Key art for Curse of Pirates

Game review

Curse of Pirates

6.5 / 10

Developer
Funky Parrot
Publisher
HeroCraft PC
Released
7 September 2026
Platforms
Windows
Genre
Action, Indie, RPG
Monetisation
One-time purchase, no in-game purchases listed
Players
Single-player

The short version

Curse of Pirates, released 7 September 2026 by Funky Parrot, is a pirate-themed action roguelite that grafts Vampire Survivors-style horde survival onto Hades-style crew members, each granting distinct build-defining powers as you sail from island to island fighting sea monsters and rival captains. The game entered Early Access in April 2026 before its full 1.0 release five months later, both within the same year, and it sits Very Positive with a sample of 53 reviews. Reading widely through that sample reveals a genuinely enjoyable, chaotic core loop that reviewers describe as addictive in the way the best games in this crowded genre manage to be, built around real crew and ship variety that keeps individual runs feeling distinct. Set against that praise, this review found real, specific complaints: balance issues severe enough that one detailed reviewer with substantial playtime still describes dying within three minutes to overwhelming enemy spawns and insufficient in-run resources, a lack of any way to skip repeated animations or dialogue that drove at least one reviewer to refund the game outright, and design choices around obstacle collision that several reviewers find genuinely unfair rather than a legitimate part of the challenge. Separately, multiple reviewers report the game's advertised controller support is currently broken.

Biggest strengths

  • The core hybrid of Vampire Survivors-style horde combat and Hades-style crew member powers draws consistent, specific praise, with reviewers describing genuinely addictive runs and real build variety depending on which captains and crew members are combined
  • Ship variety draws specific, enthusiastic comment, with reviewers naming individual ship types they favour and describing meaningfully different handling and playstyles between them
  • The pirate theme and tone draw repeated appreciation, with reviewers specifically praising the humour, enemy designs like flying crabs and thieving parrots, and an overall sense of charm that several describe as elevating a familiar genre formula

Biggest weaknesses

  • At least one detailed reviewer with substantial playtime describes the game as not ready for any release given how severe balance issues remain, reporting deaths within three minutes to enemy over-spawn and a lack of adequate in-run resources to compensate
  • Multiple reviewers report the game's advertised controller support is currently broken, with specific complaints about unresponsive buttons, non-functional joystick scrolling, and menu navigation issues, including on Steam Deck
  • At least one reviewer specifically refunded the game over the inability to skip chest-opening animations and dialogue text, arguing this is a serious problem for a roguelite genre built around frequent, rapid repeated runs

Who it's for: Vampire Survivors and Hades fans looking for a pirate-themed hybrid of horde combat and character-driven build variety, who can tolerate real balance rough edges and currently broken controller support if playing on Steam Deck or with a gamepad.

Our recommendation: Worth it at this price for genre fans on mouse and keyboard; controller players should wait for a patch given the specific, repeated reports of broken input handling.

6.5 / 10

Introduction

Curse of Pirates, released 7 September 2026 by Funky Parrot, grafts Vampire Survivors-style horde survival onto Hades-style character-driven build variety, wrapping both in a pirate theme: sail from island to island, gather a crew of distinct captains, and fight endless waves of sea monsters and rival pirates while assembling increasingly chaotic combinations of abilities. The game entered Early Access in April 2026 before reaching its full 1.0 release five months later, both within the same calendar year, and it sits Very Positive with a sample of 53 reviews. Reading widely through that sample reveals a genuinely enjoyable core loop reviewers describe as addictive in the specific way the best entries in this now-crowded genre manage to be, sitting alongside real, specific complaints about balance, controller support, and a handful of design choices several reviewers find actively unfair.

A genuinely addictive hybrid, done well

The clearest, most consistent praise across this sample concerns how well the core hybrid concept actually works. Reviewers repeatedly describe genuine enjoyment in the moment-to-moment loop of gathering crew members, each contributing distinct powers in the Hades tradition, while surviving increasingly overwhelming waves of enemies in the Vampire Survivors tradition. One detailed reviewer frames it directly as a worthwhile alternative for players tired of "endlessly farming gold in Vampire Survivors" or "waiting for dialogues in Hades," praising the specific combination as delivering exactly what it promises. Ship variety draws its own specific, enthusiastic comment, with reviewers naming individual favourites and describing meaningfully different handling between them, and the pirate theme and tone draw consistent appreciation, with reviewers singling out specific enemy designs like flying crabs and thieving parrots as genuinely funny rather than generic.

Real balance complaints from experienced players

Set against that praise, this review found a specific complaint carrying real weight precisely because it comes from a reviewer with substantial invested playtime rather than a first impression. That reviewer describes the game as not ready for any release given how severe balance issues remain, reporting deaths within three minutes even after extensive time invested, citing enemy over-spawn and a lack of adequate treasure or resources to keep pace. This isn't a complaint about difficulty in the abstract — roguelites are supposed to be hard — but a specific claim that the current balance doesn't give committed players a fair path to compensate for early mistakes or bad luck, which is a more serious design concern than simple difficulty.

A broken promise on controller support

A separate, specific and well-corroborated complaint concerns controller input. The store page lists controller support, but multiple reviewers report it currently malfunctions, with specific accounts of unresponsive buttons, joystick scrolling that doesn't register, and controller-unfriendly menu navigation, including reports from Steam Deck players explicitly asking for a dedicated update. This review treats this as a meaningfully more serious issue than an isolated bug report, given how many independent reviewers raised the same specific input categories without prompting one another.

No way to skip repetition, and unfair obstacle design

Two further specific complaints round out this sample's more critical side. At least one reviewer specifically refunded the game over the inability to skip chest-opening animations and dialogue text, arguing directly that this is a serious problem for a genre built around frequent, rapid repeated runs — asking players to sit through the same unskippable animation dozens of times across a session works directly against the roguelite structure the rest of the game clearly embraces. A separate, detailed reviewer criticises specific obstacle-collision design choices, describing dead ends that mean instant death and movement friction that doesn't reward skilled navigation the way comparable genre titles typically do — a complaint distinct from simple difficulty, since it targets specific level and collision design rather than enemy strength or number.

A developer reviewers credit with active support

It's worth reporting directly that a meaningful share of this sample credits the developer with visible, ongoing post-launch attention. Multiple reviewers specifically welcome the return of a previously-removed meta-progression system, describing genuine relief and gratitude that a requested feature was restored. That pattern — specific, positive acknowledgment of developer responsiveness sitting alongside specific, unresolved complaints about balance and controller support — suggests a game still actively settling into its final shape even after formally exiting Early Access, a pattern this lane's research has now documented across several titles that transitioned between the two states within the same calendar year.

Reading fatigue against genuine early enjoyment

A final, more structural pattern worth naming is how several reviewers describe genuine early enjoyment giving way to fatigue after an extended run of sessions, with one specifically noting the fun holds for roughly the first several dozen individual runs before repetition sets in. This review reads that pattern as consistent with the genre generally rather than a specific failure unique to this game — horde-survival roguelites built around escalating chaos commonly face exactly this tension between immediate addictiveness and longer-term staying power — but it's worth flagging directly for buyers weighing this specifically as a long-term time investment rather than a shorter, more contained experience.

Final Verdict

Curse of Pirates succeeds at a genuinely difficult creative task: combining two well-loved but distinct roguelite formulas into a pirate-themed hybrid that reviewers describe as addictive rather than derivative, backed by real ship and crew variety and a visibly responsive developer. What holds this score down is a specific, well-corroborated cluster of problems: balance complaints serious enough to concern even experienced players, currently broken controller support despite the store page's promise, no way to skip repeated animations, and obstacle-collision design at least one reviewer finds genuinely unfair. Worth it at this price for mouse-and-keyboard genre fans; controller players, including anyone hoping to play on Steam Deck, should wait for a patch given how consistently that specific complaint recurs across this sample.

Pros and cons

Pros

  • The core hybrid of Vampire Survivors-style horde combat and Hades-style crew member powers draws consistent, specific praise, with reviewers describing genuinely addictive runs and real build variety depending on which captains and crew members are combined
  • Ship variety draws specific, enthusiastic comment, with reviewers naming individual ship types they favour and describing meaningfully different handling and playstyles between them
  • The pirate theme and tone draw repeated appreciation, with reviewers specifically praising the humour, enemy designs like flying crabs and thieving parrots, and an overall sense of charm that several describe as elevating a familiar genre formula
  • Multiple reviewers credit the developer with active, visible post-launch support, specifically naming the return of a previously-removed meta-progression system as a welcome, requested fix

Cons

  • At least one detailed reviewer with substantial playtime describes the game as not ready for any release given how severe balance issues remain, reporting deaths within three minutes to enemy over-spawn and a lack of adequate in-run resources to compensate
  • Multiple reviewers report the game's advertised controller support is currently broken, with specific complaints about unresponsive buttons, non-functional joystick scrolling, and menu navigation issues, including on Steam Deck
  • At least one reviewer specifically refunded the game over the inability to skip chest-opening animations and dialogue text, arguing this is a serious problem for a roguelite genre built around frequent, rapid repeated runs
  • A separate reviewer criticises specific obstacle-collision design choices as unfair rather than a legitimate part of the challenge, describing dead ends that mean instant death and movement friction that doesn't reward skilled play the way comparable genre titles do
  • Multiple reviewers describe the game as growing repetitive after an initial burst of enjoyment, with one specifically noting the fun holds for roughly the first several dozen runs before fatigue sets in

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Performance 6 / 10
  • Originality 6.5 / 10
  • Replayability 6.5 / 10
  • Interface 5.5 / 10