
Take the challenge of managing a cruise ship! Maintain your vessel, plan your route, and sell tickets to the wealthiest passengers. Give tasks to your crew and keep their morale high. Choose the ship's layout and the offered amenities. Keep the prices right, passengers happy, and your wallet full!
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 12 → 0/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.
About



Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Coming from a pretty hardcore sim, building, & management enthusiast... While this game has tips to help you get started, it leaves out some of the most integral points about it. For example, it expects you to magically know exactly what amount of food you'll need for all of your passengers without any input or information to base that decision on, and will tell you how much fuel you'll need to get to your destination and then end up using almost twice that in spite of perfect complete-staffing. Worse yet, if you can't keep paying for more emergency fuel, you'll get dragged back to port and lose what little money you might have left, thereby making it impossible for you to properly restock & refuel for another attempt at inevitable misguided failure. Meanwhile there's no real feedback as far as what is a realistic expectation of effectiveness when it comes to advertising effectiveness (which should yield different responses depending on where you are in the world and such) let alone any real insight as to the impact of ticket pricing changes besides a general percentage of increase which simply tells you how much you've raised it by, not actually what impact on happiness / willingness to pay. Overall I think this is a pretty great foundation for a game that feels unfinished or moderately convoluted, resulting in generally unpleasant gameplay. I can not recommend it, and I will be seeking a refund. [table] [tr] [th]Category[/th] [th]Score[/th] [/tr] [tr] [td]🏆 Overall Rating[/td] [td]★☆☆☆☆[/td] [/tr] [tr] [td]📖 Story[/td] [td]★☆☆☆☆[/td] [/tr] [tr] [td]🎮 Gameplay[/td] [td]★☆☆☆☆[/td] [/tr] [tr] [td]🎨 Graphics[/td] [td]★★☆☆☆[/td] [/tr] [tr] [td]🎵 Sound Design[/td] [td]★★☆☆☆[/td] [/tr] [tr] [td]↩ Replay Value[/td] [td]★☆☆☆☆[/td] [/tr] [tr] [td]😧 Difficulty[/td] [td]★☆☆☆☆[/td] [/tr] [tr] [td]🐛 Bug free?[/td] [td]★★★☆☆[/td] [/tr] [tr] [td]🖥️ PC Requirements[/td] [td]★★☆☆☆[/td] [/tr] [tr] [td]📈 Game Length[/td] [td]▰▱▱▱▱▱▱▱▱▱ [/td] [/tr] [/table] [hr][/hr]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Simplified Chinese
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Очень долгие загрузки и нет русского перевода, чтобы понять задачи [/h1] Хотя после загрузки графика выглядит довольно приятно, но всё остальное оформлено очень так себе. Логика всего довольно странная. Вроде строишь помещения, потом нанимаешь команду и ещё нужно какие-то связи выстроить между помещениями. Пока что трудно понять, что здесь нужно. Лучше бы сделали оптимизацию загрузок уровней и русский перевод.
In Cruise Ship Manager you’re supposed to build the cruise ship of your dreams and sail across the oceans. The game puts you in charge of running your own cruise liner. You hire crew members, place rooms, stock supplies, and plan trips across the Mediterranean. On paper it sounds like a fun management simulator, but in practice it often leaves you feeling bored or guessing what to do instead of actually managing things. Crew management also feels strange. Workers can’t queue tasks, so they often sit idle unless you constantly micromanage them. Staff can also get “burned out” from doing the very job they were hired for, which leads to odd situations where you start assigning completely different roles just to keep things running. There’s not even a permanent captain either, apparently that’s just a job anyone can do for the day. Customization is also very limited. You can place a few rooms, but there aren’t many ship designs and you can’t really customize them the way the game suggests. On top of that, the gameplay loop becomes repetitive quickly, with a lot of waiting while traveling between ports. Overall, the game feels unfinished, very boring at times, and sometimes unnecessarily complicated for what it tries to do.
Empty and boring.
Clunky, the opposite of intuitive, and probably too not worth the price even at 70% off. Might not refund it in the hope that it gets better one day but it hasn't seen an update for 6 months so maybe not... Would love for it to have a UI overhaul and tidy up and it might actually be an ok game
Controls are clumsy and the interfaces never contain as much information as you need to make decisions
Cruise Ship Manager, developed by Image Power S.A. and published by PlayWay S.A. alongside Image Power S.A., is a management simulation that explores the idea of running a floating resort while trying to balance logistics, customer satisfaction, and profitability. The concept is inherently appealing—designing a cruise ship, planning voyages, and managing a constantly moving ecosystem of passengers and crew—but the experience ultimately leans heavily toward micromanagement, shaping both its strengths and its frustrations. It aims to deliver a hands-on simulation rather than a high-level tycoon experience, which defines how players interact with nearly every system in the game. The gameplay is divided into two main phases: preparation and execution. Before each voyage, players are responsible for configuring their ship, selecting destinations, setting ticket prices, and hiring staff to fill various roles. This stage offers the most meaningful strategic input, as decisions about layout and services directly influence how passengers will respond once the cruise begins. Choosing what amenities to install—such as dining areas, entertainment spaces, and essential facilities—adds a layer of customization that allows players to shape their ship according to their preferred style of management. It’s here that the game shows the most promise, giving players a sense of ownership over their growing operation. Once the ship sets sail, the focus shifts to real-time management, and this is where the experience becomes far more demanding. Instead of allowing systems to operate semi-independently, the game requires constant oversight. Crew members must be manually assigned and reassigned to tasks, maintenance issues need immediate attention, and passenger demands often require direct intervention. While this level of control can initially feel immersive, it gradually becomes repetitive, as players spend much of their time responding to small, routine problems rather than making broader strategic decisions. The lack of automation or streamlined tools means that even simple tasks must be handled individually, which can make the gameplay feel more like a checklist than a simulation. The underlying systems themselves are reasonably complex, covering areas such as crew management, resource consumption, and passenger satisfaction. However, they are not always well-balanced. Certain mechanics, like staff fatigue or passenger expectations, can feel overly restrictive or poorly communicated, leading to situations where failure feels less like a result of poor planning and more like a consequence of unclear design. This can disrupt the flow of the game, turning what should be engaging challenges into sources of frustration. Over time, players may find themselves focusing more on managing these quirks than on building a successful cruise operation. Visually, the game adopts a functional presentation that prioritizes clarity over immersion. The ship is displayed in a cross-sectional view, allowing players to monitor multiple areas at once, which is useful for managing its many systems. However, the overall aesthetic feels dated, with limited detail in both environments and character models. While this does not directly hinder gameplay, it reduces the sense of atmosphere and makes the experience feel less vibrant than its premise might suggest. The audio design is similarly understated, providing basic background elements without adding much personality to the world. One of the more compelling aspects of Cruise Ship Manager is its attempt to simulate the interconnected nature of running a cruise line. Managing finances, supplies, fuel, and staff alongside passenger satisfaction creates a layered system where different elements influence one another. When these systems align, the game can be genuinely satisfying, offering moments where careful planning leads to smooth operations and steady profits. These moments highlight the potential of the concept, showing what the game could achieve with more refinement and balance. However, the overall structure struggles to maintain long-term engagement. Cruises tend to follow a similar pattern, and the game introduces few new mechanics as players progress. While new destinations and upgrades provide a sense of advancement, they do little to change how the game is played. This leads to a repetitive loop where the initial excitement of managing a cruise ship gradually gives way to routine. The heavy reliance on micromanagement further amplifies this issue, making extended sessions feel more exhausting than rewarding. In the end, Cruise Ship Manager is a game with a strong and appealing foundation that is held back by its execution. It offers a detailed simulation for players who enjoy being deeply involved in every aspect of management, but it lacks the balance and refinement needed to make that involvement consistently enjoyable. For those who appreciate meticulous control and are willing to navigate its rough edges, it can provide a moderately engaging experience. For others, its repetitive structure and demanding systems may overshadow its strengths. Rating: 5/10
Not up to expectations, somewhat buggy and too slow even for a game in this genre.
had high hopes this would be like cruise lines tycoon and it was headed that way but over time one thing became clear this game was quickly given up on no dlc no new content no updates most comments removed such a shame this game had tons of potential but it got dropped like a hot rock not sure why probably will never know I wish this game would get more updates or some new content but I doubt it highly.
no good i need my money back
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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