
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.
Price history tracked since Jul 15, 2026 · vs all tracked offers.
Based solely on tracked price history — not purchase advice.
How it worksLimited price history so far — tracked since Jul 15, 2026.
Steam Social Deduction Fest ends
Official stores with direct support.
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 loadout creates a different playstyle. Sail out, fight pirates, collect resources, return to port to upgrade. Die, learn, run again.

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 — 17 modules, upgrades that survive defeat, 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
Outfit your ship from 17 modules across a 5×8 grid. Light cannons fire fast and cheap. Heavy cannons punch holes. Mortars keep up a relentless rain of slow shells. Reinforced hull plates trade weight for survival. Repair stations let you patch damage mid-fight. A crow's nest hardens the ship the moment it's rigged. Rare ram prows and hull bracings — prized from sieges and bosses — turn your bow into a weapon and your hull into a wall. You fill the grid out as your run progresses — by the boss fight, your sloop has grown into something the pirates fear.

The expedition map branches every step of the way. Calm seas that let you catch your breath. Dangerous pirate waters with elite ships and richer loot. Storms that batter your hull but reward the brave. A besieged port that needs its walls held through five waves. Unknown nodes that roll a surprise outcome on the way in. You pick your path through every expedition.

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.
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.
Modules — 17 across 6 types
Enemy types — 5 + elite variants (Sloop, Brigantine, Galleon, Fire Ship, Boss)
Encounters — pirate fleets, mystery waters (calm seas, storms, lucky treasure, elite duels), port sieges, boss finales
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
Session length — a single sitting (a full run is three seas)