A top-down naval roguelite where your ship is a mobile base. Build it module by module, sail through dangerous waters, fight pirates, and return to port richer — or don't come home at all. Every run is a gamble.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Pirate Twist is a solo-dev project and Early Access is the model that fits both our shape and our values. The core game is feature-complete and playable today — five expeditions per run, five captain archetypes, an 11-module ship grid, real-time naval combat, branching encounter maps, and a 3-phase boss every third expedition. Early Access lets us ship that loop to players now, build a community around the genre, and let the people actually playing shape the post-launch direction.

We believe roguelites are at their best when the community has a hand in tuning balance, suggesting builds, and reporting the edge cases a solo dev would never catch alone. Going Early Access is a commitment to building Pirate Twist together with that community rather than vanishing into a silent two-year polish cave.”

Approximately how long will this game be in Early Access?

“We plan for approximately 6 to 12 months in Early Access. The goal is to reach 1.0 once the planned content additions (more module types, more captain archetypes, achievements, additional encounter variety) and community-driven balance work feel complete.

We'll be transparent about the timeline as we go. If more time is needed for a feature or pacing pass to land right, we plan to take it rather than rush a 1.0 that doesn't earn the badge.”

How is the full version planned to differ from the Early Access version?

“The Early Access build ships with a complete core loop: 5 captain archetypes, 11 ship-module types across the 5×8 grid, 6 crew archetypes, 5 encounter types, 5 expeditions per run, and a 3-phase boss every third expedition. Full Steam Cloud save sync across PC and Deck, complete Windows + macOS support.

We plan to expand toward 1.0 with:

- Additional module types and captain archetypes shaped by community feedback about which playstyles want more depth
- Steam Achievements — roughly 25-40 milestones for run completions, captain unlocks, boss kills, build mastery
- Steam Leaderboards — per-captain highest expedition, fastest boss kills, highest single-run haul
- More encounter variety, including new event types based on the most-requested playstyles
- Ascension-style difficulty modifiers for post-first-win replay value
- Audio expansion and polish based on player session feedback
- Gamification style upgrades and custom game types

We plan to roll these in across the Early Access period as the community direction sharpens. None of this is a hard commitment, but it's where we are aimed.”

What is the current state of the Early Access version?

“The core game is feature-complete and stable. A typical session is 30 to 60 minutes (one full run of 5 expeditions, or 2-4 expeditions for shorter sessions). Save & Quit works at any time during a run, with mid-encounter resume preserving combat progress.

What is in the Early Access build:
- 5 captain archetypes with distinct buffs and signature crew
- 11 ship-module types across the 5×8 grid (light/heavy cannons, mortars, hull/reinforced hull/armor plating, small/large storage, repair/advanced repair, crow's nest)
- 6 crew archetypes with passive bonuses + supply management
- 5 encounter types: Combat, Merchant, Storm, Salvage, Calm
- 5 expeditions per run, with a 3-phase boss every third expedition
- Branching expedition map with Unknown encounters that roll a hidden outcome
- Real-time naval combat with mouse aim, gamepad support, and Steam Deck UI scaling at 1280×800
- Steam Cloud save sync across PC and Deck
- Full Windows + macOS support (Universal binary on Mac, runs natively on Intel + Apple Silicon)

What is NOT in yet, but planned for the Early Access period:
- Steam Achievements
- Steam Leaderboards
- Additional captain / module / encounter content
- Gamification style upgrades and custom game types
- Native Linux build (Steam Deck currently runs via Proton against the Windows depot)
- Localization beyond English

The game is balanced for a single playthrough today. Grinding through ascension-style difficulty tiers is planned for later in Early Access.”

Will the game be priced differently during and after Early Access?

“We plan to launch Early Access at a fair indie price point and gradually raise the price as significant content updates ship — additional captains, achievements, leaderboards, expanded encounter variety. Players who buy during Early Access pay the lowest price and get every content update free during the Early Access period.

We do not plan to discount during Early Access beyond Steam's standard seasonal sales.”

How are you planning on involving the Community in your development process?

“Pirate Twist is a solo-dev project, and Early Access is where the game finds its real shape.

We plan to:
- Maintain an active Discord (linked from the store page once we're live) where dev posts, patch notes, and community discussion live in one place
- Read every Steam review and Discord post, with explicit "this got changed because of X feedback" notes in patch logs
- Publish a public roadmap and update cadence — players should know what is coming and when, even if dates shift
- Run small focused feedback rounds when major systems land — for example, when we add a new captain or module type, we plan to explicitly ask for impressions before the next pass
- Be honest when a community ask does not fit the design direction, rather than silently ignoring it

We already run a closed playtest program in the lead-up to Early Access, where testers play each milestone build and report back via Discord. That same model continues into Early Access with broader participation.”
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About This Game

Build your ship. Brave the seas. Come home richer — or don't come home at all

Pirate Twist is a top-down 2D naval roguelite where your ship is a mobile base. Cannons on the sides, hull plates in the center, repair station at the stern, storage up front — a 5×8 grid where every layout creates a different playstyle. Sail out, fight pirates, collect resources, return to port to upgrade. Die, learn, run again.

Your Ship Is Yours

Place 11 module types across a 5×8 grid. Light cannons fire fast and cheap. Heavy cannons punch holes. Mortars arc over cover. Reinforced hull plates trade weight for survival. Repair stations let you patch damage mid-fight. Crow's nests extend sight range. The grid expands as your run progresses — by the boss fight, your sloop has grown into something the pirates fear.

Every Expedition Is a Choice

The expedition map branches Slay-the-Spire style. Safe trade routes with merchants and calm seas. Dangerous pirate waters with elite ships and richer loot. Storms that batter your hull but reward the brave. Unknown nodes that roll a surprise outcome on the way in. You pick your path through every expedition.

Three Layers of Progression

  • Ship — 11 module types, persistent upgrades, grid expands over time

  • Captain — XP from combat, 9 skills across 3 branches (Combat / Navigator / Commander), spec into the playstyle you want

  • Crew — 6 crew archetypes with passive bonuses; supplies tick down between encounters, the captain's choices shape the roster

Combat Is Naval

Enemies don't stand still. Sloops circle-strafe and pepper your flanks. Brigantines and Galleons tank hits and barrage broadsides. Fire ships charge and explode. Every third expedition climaxes in a 3-phase boss fight that asks the player to read patterns, not just out-DPS.

Mouse aim. Cannons auto-fire on the broadside facing the cursor. Easy to learn, hard to master.

Roguelite Loop

A run is 5 expeditions, ~30 to 60 minutes total. Permadeath per run, but captain XP / skill points and unlocked captain archetypes persist across runs (1-of-N pick at the start of every fresh run from your unlocked pool). Five captain archetypes to unlock, each with a distinctive buff and signature crew. Replay is the loop — different captain, different route, different ship.

At a Glance

Module types: 11

Enemy types: 5 + elite variants (Sloop, Brigantine, Galleon, Fire Ship, Boss)

Encounter types: 5 (Combat, Merchant, Storm, Salvage, Calm)

Captain archetypes: 5 (Rourke, Reyes, Voss, Sable, Marisol)

Captain skills: 9 across 3 branches

Crew types: 6 (Gunner, Carpenter, Navigator, Cook, Quartermaster, Lookout)

Resources: Gold, Wood, Iron + Supplies

Expedition length: ~10-15 min

Session length: 30-90 min (a full run is 2-4 expeditions)

For Fans Of

If you've sunk hours into FTL's decision-density, Slay the Spire's map-branch tension, or Hades' "one more run" pull — Pirate Twist sits in that lineage with a naval twist. Solo-dev Unity 6 project built for Steam (Windows + macOS) and Steam Deck.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

AI assistance was used for source-code authoring and for drafting store-page copy. All visual art assets are commissioned hand-painted illustration; all audio is commissioned music + SFX. No AI runs at game runtime.

System Requirements

Windows
macOS
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 or AMD Ryzen 3 1200
    • Memory: 4096 MB RAM
    • Graphics: Intel HD 4400 / AMD Radeon HD 6450 / NVIDIA GeForce GT 730 (1 GB VRAM)
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-7400 or AMD Ryzen 5 1600
    • Memory: 8192 MB RAM
    • Graphics: Intel UHD 630 / AMD Radeon RX 560 / NVIDIA GeForce GTX 1050 (2 GB VRAM)
    • DirectX: Version 11
    • Storage: 500 MB available space
    Minimum:
    • OS: macOS 11 Big Sur
    • Processor: Apple Silicon (M1 or later) or Intel Core i5 (2018+)
    • Memory: 4096 MB RAM
    • Graphics: Apple Silicon GPU OR Intel Iris Plus / discrete equivalent (1 GB VRAM)
    • Storage: 500 MB available space
    Recommended:
    • OS: macOS 13 Ventura or later
    • Processor: Apple Silicon (M1 Pro or later) or Intel Core i7 (2019+)
    • Memory: 8192 MB RAM
    • Graphics: Apple Silicon GPU OR AMD Radeon Pro 5500M (4 GB VRAM)
    • Storage: 500 MB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
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