Game review
Last Pirates: Die Together Review
5.5 / 10
- Developer
- RetroStyle Games
- Publisher
- RetroStyle Games, Judatone Studios, Elegoose Games
- Released
- 18 August 2026
- Platforms
- ["Windows"]
- Genre
- Cooperative Horror Extraction
Pirates, Stretchy Arms, and a Genre That's Suddenly Very Crowded
Last Pirates: Die Together entered Early Access on August 18, 2026, from RetroStyle Games (published alongside Judatone Studios and Elegoose Games), dropping crews of up to four players onto a monster-infested island to grab loot with absurdly elastic arms and haul it back to a getaway boat before the island's horrors catch up with them. It's a pirate-themed spin on the extraction-horror formula that R.E.P.O. popularized earlier in 2026, following a demo period that ran from April through late July and drew, by the developer's own numbers, over a million "slaps" during its Steam Next Fest run. At 200 English-language reviews and 73% positive, "Mostly Positive," the launch numbers tell the story of a game that's landed with a real audience, even as a loud contingent of that same audience can't stop comparing it, often unfavorably, to the game it's so obviously drafting behind.
Chaotic, Slapstick Co-op That Mostly Delivers
Set that comparison aside for a moment, and what a large majority of the review pool actually describes playing is a genuinely funny, physics-driven mess best experienced with a full crew of friends. Reviewers consistently highlight specific standout bits, a mimic monster that repeats things your friends said over voice chat back at you in an unsettling drawl, a floating pirate head that shoots at your knees, a doppelganger that impersonates teammates, and the game's signature slapping-your-crewmates'-backside mechanic, which shows up in an enormous number of reviews as the single most-quoted detail. Several reviewers explicitly frame the whole experience as "friendslop," a genre they clearly enjoy despite, or because of, its jank, and many describe genuine hours of laughter with groups of two to four. The pirate theming, One Piece costume references, and cartoonish monster designs earn consistent praise even from reviewers who are otherwise critical of the game's originality or its current technical state.
"We Have R.E.P.O. at Home"
The single most repeated critique in the review pool, appearing across dozens of both positive and negative reviews, is that Last Pirates borrows its core loop, and in the eyes of many reviewers, far too much of its specific mechanical identity, from R.E.P.O. almost wholesale: the stretchy grabbing arms, the extraction-under-pressure structure, the shop-between-rounds card system, and the general tone are all called out by name as direct lifts. One particularly detailed negative review opens by arguing that "this isn't inspiration, it's a reskin," and contrasts it against other games in the same wave that found their own identity rather than reskinning an existing hit wholesale. Not every reviewer agrees; a meaningful minority argue the pirate theme, added monsters, and larger explorable locations give it enough of its own flavor to stand apart, and one reviewer bluntly dismisses the comparisons as genre gatekeeping. But the sheer volume and specificity of the "REPO clone" framing, including from reviewers who otherwise recommend the game, makes it the defining conversation around this launch, for better or worse.
Buggy, Even by Early Access Standards
The second major complaint thread, and the one driving most of the negative reviews specifically, is the game's technical state at launch. Reviewers report getting stuck inside walls, floors, and their own carts; a cart-cannon feature that can blow up all of a crew's collected loot at once; voice chat and general audio that several describe as missing or badly mixed; and enemy encounter design, especially a shark and a slender-man-style stalker, that a significant number of reviewers call unfair or effectively unkillable regardless of preparation. Several reviewers explicitly separate this complaint from ordinary Early Access rough edges, arguing the current build feels like it shipped before it was ready rather than merely unpolished. That said, an equally large contingent of reviewers, many with hundreds of hours logged already, explicitly defend the bugs as the expected cost of buying into Early Access, and point approvingly to the developer's visible daily hotfix cadence as evidence the rough edges are being actively worked down; one reviewer describes flipping their own review from negative to positive within a day after a save-progress complaint was patched.
Verdict
Last Pirates: Die Together is a funny, frequently broken pirate riff on a genre formula that, as of this Early Access launch, still leans far too heavily on the game it's most obviously imitating to claim a fully original identity of its own. When it works, and for most of the review pool it does work often enough to matter, it delivers exactly the kind of chaotic, physics-driven co-op comedy that made its inspiration a hit in the first place, with a distinct pirate flavor, memorable monster designs, and a slapstick sense of humor that lands for a wide swath of players. When it doesn't work, which right now is often, the bugs are the kind that actively interrupt a session rather than merely amuse, and the "we have R.E.P.O. at home" comparisons aren't wrong so much as they're simply the elephant in the room that every review, positive or negative, eventually has to address.
At $7.99, the price of entry is low enough that the calculus mostly comes down to tolerance for jank and whether you already have a regular co-op crew; solo players and anyone hoping for a fresh mechanical hook rather than a pirate-flavored reskin should probably wait and watch. The developer's daily patch cadence since launch, saves added within a day of players asking for them, hotfixes rolling out almost every single day since August 18, is a genuinely good sign for where this could land by 1.0, and it's already visibly won back some of the reviewers who bounced off the roughest early bugs. For now, Last Pirates: Die Together earns a cautious recommendation specifically for groups willing to laugh through the bugs rather than be stopped by them, with the understanding that the game's long-term prospects depend heavily on whether RetroStyle can carve out an identity distinct enough to outlast the comparisons currently defining its launch.
Screenshots
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A crew of four approaches a cave entrance by lantern light, the kind of quiet setup moment before the island's monsters start closing in.Image: RetroStyle Games via Steam -
One of the island's larger horrors looms over the getaway boat, exactly the kind of encounter reviewers call unfair without the right preparation.Image: RetroStyle Games via Steam -
The extraction loop in miniature: haul the loot cart toward the cash-out line before the run's timer, or the crew's nerve, runs out.Image: RetroStyle Games via Steam