Key art for Skull and Bones

Game review

Skull and Bones

5.5 / 10

Developer
Ubisoft Singapore
Publisher
Ubisoft
Released
22 August 2024
Platforms
Windows
Genre
Open-World Action RPG, Naval Combat
Monetisation
Premium purchase (Standard/Premium editions) plus in-app purchases; a paid seasonal pass and cosmetic bundles sit alongside free seasonal content
Players
Always-online, with PvP and PvE co-op for up to 20 players sharing the open world; a solo player can sail alone but still requires a live server connection

The short version

Skull and Bones is Ubisoft Singapore's open-world pirate action RPG, an idea first teased in 2017 as an expansion of Assassin's Creed IV: Black Flag's ship combat before becoming its own long-delayed project. It launched on Steam 22 August 2024 to a Mixed reception it has never really moved past — 66.5% positive across 4,720 all-language reviews. This review's read of the full negative sample, the top positive reviews, and Steam's own patch history two and a half years later finds a consistent shape underneath that number: a genuinely enjoyable ship-combat loop for players who commit to it, wrapped in launch problems that were real but largely dated, and a live-service structure whose own most invested fans routinely tell newcomers to wait for a deep discount rather than pay full price.

Biggest strengths

  • Core ship sailing and combat is genuinely well-regarded by players who stick with it, several logging hundreds of hours and describing real satisfaction in outfitting and commanding a ship
  • Steam's own community-announcement feed shows sustained, active live-service support running into "Year 3" as of mid-2026 — weekly maintenance, seasonal content drops, and a public roadmap
  • Full controller support including DualSense-specific features, and a genuinely large-scale shared open world for up to 20 players

Biggest weaknesses

  • Launch week (22-24 August 2024) drew a wave of high-vote negative reviews over an always-online requirement that blocked a "single player" mode advertised without that caveat, and unreliable matchmaking that left buyers unable to load into the game at all
  • The most frequent comparison across the entire review corpus, positive and negative alike, is to Assassin's Creed IV: Black Flag and Sea of Thieves — and the near-universal verdict is that Skull and Bones does less than either, removing on-foot exploration, ship boarding, and the ability to leave your vessel
  • The best ship cosmetics are gated behind microtransactions, and the current seasonal bundle (Year 3 Season 1) costs more than double the base game's own asking price

Who it's for: Naval-combat and pirate-fantasy fans who enjoy a slower, ship-centric loop and don't mind Ubisoft's live-service structure, ideally bought on a steep sale; a poor fit for anyone who wants the on-foot, boarding-and-swashbuckling experience Assassin's Creed IV: Black Flag's ship combat originally promised, since Skull and Bones deliberately doesn't offer it.

Our recommendation: A functional, occasionally excellent ship-combat game buried under years of reputational damage from a chaotic launch — wait for a deep sale, as the game's own long-term players consistently advise, rather than buying at full price.

5.5 / 10

Introduction

Skull and Bones carries one of the longest, most public gestation periods in recent AAA history. First teased in 2017 as a spin-off of Assassin's Creed IV: Black Flag's widely loved ship combat, it went through years of delays and reworks before finally launching on Steam 22 August 2024 as Ubisoft Singapore's own open-world pirate action RPG. Two and a half years later, it sits at a Mixed 66.5% across 4,720 all-language reviews — a score that has moved surprisingly little since launch. Reading the full arc of that review history, from the chaos of its opening days through its current Year 3 live-service season, finds something more specific than "mixed" implies: a real gameplay loop that a genuine, invested playerbase enjoys, sitting underneath launch problems that mostly belong to 2024 and a value proposition its own fans still won't recommend at full price.

Sailing someone else's ship

The single most common reference point in Skull and Bones' entire review corpus, positive and negative alike, is the game it was originally teased as an extension of. "They took most of the fun things from AC: Black Flag, upped the graphics a little, and called it Skull and Bones," reads one of the highest-voted negative reviews, and the comparison runs in both directions — a detailed positive review calls it "Kingdom Hearts 3 naval combat without the Disney magic, Sea of Thieves without the first-person experience or immersive ship management." The specific complaint underneath both is consistent: you cannot leave your ship, cannot board enemy vessels the way Black Flag let you, and spend the entire game in what one reviewer calls "driving mode," shooting cannons from a fixed viewpoint rather than fighting hand-to-hand. That's a real, deliberate design choice rather than a bug, and reviewers are split on whether it works — several describe genuine satisfaction in outfitting a ship and mastering naval combat on its own terms, while just as many feel the absence of anything else makes the loop thin over a full game's length.

What launch week actually broke

A large share of Skull and Bones' most-upvoted negative reviews — several past a thousand votes — date to the 48 hours immediately after release, and they describe a specific, now largely historical problem: an always-online requirement that blocked access even to solo play, advertised without that caveat being obvious up front. "There is no SINGLE player (AS advertised) in this game, you have to wait in the... matchmaking que for other players and you never get connected," reads one 545-vote review from launch day; others describe unskippable cinematics forcing a connection attempt before the game would even load. This was a real, substantial failure at launch, and it's the single biggest reason Skull and Bones' review score cratered in its opening days rather than settling somewhere closer to its actual gameplay reception. It's worth reading as what it is, though — a launch-week server and communication failure dated specifically to August 2024, not a description of the game as it runs today, and Steam's own recent-sentiment sample shows a broadly similar split to the lifetime figure rather than a further decline.

The verdict from the people who kept playing

The more useful signal, two and a half years on, comes from reviewers with real time invested — and it's more consistent than the Mixed badge suggests. A 557-vote review from a 191-hour player opens by dismissing much of the review section as "toddlers throwing a temper tantrum" before delivering its own considered verdict: they like the game, but can't fully recommend it. That pattern repeats across the corpus's most experienced voices. A 112-vote positive review, from a player with 51 hours logged, puts it bluntly: "for full price? hell no but for 3 buck? hell yes." Another, at 601 hours, says plainly they bought it on sale for around NZ$40 and are happy with that trade even while admitting the game "isn't perfect." This is a genuinely useful, repeated signal rather than a coincidence — Skull and Bones' own most invested players consistently recommend buying it steeply discounted rather than at launch price, which is a more honest and specific piece of advice than the aggregate score alone provides.

Two and a half years of live service, and what it costs now

Steam's own community-announcement feed confirms Ubisoft has kept building on Skull and Bones rather than abandoning it — weekly maintenance patches, seasonal content, and public roadmaps run continuously through "Year 3 Season 1" as of mid-2026, with a further season already previewed. That ongoing support is real, but it comes with a live-service price structure worth stating plainly: the current seasonal bundle costs NZ$96.95, more than double the base game's own NZ$46.49 asking price, and the best ship cosmetics sit behind that paid track rather than being earnable through play alone. Reviews from 2025 and 2026 increasingly describe a related but different frustration than launch's connectivity chaos: weekly timers gating ship and weapon upgrades, which one 70-hour player from May 2026 describes as the point where "the game goes downhill pretty hard." One reviewer also reports that an earlier-teased land combat feature was ultimately not added — this review can't independently verify that specific roadmap decision, but it's worth noting as a player-reported account of Ubisoft narrowing scope rather than expanding it over the game's live-service life. Steam's achievement data is consistent with a real if modest long-term audience rather than a game nobody finishes: the easiest achievement sits at 91.8%, with a healthy 27.3% median across the full 50-achievement list, before falling to under 2% for the hardest challenge-tier unlocks.

Final Verdict

Skull and Bones is not the game its own marketing implied it would be, and its launch week gave critics every reason to write it off entirely. Two and a half years of patient, if imperfect, live-service support later, the fairer verdict is the one its own long-term players keep repeating: there's a genuinely satisfying ship-combat game in here for the right audience, at the right price, which is very rarely the sticker price Ubisoft is currently asking. If naval combat and pirate fantasy genuinely appeal to you, wait for a deep sale and go in with tempered expectations about what you can and can't do outside your ship. At full price, this review can't recommend it any more confidently than the people who've actually stuck with it do.

Pros and cons

Pros

  • Core ship sailing and combat is genuinely well-regarded by players who stick with it, several logging hundreds of hours and describing real satisfaction in outfitting and commanding a ship
  • Steam's own community-announcement feed shows sustained, active live-service support running into "Year 3" as of mid-2026 — weekly maintenance, seasonal content drops, and a public roadmap
  • Full controller support including DualSense-specific features, and a genuinely large-scale shared open world for up to 20 players
  • Even critical reviewers single out ship customisation and the visual presentation of naval combat as a real strength

Cons

  • Launch week (22-24 August 2024) drew a wave of high-vote negative reviews over an always-online requirement that blocked a "single player" mode advertised without that caveat, and unreliable matchmaking that left buyers unable to load into the game at all
  • The most frequent comparison across the entire review corpus, positive and negative alike, is to Assassin's Creed IV: Black Flag and Sea of Thieves — and the near-universal verdict is that Skull and Bones does less than either, removing on-foot exploration, ship boarding, and the ability to leave your vessel
  • The best ship cosmetics are gated behind microtransactions, and the current seasonal bundle (Year 3 Season 1) costs more than double the base game's own asking price
  • Reviews from 2025 and 2026 shift toward a different complaint than launch's connectivity issues — weekly progression timers gating ship and weapon upgrades, which multiple long-term players describe as where the game's enjoyment runs out

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 6 / 10
  • Progression 5 / 10
  • Value 4.5 / 10
  • Originality 5 / 10
  • Multiplayer 5.5 / 10
  • Monetisation 4 / 10