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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Już wkrótce we wczesnym dostępie

Producenci tej gry zamierzają wydać tę grę, gdy wciąż trwają nad nią prace, opierając się na opiniach od graczy.

Uwaga: gry oferowane w formie wczesnego dostępu nie zostały jeszcze ukończone i do momentu pełnego wydania mogą ulec zmianom lub nie zmienić się w ogóle. Jeśli ta gra w jej obecnym stanie nie interesuje cię, sugerujemy poczekać, by zobaczyć, czy prace nad nią pójdą dalej. Dowiedz się więcej.

Od twórców:

Dlaczego wczesny dostęp?

„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 — a three-sea campaign per captain, five captain archetypes (two unlocked to start, the rest earned by winning runs), a modular ship you outfit on a 5×8 grid, real-time broadside naval combat with directional component damage, branching encounter maps, and a named boss captain waiting at the end of every sea. 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.”

Mniej więcej jak długo gra będzie w fazie wczesnego dostępu?

„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.”

Czym różni się zaplanowana pełna wersja od tej z wczesnego dostępu?

„The Early Access build ships with a complete core loop: a three-sea campaign per captain, five captain archetypes (two unlocked at the start, the rest earned through play), a 5×8 ship grid with four module types (hull plating, cannon, storage, repair station), six crew roles whose bonuses come set by your chosen captain, five encounter types (Combat, Storm, Salvage, Merchant, Lucky Treasure), and a named boss captain — drawn from a pool of six — at the finale of each sea. A per-captain New Game+ ladder ramps the threat after each win, and a Ship Maintenance port lets you mount, dismount, and dismantle modules between seas. 35 Steam Achievements, a global leaderboard, and lifetime stats are wired in. Full Windows support.

We plan to expand toward 1.0 with:
- A pick-your-crew system (currently, your crew is set by your captain) for deeper loadout choice
- A multi-ship fleet — commanding more than one vessel, beyond today's single ship
- More captain archetypes, module types, and encounter variety shaped by community feedback
- An endless / ascension mode for post-campaign replay
- Steam Deck input bindings and a performance pass once Deck support is verified
- Localization beyond English

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.”

Jaki jest obecny stan wersji z wczesnego dostępu?

„The core game is feature-complete and stable. A typical run is a single sitting: three seas, each ending in a boss captain. Save & Quit works at any time during a run, with mid-encounter resume preserving combat progress.

What's in the Early Access build:
- A three-sea campaign per captain, won by clearing all three
- Five captain archetypes (two unlocked at the start, the rest earned by winning runs), each with distinct buffs and a signature crew
- A 5×8 ship grid with four module types (hull plating, cannon, storage, repair station), mounted/dismantled at the Ship Maintenance port
- Six crew roles with passive bonuses, set by your captain
- Five encounter types: Combat, Storm, Salvage, Merchant, and Lucky Treasure, on a branching expedition map
- Real-time broadside combat with directional component damage (hull, sails, crew, morale, fire), ammo types (round/chain/grape/fire), and stern-rake bonuses
- A per-captain New Game+ ladder that ramps enemy threat after each win
- A rebuild-after-defeat economy that routes loss through Port rather than a hard game-over
- 35 Steam Achievements, a global leaderboard, and lifetime stats
- Real-time mouse-aim combat with gamepad support
- Steam Cloud save sync
- Windows support

What's NOT in yet, but planned for the Early Access period:
- A pick-your-crew system (crew is currently set by your captain)
- Endless / ascension mode
- Additional captain, module, and encounter content
- Verified Steam Deck support (input bindings + performance pass)
- Localization beyond English”

Czy cena gry ulegnie zmianie podczas i po wczesnym dostępie?

„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.”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

„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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O tej grze

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.

Three Layers of Progression

  • Captain — earn XP from combat to spend on 9 skills across 3 branches (Combat / Navigator / Commander). A captain's XP and skill points are kept between runs — every voyage makes them permanently stronger, win or lose

  • Ship — 11 module types, persistent upgrades, a 5×8 grid you fill out over a run

  • Crew — 6 crew archetypes with passive bonuses; your captain sets the roster (a signature crew plus auto-filled bonus slots), and supplies tick down between encounters

Your Ship Is Yours

Outfit your ship from 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. You fill the grid out 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 every step of the way. 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.

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 sea ends in a duel with a named boss captain — drawn from a pool of six — that asks the player to read patterns, not just out-DPS.

No cursor, no twitch-aim — combat is pure positioning. Pick your live broadside (port or starboard), swing it onto the enemy, and your guns roar out that side the moment a target's in the arc — auto-fire by default, or switch to manual and time the perfect volley. Easy to learn, hard to master.

Roguelite Loop

A run is a three-sea campaign, played in a single sitting. Lose a fight and you rebuild at Port and sail back out — defeat costs resources, not the whole run. 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 — two unlocked to start, the rest earned by winning runs — each with a distinctive buff and signature crew. Replay is the loop — different captain, different route, different ship. The more you play, the harder it gets.

At a Glance

  • Module types — 11

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

  • Encounter types — 5 (Combat, Merchant, Storm, Salvage, Lucky Treasure)

  • 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 — ~15-20 min

  • Session length — a single sitting (a full run is three seas)

Oświadczenie w sprawie treści generowanych przez SI

Producenci opisują, jak ich gra korzysta z treści generowanych przez SI, w następujący sposób:

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.

Wymagania systemowe

Windows
macOS
    Konfiguracja minimalna:
    • Wymaga 64-bitowego procesora i systemu operacyjnego
    • System operacyjny: Windows 10 64-bit
    • Procesor: Intel Core i5-4460 or AMD Ryzen 3 1200
    • Pamięć: 4096 MB RAM
    • Karta graficzna: Intel HD 4400 / AMD Radeon HD 6450 / NVIDIA GeForce GT 730 (1 GB VRAM)
    • DirectX: Wersja 11
    • Miejsce na dysku: 500 MB dostępnej przestrzeni
    Konfiguracja zalecana:
    • Wymaga 64-bitowego procesora i systemu operacyjnego
    • System operacyjny: Windows 11 64-bit
    • Procesor: Intel Core i5-7400 or AMD Ryzen 5 1600
    • Pamięć: 8192 MB RAM
    • Karta graficzna: Intel UHD 630 / AMD Radeon RX 560 / NVIDIA GeForce GTX 1050 (2 GB VRAM)
    • DirectX: Wersja 11
    • Miejsce na dysku: 500 MB dostępnej przestrzeni
    Konfiguracja minimalna:
    • System operacyjny: macOS 11 Big Sur
    • Procesor: Apple Silicon (M1 or later) or Intel Core i5 (2018+)
    • Pamięć: 4096 MB RAM
    • Karta graficzna: Apple Silicon GPU OR Intel Iris Plus / discrete equivalent (1 GB VRAM)
    • Miejsce na dysku: 2 GB dostępnej przestrzeni
    Konfiguracja zalecana:
    • System operacyjny: macOS 13 Ventura or later
    • Procesor: Apple Silicon (M1 Pro or later) or Intel Core i7 (2019+)
    • Pamięć: 8192 MB RAM
    • Karta graficzna: Apple Silicon GPU OR AMD Radeon Pro 5500M (4 GB VRAM)
    • Miejsce na dysku: 2 GB dostępnej przestrzeni
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