Archaeology - Frozen Knights
A game of the genre find the hidden object.

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A top-down naval roguelite where your ship is the only home you have. Fit her out gun by gun, pick your route through three hostile seas, and swing your broadside onto anything flying a black flag. Come home richer, or don't come home at all.
Released
July 15, 2026
Price
Platforms
macOS · Linux · Windows
Developer
Publisher
Last sync
September 29, 2026
You get a sloop with one gun a side, a captain with something to prove, and a chart full of bad options. Everything else, you take off somebody.
Three hostile seas stand between you and the end of the campaign, and each one ends in a duel with a named pirate captain. Come home richer, or don't come home at all.
Fourteen berths. Eighteen modules fighting for them. By the third sea your little sloop can be a floating battery, a hull too thick to crack, or a ram that opens a brigantine like a crate.
Light cannons for speed. Heavy cannons for holes. A mortar that never stops raining. Iron-shod beakheads torn off dead boss captains. What you become depends on what you find, what you can afford, and what you dare to sail into.
No cursor. No twitch aim. Swing your broadside onto the target and the guns roar the moment it enters the arc.
Chain shot shreds sails. Grape shot cuts down crew. Fire shot keeps burning long after you have sailed on. And a shot through the stern, down the whole length of the enemy's deck, deals more than double damage.
The pirates know every one of these tricks. They will use them all on you.
You don't hold a thrust key. You set your sails and take the sea as you find it, while the wind veers mid-fight. Some battles open in dead calm, and a dead calm always breaks: distant thunder, the ship's bell, then lightning picking its targets.
A port under siege for five waves. A trader who will sell you a sealed crate and let you find out. A sea cave where your torch burns out in under a minute. Uncharted water that turns out to be a lucky wreck, or the Scourge.
Every sea branches across seven to ten columns of choices, and you won't know which of six boss captains you drew until the chart shows you.

Losing a fight doesn't end the campaign. Limp back to Port, pay the shipwright, and take that sea again.
Gold never survives a run. Your captain does. Five captains, each with a signature crew and a buff that bends the whole run around it, and nine skills that stay learned whether you win or sink. Beat a campaign and that captain sails again at a harder Ascension tier.
How far up the ladder can you take them?

A campaign fits in a single sitting, and you can save and quit anywhere, even mid-broadside. Pirate Twist is built by one developer, in the open, and the Discord shapes what sails in next: more captains, a fleet to command, and an endless sea for after the campaign.