Compare King of Seas prices across trusted key stores and find the best deal. Developed by 3DClouds. Published by Team17. Released on 5/25/2021. Available on PC, Xbox. Genres: Action, Adventure, Indie, RPG.

A top-down pirate ARPG that scratches the Sid Meier's Pirates itch for patient, grind-tolerant sailors, but runs aground on repetitive quests before you reach the horizon.

I went into King of Seas quietly hopeful, the kind of hope you feel when a small indie studio points at a genre that has been neglected for years and says, "we'll fix that." The pirate ARPG space genuinely needed something, and 3DClouds, an Italian studio better known for racing games, swung for it. The result is a game that gets a surprising amount right in its first hours, then slowly reveals how thin its foundation runs. The setup is disarmingly warm. You pick between two royal siblings, Prince Luky or Princess Marylou, and within minutes your father is dead, you are framed for it, and the Royal Navy is hunting you across a procedurally generated open sea. Voodoo magic, double-crosses, a ragtag pirate community that takes you in: the bones of a good yarn are all here. The trouble is the story never builds on those bones. Dialogue is rendered in a crayon-styled character art that feels aimed at a much younger audience, and the writing never deepens into anything you will actually remember. That is a shame, because the sailing itself, in quiet moments, has a genuine meditative pull. Three sails to manage, wind direction shifting the calculus of speed versus maneuverability, cannons firing broadside from left and right triggers, and a talent tree that lets you unlock stranger abilities over time: flamethrowers mounted at the bow, magical long-range volleys, and summoned effects that the game cheerfully hand-waves away as pirate sorcery. Combat in those early hours feels genuinely alive. The ship progression is the clearest strength. You work your way through five vessel classes: Sloop, Brig, Flute, Frigate, and Galleon. Loot stripped from sunken ships feeds into deck parts, figureheads, cannon types, and hull upgrades, and there is a real satisfaction to watching your starting dingy become something fearsome. The procedurally generated world respawns tougher enemies as you level, so the pressure never fully disappears. Five difficulty settings let you tune the consequence of sinking, right up to a permadeath King of Seas mode for players who want maximum stakes. A trading layer lets you run goods between ports for gold, and a fishing minigame with 30 varieties of catch offers a quieter rhythm when the fighting wears on you. And wear on you it will. The quest variety collapses fast. Delivery runs, escort missions, and sink-this-ship bounties cover essentially every side task the game can offer. By hour four or five, each new quest is structurally identical to the last. The main story advances through these same templates, which means the grind you need to power up your ship is built from the same handful of task types repeated across an ocean that, for all its procedural breadth, starts to feel narrow. Navigation compounds this: ports you discover often fail to appear on your map, quest markers are buried in a separate log, and mouse and keyboard support has historically been a persistent friction point on PC, though later patches improved camera controls. Steam reviews land at a mixed 57 percent across nearly 600 players, which feels accurate. The people who connect with its particular rhythm, the ones who want to sail around picking fights and watching numbers climb, report genuine hours lost to it. The people who want story depth or quest variety leave disappointed. King of Seas is the kind of game I want to champion. There is craft in the sailing feel, warmth in the cartoony visual palette of the open sea, and the soundtrack carries a swashbuckling energy that keeps the ambient sailing sessions from going stale. It knows what it is trying to be. It just needed another full pass on quest design, and a story that actually grew into its setup. For low-expectation pirate fans who can treat it like background music with cannon fire, it quietly delivers. For anyone expecting the depth of its obvious inspirations, the winds will turn against you sooner than you hope. Kai, Scout Team

King of Seas

King of Seas

May 25, 20213DCloudsTeam17
GamerScout Says

A top-down pirate ARPG that scratches the Sid Meier's Pirates itch for patient, grind-tolerant sailors, but runs aground on repetitive quests before you reach the horizon.

PCXbox
Steam Deck VerifiedProtonDB Silver
Best Price Available
€0.00
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Historical low: €2.08

GamerScout Verdict

Best for grind-tolerant players who want a chill pirate sandbox and can overlook thin quest variety and a forgettable story.

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Price History

Historical low
€2.084 Jul 2026
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About King of Seas

I went into King of Seas quietly hopeful, the kind of hope you feel when a small indie studio points at a genre that has been neglected for years and says, "we'll fix that." The pirate ARPG space genuinely needed something, and 3DClouds, an Italian studio better known for racing games, swung for it. The result is a game that gets a surprising amount right in its first hours, then slowly reveals how thin its foundation runs. The setup is disarmingly warm. You pick between two royal siblings, Prince Luky or Princess Marylou, and within minutes your father is dead, you are framed for it, and the Royal Navy is hunting you across a procedurally generated open sea. Voodoo magic, double-crosses, a ragtag pirate community that takes you in: the bones of a good yarn are all here. The trouble is the story never builds on those bones. Dialogue is rendered in a crayon-styled character art that feels aimed at a much younger audience, and the writing never deepens into anything you will actually remember. That is a shame, because the sailing itself, in quiet moments, has a genuine meditative pull. Three sails to manage, wind direction shifting the calculus of speed versus maneuverability, cannons firing broadside from left and right triggers, and a talent tree that lets you unlock stranger abilities over time: flamethrowers mounted at the bow, magical long-range volleys, and summoned effects that the game cheerfully hand-waves away as pirate sorcery. Combat in those early hours feels genuinely alive. The ship progression is the clearest strength. You work your way through five vessel classes: Sloop, Brig, Flute, Frigate, and Galleon. Loot stripped from sunken ships feeds into deck parts, figureheads, cannon types, and hull upgrades, and there is a real satisfaction to watching your starting dingy become something fearsome. The procedurally generated world respawns tougher enemies as you level, so the pressure never fully disappears. Five difficulty settings let you tune the consequence of sinking, right up to a permadeath King of Seas mode for players who want maximum stakes. A trading layer lets you run goods between ports for gold, and a fishing minigame with 30 varieties of catch offers a quieter rhythm when the fighting wears on you. And wear on you it will. The quest variety collapses fast. Delivery runs, escort missions, and sink-this-ship bounties cover essentially every side task the game can offer. By hour four or five, each new quest is structurally identical to the last. The main story advances through these same templates, which means the grind you need to power up your ship is built from the same handful of task types repeated across an ocean that, for all its procedural breadth, starts to feel narrow. Navigation compounds this: ports you discover often fail to appear on your map, quest markers are buried in a separate log, and mouse and keyboard support has historically been a persistent friction point on PC, though later patches improved camera controls. Steam reviews land at a mixed 57 percent across nearly 600 players, which feels accurate. The people who connect with its particular rhythm, the ones who want to sail around picking fights and watching numbers climb, report genuine hours lost to it. The people who want story depth or quest variety leave disappointed. King of Seas is the kind of game I want to champion. There is craft in the sailing feel, warmth in the cartoony visual palette of the open sea, and the soundtrack carries a swashbuckling energy that keeps the ambient sailing sessions from going stale. It knows what it is trying to be. It just needed another full pass on quest design, and a story that actually grew into its setup. For low-expectation pirate fans who can treat it like background music with cannon fire, it quietly delivers. For anyone expecting the depth of its obvious inspirations, the winds will turn against you sooner than you hope.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supporttier:sub-5Naval Combat ARPGTalent TreeShip CustomizationProcedural WorldVoodoo MagicPermadeath OptionTrading LayerFishing MinigameArcade CombatRelaxed Pirating

System Requirements

Minimum

OS
64 bit Windows 10 / 8 / 7
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
GeForce GTX 550 Ti / Radeon HD 6790 2GB VRAM*
Processor
Intel Core i5-2500K 3.3GHz / AMD FX-8150 3.6GHz or equivalent
Sound Card
DirectX compatible soundcard

Recommended

OS
64 bit Windows 10 / 8 / 7
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
GeForce GTX 960 / Radeon HD 7950 3GB VRAM*
Processor
Intel Core i5-4460 3.2 GHz / AMD Ryzen 5 1600X 3.6GHz
Sound Card
DirectX compatible soundcard

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Game Info

Developer
3DClouds
Publisher
Team17
Release Date
May 25, 2021

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Frequently asked questions about King of Seas

How much does King of Seas cost?

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What platforms is King of Seas available on?

King of Seas is available on PC, Xbox.

When was King of Seas released?

King of Seas was released on 25 May 2021.

Who developed King of Seas?

King of Seas was developed by 3DClouds and published by Team17.