
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 FR #87 · 3 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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
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% | 3.4Kreviews | 86% | — | $5.7M |
| $39.99 | 308ratings | 70% | — | not modelled | |
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Engagement
Reviews
Themes across 1891 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Was soll ich sagen! Ich spiele es gerade seid 26 Stunden und ich kann nicht mehr aufhören. Endlich mal ein Spiel das mich seid langem wieder richtig in den Bann zieht. Kann leider nicht mehr schreiben da ich weiterspielen muss.
I would love to give this game a thumbs up, and only two things are stopping me from doing it - You cannot re-assign ships to different docks. This is dumb and makes the game 1000x more tedious as instead of moving a ship to the other side of the island when you upgrade it (and it suddenly has completely different crew requirements) you instead have to spend an hour micromanaging your supply lines. And when you build or upgrade your next ship, you get to do it all over again. And again. And again. Until the whole pirate fantasy is completely forgotten because you have to build more warehouses, more supply bases, more more more and never have enough crew to do anything anyways. - The mission requirements blatantly lie on what you should do with them. Mission asks you for a hunter ship with good cannons and mobility? Too bad, you should have instead gone with an armored battleship. Oh, this is a little smuggling run for your smuggling ship? NOPE! Bring your boarding party unless you want everything to die. Example: There was a treasure cave that was difficultu 2 and required a reaver 2. I had an improved tier 2 reaver with full crew of 40. I go in, and suddenly the mission requires you to kill 100 enemy crew with your 40 while they do 30 damage hits and you do 10 damage hits, and you can prevent 10 damage out of that 40. Guess what happened? Instant loss. Want to go whaling on your whale hunting ship in a mission that asks you to bring a whale hunting ship? TOO BAD, you should have gone with a destroyer warship with massive armor and guns! Now on every mission I have to save, try the mission, find out what kinda ship it actually needs, then load and travel there with the right ship, taking 10 minutes IRL time.
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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 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Für meinen Geschmack ist Corsair Cove leider nur unteres Mittelmaß. Dem Spiel fehlt es einfach an Tiefe. Besonders das Würfel Kampfsystem macht die Immersion komplett kaputt. Anfangs ist es vielleicht noch eine nette Idee, aber spätestens im Midgame nervt es nur noch. Die Kämpfe machen weder Spaß noch stellen sie eine echte Herausforderung dar. Stattdessen unterbrechen sie ständig den Spielfluss. Da frage ich mich wirklich: Was soll das eigentlich? Man hätte das deutlich besser lösen können oder das Würfelsystem einfach komplett weglassen sollen. Das eigentliche Problem ist aber, dass das Spiel nach etwa 10 bis 12 Stunden bereits langweilig wird. Wer Aufbauspiele wie Anno 1800 oder Pax Romana 117 kennt, merkt schnell, wie wenig Langzeitmotivation hier vorhanden ist. Es fehlt komplett dieses Gefühl, sich nach und nach ein immer größeres und mächtigeres Piratenimperium aufzubauen. Das liegt vor allem daran, dass das Spiel für ein Aufbauspiel viel zu stark durchgeskriptet ist. Es gibt kaum echte Entscheidungen, kaum Herausforderungen und viel zu wenig Freiheiten. Dadurch entsteht nie dieses typische "Nur noch eine Stunde" Gefühl, das gute Aufbau Spiele auszeichnet. Für mich wirkt es so, als hätten den Entwicklern irgendwann die Ideen gefehlt, wie sie das Spiel sinnvoll ins Endgame führen können. Stattdessen wiederholen sich die Abläufe immer wieder, ohne dass man das Gefühl hat, wirklich Fortschritte zu machen. Und genau deshalb finde ich auch den Preis von 29,99 € deutlich zu hoch. Für die gebotene Spieltiefe fühlt sich das Ganze eher wie ein überteuertes Mobile Game an als wie ein vollwertiges Aufbau Spiel für den PC. Schade eigentlich, denn das Piraten Setting hätte so viel Potenzial gehabt.
Je laisse cet avis après avoir été séduit par la démo, et acheté en W1. J'ai environ 80h de jeu, une partie sur le mode histoire avec tutoriel, une partie en "exploration" sur le bassin du diable en difficulté intermédiaire et la dernière en endgame à farmer les exploits. Le jeu est très beau et le concept de construction verticale est intéressant, j'ai apprécié jouer à ce jeu étant un adepte des jeux de gestion/stratégie mais je vais laisser un avis négatif pour l'unique raison que, pour moi, le jeu n'est pas terminé et devrait encore être en early access tellement il est mal équilibré et avec des problèmes de conception. Je m'explique (désolé pour le pavé): - gameplay très répétitif. Sur l'ile je récolte, je transforme, je ravitaille. Sur les 7 sept mers je fais des allés retours entre les objectifs, les ports francs et mon ile le tout en X4 parce qu'il n'y a aucun risque à le faire - quasiment aucune différence entre le mode histoire et le mode exploration hormis 3-4 quêtes, ce qui limite la rejouabilité - uniquement 3 map en comptant celle du mode histoire, sans vraie différence entre le bassin du diable et skullrock - les rencontres via bateau avec les actions et les dés sont complétement transparentes. On "joue" toujours les mêmes actions sans se préoccuper des dés - les combats sont très mal équilibrés, certains sont clairement abusées, un monstre qui attaque en vous faisant perdre entre 140 et 180 membres d'équipages par coup alors que vous en avez 200 max avec un navire adapté et du niveau de la quête. Quand d'autres ne font que des actions sans impact. - la perte des bateaux est transparente, il faut choisir entre la perte de l'équipage et la pseudo-perte du capitaine. Les ressources étant illimitées et le capitaine toujours vivant, quoi qu'il arrive, on sauve systématiquement l'équipage - la difficulté globale est également très mal équilibrées. La couronne attaque tous les 36 du mois, ce qui laisse largement le temps de se développer sur son ile. Sans compter qu'elle ne s'adapte pas à votre niveau (voir des attaques de bateau niveau 2 quand vous avez des niveaux 6...) - les tours ne servent strictement à rien, autant avoir un bateau plein de matelots qui reste sur votre ile pour repousser les attaques, même d'un niveau faible, c'est largement suffisant et beaucoup moins contraignant en logistique - la majorité des rencontres via bateau sont faisables avec uniquement des matelots en membres d'équipage. A se demander pourquoi s'embêter à monter des chaines logistiques de ravitaillements complexe pour avoir des pirates ++ - les évènements aléatoires sur l'ile sont sans réels impacts même si on a pas les bonnes ressources ou qu'on les rate - l'endgame est inexistant, il reste sur la map que 1 mission lvl 5 par credo, le reste de difficulté moindre donc n'ayant que des navires full pirate lvl 5-6, je roule dessus - pas de possibilité de recruter des naufragés en endgame, j'ai été obligé de filouter avec la capacité du Prowler pour avoir des naufragés supplémentaires. Peut être rajouter une mission avec cooldown ou l'arrivée périodique de naufragé sur l'ile - problème de conception: - pas de cap de cohésion, je suis monté à + de 2500 en spammant les drapeaux qui ne coutent rien, ce qui rend les pertes de cohésions complétement transparentes - pas de possibilité d'assigner une touche pour se remettre en vue par défaut (par exemple le nord en haut de l'écran avec un angle d'inclinaison à 45°). Donc quand je passe de la map à l'ile avec ALT, je ne sais jamais où je suis, ce qui m'oblige a tourner dans tous les sens pour retrouver un angle de vue acceptable - pas de possibilité de créer un bâtiment en partant d'un autre (par exemple sélectionner un bûcheron, faire un ctrl + C pour en construire un autre sans avoir à le chercher dans les onglets de construction) - pas de possibilité de sélectionner les inputs à la chaine (par exemple à partir d'un entrepôt sélectionner 3 sources d'entrées, je suis obligé de sectionner la première, puis valider et recommencer. Il serait plus logique de pouvoir sélectionner les 3 en même temps avec CTRL enfoncé - les entrepôts peuvent accueillir 5 coursiers max (sans tout le monde sur le pont) mais on ne peut en assigner maximum 3 pour une seule ressource, ce qui n'est pas logique - L'affichage des inputs et output dans les onglets de constructions ne prend pas en compte les augmentations des exploits, ce qui oblige à tout recalculer - certains ponts restent en place malgré la suppression du bâtiment (souvent avec les bâtiments qui offrent des points haut comme les entrepôts) - après avoir supprimé un pont sur un bâtiment avec point haut, il n'est plus possible d'utiliser le point haut libéré, il faut sauvegarder + charger pour que le jeu comprenne que le point haut a été libéré - Supprimer un bâtiment reredise des ressources de construction dans un entrepôt aléatoire, il faudrait rajouter une option pour refuser ces ressources - En endgame, si un credo est terminé, les points sont perdus et un +1, +2 etc reste sur la boussole. Selon les choix de mission, il y a trop de points dans un crédo et pas assez dans d'autres - Finir tous les exploits n'apporte rien, même pas un succès alors que c'est clairement la plus grande difficulté du jeu à l'heure actuelle - Certains succès sont bugués comme " jusqu'à la dernière pièce". Je suis à 160K en ayant fait la reine des sirènes et la cité d'or plusieurs fois mais je n'ai pas le suces J'espère que les updates régulières amélioreront le jeu que je puisse recommencer une partie avec plaisir.
I was not sure what to expect with this title. I watched my favorite streamer Splattercat play this and I was a bit turned off with regards to the combat. However I loved the building verticality and the look of the game reminded me of the old Hook movie with Robin Williams. So I took the plunge as I felt it was a fair price! Within an hr I was hooked, game looks fantastic, runs as smooth as silk at 4k with a 3080ti and most importantly it's fun! It's a unique idea to be able to be able to upgrade your transportation routes with zipline, elevators, bridges, ladders and more. Not just upgrade you gravel path to a stone path. It's really cool to start seeing all the ropes start crossing eachother in the air like something out of a movie. Combat is so-so. I actually found the card based combat a bit refreshing, you can be busy making your base as efficient as possible and then take a bit of a break with combat, no clicks per minute RTS stuff. HOWEVER, I feel like it's a missed opportunity. There could be more depth to the card system. Being able to build decks for each pirate, maybe have each ship have its own cards that you can add to the deck as you see fit. Your captains could also level up. As it stands, you don't really get attached to your captains. Thing I would like to see: Trade posts having an auto trade toggle button. Manually clicking the trade button after you have selected a good is a pain. Ability to upgrade houses that are already placed. Ability to move buildings, not destroying and rebuilding. Combat explanation could be better, such as what do the card colors represent, what does the glow that appears above the cards mean and what does your ship stats actually do to effect your cards played. More modular ways to upgrade ships, not just a whole new ship. Maybe different cannons, sails, armor. A legend on the map that tells you what the mission icons represent, like what the diamonds are ect... Overall it's super fun and very well done!! Nice to see a release work and be fun on day one :p
断崖絶壁に海賊都市を築く街づくりシム🏴 簡単に雰囲気ある街を作れるのが楽しい! どんな海賊を目指すのか、これからが楽しみです!私は深海の怪物と戦いたい。 ※ゲームキーを提供していただきました。
나름 유쾌한 게임이다. 단 한 가지 아쉬운 점이 있다면 전투가 실제로 싸우는게 아니라 선택지 형식으로 진행된다는 점?
I get the positive reviews because there is a lot that's good with this game but.... it but it becomes boring very fast. The city builder element is fun at first, building around cliffs is great and the connections are mostly pretty good though there are some paths that pass straight through buildings. It's the encounters that are lacking any kind of fun at all, they're essentially the same over and over again and they're just "enemy is attacking your crew" you press "defend my crew", it's that over and over and over. Then you supply chains become a complicated mess and you think to yourself, "can I be bothered to put the effort in to fix my supply lines in order to do more of the same encounters over and over"..... "No" is the answer.
Für mich zu langweilig und irgendwie ist jeder 2 Pirat in dem Spiel eine Frau.
I really want to recommend this game. There are a lot of really fun ideas, and super interesting gameplay mechanics. This is an early access game in the current state. It is a lot of little things that all pile up to adding too much friction for enjoyment. The balance is off, the midgame is filled with trying to find the right ship, bonuses, situations, ETC. to make it past the next mission. Even if you get the mix just right, the RNG will screw you over. random enemy spawning in and intercepts your ship, bad dice rolls, there is too much chaos with he shoestring margins you have to work with. What it ends up feeling like is you either obviously were going to succeed, or you were obviously going to fail, which ruins the tension of encounters. Towards the midgame, encounters are far too samey. It kind of feels like a card battler, but the variety of cards is far too low for that work. Even if you look beyond that, the base builder part is really cool, but filled QOL issues. Warehouses are far too limited, and incredibly necessary. The pathing and connection mechanics are tedious at best and fall on their face at worst. Even if you can see past all of that, the content is pretty slim in general. A base builder should keep going for a good long time, and here it kind of peters out around hour 20 or so. It seems like the dev team is active, and working to make this game better, but it should not have been released out of early access in the current state. I feel like this is a game that if I come back in a year or two, it will be really good, maybe even great. But I cannot recommend it as it is now. needs a good 6 months of bug fixes, and game balances. I only hope that when I revisit it will also have a bit more content that doesn't come in the form of DLC.
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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