Catalog
Sea of Thieves: 2026 Edition

Sea of Thieves: 2026 Edition

Live

ActionAdventure

Platforms
Release:
2018
Developer:
Rare Ltd
Scale:
Average concurrent players3,710
Player rating:
88.6% · 372.6K
Profile data as of:
August 29, 2026

Sea of Thieves is a smash-hit pirate adventure game, offering the quintessential pirate experience of plundering lost treasures, intense battles, vanquishing sea monsters and more. Dive in with this revised edition of the game, which includes access to digital bonus media.

Official website

Screenshots

Images from the source page, in source order. Select an image to view it full size.

Videos

Videos from the game’s source page, in source order. Select one to open the original.

Overview

Franchise
  • Sea of Thieves (brand)
Release date
  • Windows — 2018
  • PlayStation 5 — 2024
  • Xbox One — 2018
  • Xbox Series X|S — 2020
Developer
Age rating
  • ESRB T — Teen, age 13+ · Steam Store
  • PEGI 12 — age 12+ · Steam Store
  • USK 12 — age 12+ · Steam Store
  • CERO B — age 12+ · Steam Store
  • ACB PG — Parental Guidance · Steam Store
  • GRAC 15+ — Ages 15+ · Steam Store
  • ClassInd 12 — Ages 12+ · Steam Store
Content warnings
Not specified by the storefront
Interaction modes
MultiplayerOnline PvPOnline co-opCross-platform play
Session capacity
  • 4 online co-op · IGDB mirror
Access model
  • One-time purchase
Monetization
  • In-app purchases
Storefront price
  • $39.99Steam, US storefront
Store contents
  • 293 Achievements, 6 DLC · Steam Store, August 29, 2026
Languages
EnglishRussianGermanFrenchSpanishPortuguese, BrazilItalianPolishTurkishJapanese

Classification

Genres
ActionAdventure
Evidence:
Setting and subject matter
Fantasy
Evidence:
Camera
First-person
Evidence:
Visual style
Unknown
Combat system type
Unknown

Scale

Concurrent players · period average

3,710

August 18, 2026 — September 17, 2026

under 100over 1 million
Detailed value
3,714.3
Coverage
Steam
Origin
Published by source
Confidence
Medium — The site's calculation method is not published
Basis
Average concurrent Steam players over 30 days from Steam Charts: 3,714
Date observed
September 17, 2026
Source
Steam Charts

Concurrent players · period peak

7,960

August 18, 2026 — September 17, 2026

under 100over 1 million
Detailed value
7,958
Coverage
Steam
Origin
Published by source
Confidence
Medium — The site's calculation method is not published
Basis
Peak concurrent Steam players over 30 days from Steam Charts: 7,958
Date observed
September 17, 2026
Source
Steam Charts
Ratings
  • players88.6% · 372.6KSteam, US storefront · Steam reviews
  • players71.4%Global · IGDB mirror
  • critics66.4%Global · IGDB mirror
Last update

Concurrent players

period average · June 2020 — August 2026 · Steam · published by source · Steam Charts

29,5000
June 2020August 2026
Change over period
−84%decrease from 29,500 (June 2020) to 4,710 (August 2026)
Gaps
No gaps in observed months
Observations
75

Mechanics

Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.

  • A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.

    Assessment scope: Windows

    For Sea of Thieves: 2026 Edition, the reviewed Xbox Game Studios material does not establish whether the observed Windows product line on Steam contains a persistent in-game player organization with membership, identity, and collective action.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The reviewed Xbox Game Studios material is insufficient to establish presence or absence. Silence was not treated as absence.

    research draft · methodology 0.4 · September 2, 2026

  • An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.

    Assessment scope: Windows

    For Sea of Thieves: 2026 Edition, the reviewed Xbox Game Studios material does not establish whether the observed Windows product line on Steam contains in-game transfer of value between players with rules affecting allocation or price.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The reviewed Xbox Game Studios material is insufficient to establish presence or absence. Silence was not treated as absence.

    research draft · methodology 0.2 · September 2, 2026

  • A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.

    Assessment scope: Windows

    Official-source search did not resolve transferable, contestable ownership that persists beyond one session for this product boundary. Silence was not treated as absence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Unknown
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for Sea of Thieves: 2026 Edition did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.

    research draft · methodology 0.3 · September 2, 2026

  • Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.

    Assessment scope: Windows

    Hourglass queues crews for rules-based PvP. Wins and losses drive Elo-like matchmaking, while Allegiance and win streaks record progression.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    at most 2 of 5 — Basic ladder
    What limits the result:
    Seasons and rewards: Component seasonal_structure remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Unknown
    Assessment type:
    Unknown
    Confidence:
    High— 3 primary URLs were reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.

    Component scores (0–4):

    • Competitive formats2 of 4 — Score 2 for structured formats is bounded by the cited official claim: “Choose a Faction and hunt rival pirate crews in thrilling on-demand ship …”
    • Matchmaking3 of 4 — Score 3 for opponent matchmaking is bounded by the cited official claim: “we take into account the win/loss ratio of the crew combined”
    • Rating and ladder2 of 4 — Score 2 for a recorded rating or leaderboard is bounded by the cited official claim: “Our skill-based matchmaking system is based on a variant of the Elo …”
    • Seasons and rewardsNot assessed — Primary evidence did not resolve seasonal competition and rewards; retained as Unknown.
    • Competitive integrityNot assessed — Primary evidence did not resolve competition-integrity controls; retained as Unknown.
    • Skill expression2 of 4 — Score 2 for skill differentiation is bounded by the cited official claim: “we take into account the win/loss ratio of the crew combined”
    • Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “Sinking foes while undefeated builds up an Allegiance Streak, boosting the Allegiance …”

    research draft · methodology 0.3 · September 2, 2026

  • A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.

    Assessment scope: Windows

    The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.

    Component scores (0–4):

    • Release cadenceNot assessed
    • Release announcementsNot assessed
    • Content scope and typeNot assessed
    • Seasonal structureNot assessed
    • Event calendarNot assessed
    • Roadmap transparencyNot assessed
    • Response to playersNot assessed
    • Game integrationNot assessed

    research draft · methodology 0.3 · September 2, 2026

  • A system for long-term character or account development through levels, skills, equipment, and specializations.

    Assessment scope: Windows

    The targeted source check did not establish persistent cross-session progression that changes gameplay capabilities in Sea of Thieves: 2026 Edition. Silence was not classified as absence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Encounter mode (record 1):
    Unknown— The checked source does not establish a specific player encounter contour.
    Progression role dimension in an encounter (record 1):
    Unknown— The source does not establish progression effects for either gear-and-stats or roster-and-roles.
    Progression role in an encounter (record 1):
    Unknown— Normalization, advantage, or a horizontal progression role in an encounter is not established.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— A mechanic-specific primary source was checked, but it did not establish both required criteria or an explicit negative statement.

    Component scores (0–4):

    • Path length and structureNot assessed
    • Progression axesNot assessed
    • Specialization choiceNot assessed
    • Role of equipmentNot assessed
    • Progression sourcesNot assessed
    • Progress persistence and carry-overNot assessed
    • Game integrationNot assessed

    research draft · methodology 0.3 · September 2, 2026

RealmScanner is a research catalog for multiplayer games. Data comes from public sources; coverage and evidence appear beside each assessment.