass (Tech Tree that unlocks all progression). Their is something called an "Overview" (abacus icon) which tells you how and what everything needs but it is like flipping through a book back and forth to figure out something in a non-linked find it yourself fashion (takes the fun out of playing, like using a wiki for playing an mmo). Eventually you realize how valuable "Fertile Land" (flat land with trees/grass) is and not to build on it, unless its absolutely necessary, and if you do, you might have to relocate the building(s) later. Relocating buildings means moving your Warehouse (storage) and that causes a slew of supply lines connection problems and possibly production speed problems. Now if you have more Warehouse's you will need more gold and Drifters (workers) to man them. [b] [i] To sum it up: [/i] [/b] I do not like having my bases look like a giant rubbish pile, I like a clean and 100% efficient bases. This game forces you to make compact rubbish piles on the side of the cliff. They do not make it simple by putting a bounding box shape around the building you are placing and restricting other building from being built in that area, or how and if another building will be able connect properly without their over the top auto connections. The very valuable land buildings have circle walking paths around them instead of straight to and from connections. Now the "Fetchers" (people assigned to the buildings to collect stuff) will walk around the circles to get to places, so if two buildings are connected they go around 2 half circle instead of straight to get to the other side of the 2 buildings, which makes your brain itch watching. Now path length is very important, and in some cases you don't know for example how the path will be ahead of time when you connect a said building to say a warehouse. If you connect one from the top, the "Fetchers" will walk from the top to the bottom and back up. Now if you knew how any of the pathing worked you may not of built your connecting "roads" that way. The "Fetchers" will also walk the shortest distance, which may or may not be the path you built, but their is no way of measuring one path to another in the game, all visual guessing until you have the building built and connect it. One a building is connected the game has "road" / path indicators when connected to other buildings, Green (good), Yellow (not efficient), Red (HA! your not getting that in time for anything). Sometimes the pathing around buildings especially on the cliffsides to a ground source take some crazy for some absolutely no reasons weird extra U's in their. So basically everything is effected by efficient distance pathing and building, which the game seems to suffer from a lack their of even with with "connections" (Bridges, Ziplines, Elevators, Ariel Lifts, Masts) and using Warehouses as mid points to cover large distances. [i] I might change this review later on, who knows! [/i] Sorry for the grammar / punctuation / run on sentences >_<
Game is really fun to play, really pretty graphics, interesting resources, beautiful island but.... Just as others reviews pointed it out there is a massive CHAOS and I mean it , after 10 hours your island buildings are so visually indistinctlable one from another that finding anything in that mess is just HUGE problem. There is no building trees like Anno , that would make it a lot easier. Also to track goods flow etc it is very difficult , some times goods are there but you must manually point warehouse to take goods from or to send it there , thats quite annoying. Battle is also predictable and boring after a while. I would rate it 7/10 there is a lot of fun especially first 10 hours. If game developer could fix issues mentioned in many reviews game would be a gem ❤️
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