
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!
Most likely between $3.5M and $9.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1995 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
1111
好玩,内容很丰富,主要是海岛那种阳光充足的感觉实在是太舒服了。不过在自己摸索着乱建完看到自己跟盘丝洞一样的道路飞索老巢。。。突然想重来好好规划一下。推荐购买,价格值这个钱。
기대: 개쩌는 해적 도시 건설 현실: 이어폰 엉킨거 풀기 시뮬레이터 스토리 튜토리얼 조차 난이도가 높고 뭘 하라고 정확하게 가르쳐 주지 않는다 초반에 대충 지어놓으면 나중에 다 갈아엎게 됨 조금이라도 자원 생산량 안맞으면 바로 찡찡대고 몇분 안지나서 반란 일어남. 건설, 경영 시뮬이라기보다는 운송로 연결하기, 경로 최적화 시뮬에 더 가깝고 기지간에 자원 공유도 안됨. 일일이 입출력부 연결해줘야 한다는점에선 공장 시뮬이랑 비슷한듯.
The building is amazing. Didn't have patience enough for the tutorial but after some experimentation the game was easy to learn and enjoyable.
Attention drogue dure pour joueurs d'Anno, c'est hyper beau et prenant,
yes
First of all, the vibes are "Pirates of caribbean". Anyone looking for a realistic pirate take will get dissapointed. There's this lighthearted eqalitarianism that can give disney vibes too that wouldn't be found in a more gritty take of the genre. Building gravity defying structures and piling them on the clfifs is fun and managing logistics is also, the low points seems to be the card system that can devolve into rock paper scissors and end up being formulaic, ships can also end just being stat checks more than just skill. I'd give it an 8/10. Can be better with more work too.
很简单
JUEGO ESTA ENTRETENIDO EMPEZADO LA ISLA DOS VECES PERO SE AVANSA RAPIDO POR EL MOMENO NO LE VEO FALLAS
I've put just over a day into the game at this point and I am greatly enjoying it. I love the atmosphere of the game, and I think its a great take on the city builder genre. With that said it has it's problems, most notably to me being resource management within each settlement not being laid out clearly. I have found that when upgrading a particular building or ship it will show your resource stock from your entire game rather than that individual settlement. Most frustratingly for me this occurs when recruiting new crew members for more advanced ships. It shows me as having several thousand of that resource but turns out its on the other side of the map, so when I recruit them suddenly I don't have my necessary upkeep resources because the closest supply is a day's journey away. This is entirely my fault for not paying attention but its annoying as all get out. I would greatly prefer each settlement showing what upkeep resources are readily available there, rather than what is in my storage somewhere. If it could show me what is available within each settlement that would enable me to either get that resource building built there, or set up some kind of transport system for it. A good fix would be it showing foremost what is within the settlement followed by my total amount, and potentially even highlighting the closest supply line, I believe this would greatly improve the ability of the player to manage their resources and supply lines well, and improve the overall enjoyment of the game. Outside of that I find the combat system to be very old very fast, its not reactive or dynamic in any way, you're just choosing the card that does the opposite of the enemy's until their numbers go down, and not paying attention to the dice rolls. If there was a timed aspect that would be somewhat more engaging but it would just make it more tedious in the end. Somehow Id like to see a more engaging form of combat in the game. Also I think the game has a tendency of overreacting to lack of upkeep resources. If I have 2000 ales in storage with 3 active distilleries all on "all hands on deck" with efficient supply lines to the tavern, A: that tavern should never hit zero ale, but B: even if it does I should not have my pirates trying to mutiny because of a couple minutes of waiting. If the upkeep resources were slightly less sensitive to triggering mutinies, it would be far less tedious to manage. All in all, great game, highly enjoyable, but its clearly unpolished. I'm glad to see the devs making changes and fixes though, it makes me want to play it more.