Boat Crew on Steam - User reviews, Price & Information

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Command your crew in Boat Crew, a gripping action-strategy experience amidst the Pacific War. Take charge of a PT boat against Imperial Japan, skillfully managing resources and personnel by any means necessary to ensure victory in this high-stakes conflict.

Boat Crew is a early access, naval combat and wargame game developed by Tabbing Tabby and published by MicroProse Software.
Released on August 01st 2022 is available in English only on Windows.

It has received 329 reviews of which 294 were positive and 35 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 24.50€ on Steam.


The Steam community has classified Boat Crew into these genres:

Media & Screenshots

Get an in-depth look at Boat Crew through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Processor: Intel Core i5-3330 / AMD FX 4300
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 750Ti / AMD HD7850
  • DirectX: Version 10
  • Storage: 1 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

July 2025
I tried this game awhile ago and wasn't so into it. I have played other similar crew management games, but this one is super liberating and has a lot of potential. Now that it has a more custom difficulty system, that solves a lot of the issues I had with this game. You can fine tune it now, thats great. It has steam workshop support, a fun enough gameplay loop with plenty of grind in it (which can be changed if you want more or less grind), it is getting steady updates that are huge for the game. My big concern is the bad performance in large scale battles, but this will likely be optimized in the future. Pretty much everything I want to see! Everything seems to be above board. I wish the dev team luck on this quality project!
Expand the review
May 2025
Long story short: nine dipshits with a boat destroy the entire Japanese navy. The game throws your torpedo boat into large-scale naval conflict. And no matter what you try and do, you are a small fish among the sharks. Even if you go on full Rambo, you simply won't have enough ammo and repair kits to smash into scrap everything you see and survive. But fret not! You are very nasty piranha with a ravenous bite, able to kit your boat for EVERY aspect of naval warfare. Air defence? Eight 20mm autocannons. Land invasion? Duct-taped rocket tubes and a howitzer. Wanna cosplay a proper warship? Here's M3 37mm gun without stabilization (good luck). ASW? Barrels packed with explosives, no sonar though. Task force armed to the teeth? Four long cigars or ten short for a submarine-like raid. Want to risk flopping your boat with every shot? Two whole 3-inch dual purpose guns. And if that's still not enough firepower - give every crewman a bazooka and an ammo vest. Unfortunately, the game is still work in progress. and has a great amount of minor shrotcomings which I think could be improved. After you get like 100k resource points, death becomes a minor setback: there is no equipment that is expensive enough to spend budget this big. Enemy variety is lacking. The only capital-class warships I met are like Furutaka-class CA and Ryuujou-class CVL which are not that hard to sink "Silent Hunter" style, to be honest. Enemy boats could have randomized armament. Allied force may have strategic objective, but I often have a feeling that american fleets and task forces just... do things. Go from point A to point B, get intercepted by air raid from nearby fortress, capture strategic point, go back, repeat. The thing that surprises me the most - regular enemy fleets are completely oblivious to your presence on the strategic map, even the carrier task forces which theoretically should have close air patrol. Moreover, when the battle starts, enemy fleet suddenly remembers that it is supposed to go in some formation other than the one it spawned with. But the damage is done - I just lob 4 acoustic torpedoes at the formation breach, and several escorts and capitals go entertain the fishes at the bottom of the sea. I sunk CA and CVL with a solo boat without support with just one load of torpedoes like that. And it was too easy. Radar usage should be punished a little more - you turn it for a second, get the bearing, turn it off, and enemy forgets that there was a hostile radar sweep deep inside its zone of control. And I haven't met a single boat patrol or a fleet that would actively engage me like air squadrons do. Performance wise it's still an early access game - it works alright and there's not much to add. Only thing that tanks my FPS is detonation of cluster-like anti-air shell when fired by several destroyers at the same time. But I digress. These are all small nitpicks at what is essentially a enjoyable and solid gameplay loop, where you play as an "underdog". And hey, it's MicroProse. It will go better from here, all they need is time.
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Jan. 2025
Overall, I think Boat Crew is a great addition to the 'Crew' family of games. I love that the developer chose a PT Boat for the game, and that they seem to recognize how versatile the boats were during WWII. If you enjoy Bomber Crew you might enjoy Boat Crew, though it's not quite the same. In some ways it's considerably more challenging, but rewarding in ways that Bomber Crew wasn't. There's a bit of a steep learning curve at first, but eventually you start to pick up the ways to leverage certain weapons and tactics. For those just starting out that find it overwhelming, stick with it for a bit and see if you don't start enjoying it a bit more. Campaign Map: The campaign map is an interesting idea, and for the most part I like the concept. That said, I agree with a couple of other reviews that it sometimes feels like there's a requirement to focus on playing capture the flag via the map, and it can get in the way of enjoying the opportunities to really feel like a PT Boat skipper. The concept is worth keeping as I think it gives the game some direction. But perhaps an option to scale the importance of the campaign in lieu of running around patrolling might be worth considering...if feasible. Combat: The combat is more interesting than I'd expected it to be. Certainly the developer did a wonderful job of capturing the feeling of tracers flying by as the boat skips across waves. I have mixed feelings about the difficulty, though I have to give the developer credit for clearly putting a lot of work into balancing the various types of platforms. It's also interesting that unlike Bomber Crew, you can choose your battles to some degree. If you engage and you're outnumbered, you *might* be able to disengage unless swarmed by smaller patrol craft, though often you're stuck with whatever enemies come at that point. Now here again, this type of choice would be a lot more rewarding if it didn't mean that choosing to fight another day equated to losing another base on the campaign map. That's my dilemma. It's a PT Boat. It's made of wood, and so it's hard to say that a PT Boat should be able to stand up to a destroyer, or even some more heavily armed small vessels. There were times in Bomber Crew where it was satisfying to feel like a flying tank, but I have to acknowledge that dynamic would feel obnoxiously cartoonish with a PT Boat. But therein lies the problem with the campaign map focus and the way it forces you to engage in battles the way a destroyer might. Which leads me to my next point about the focus of how the combat comes about. Missions: I recognize that Boat Crew, like Bomber Crew, is an action oriented game and it does that well. The suggestions that come to mind might be better suited to an audience with a little more of a Silent Hunter style of play. But I would really enjoy seeing an option to focus on more PT Boat oriented missions and less on charging into battle (often alone versus whole flotillas). Some mission ideas that come to mind: - Rescuing downed pilots. - Visiting the site of a battle and searching for survivors of allied vessels. - Sneaking recon teams onto enemy islands without engaging unless necessary. - Providing gunboat support to recon or land units in contact with enemy forces. - Exfiltrating VIPs from contested islands. Providing critical supply runs through enemy lines. If the map focus changed to being more of a cog in a big picture rather than the driving force of the US Fleet, it might allow more of those mission options. Perhaps fitting your actions into bigger Allied offensives and drives to conquer those islands, making each big island like a miniature campaign that you play a pivotal role in contributing to rather than feeling like a naval version of Batman rushing to each new crisis. Resource Points (RP): I can tell a lot of thought was put into this and I respect the developer's reasoning for the way these are structured. The one thing that really sticks with me the wrong way is the requirement to drive/sail right over the spot where you sank a ship. Like a U-Boat, PT Boats had to use hit and run tactics to survive and it feels a bit counterproductive to stick around and fight a pitched battle driving into the heart of an enemy formation to get some resource points. As an example, I was able to ambush a carrier group and sink the carrier via torpedoes. But in order to get credit for it I was forced to return to the enemy formation I'd just escaped from and was promptly sunk. Some other thoughts that come to mind: - More smoke options. Not just from weapons, but smoke canisters attached to the vessel that can be used almost passively while attempting to evade. - More opportunities to ambush larger forces instead of having to charge in like the cavalry. This ties in a bit with how the campaign map requires you to rush to put out fires instead at times lying in wait along shipping lanes or littoral areas. - PT Boat 'packs'. I love that the campaign map allows you to see when allied flotillas are headed engage in combat, but I would enjoy it if you could also join in with smaller groups of PT boats to hit those enemy fleets as well. All that said, the developer has done a wonderful job of bringing PT Boats to the Bomber Crew style of gameplay, and for those who enjoy that style I think they'll enjoy it here as well. It's absolutely worth supporting, and I have to give the developer *major* props for choosing the PT boat for this one.
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Jan. 2025
Boat Crew made me start playing Kantai Collection again after a two year hiatus, which I regret going on one in the first place. But seriously though, if you love being a guerrilla at the sea, this game is for you. Either be a one man army ninja-ing your way through enemy beachhead, join-in on a Allied amphibious assault, or assemble your own small fleet of other pirates- I mean guerrillas, and sink an enemy carrier. The sea is your oyster.
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Dec. 2024
Bomber crew, but you're in a PT boat during the Guadalcanal campaign, and surprise! it's also basically a bullet hell - you better be good at dodging 127mm if you want to succeed! Despite the name, it's not that fussy about crew management. Crew have traits and skills, but they're not restricted to one skill and can level multiple different skills at the same time. They can also do some tasks automatically; Loaders grab ammo and feed guns, repairmen grab parts and fix damage, etc, all without needing to be explicitly told to do so, which makes the game surprisingly low micro. You still drive the boat yourself though, and you'll need to manually mark targets for your crew to shoot at them or use certain weapons that are purely manual control (but the most recent update gives a lot of aiming assists which helps make them usable) The game can also be really hard, especially later on where enemy ships and planes can sink you within seconds, and some shells can cripple you in one hit, but conversely your weapons are equally lethal to the enemy and you've got the speed and agility to dodge most attacks if you're good enough, making the game fast paced and risky but satisfying. Your boat is customizable, weapons can be swapped in and out, resources distributed around, crew can be given more or less armor, and colors/camo patterns can be changed. It's not too complicated; most times the only thing you have to worry about is slots and cost, but there's still enough choices to allow for a variety of playstyles.
Expand the review

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Frequently Asked Questions

Boat Crew is currently priced at 24.50€ on Steam.

Boat Crew is currently not on sale. You can purchase it for 24.50€ on Steam.

Boat Crew received 294 positive votes out of a total of 329 achieving a rating of 8.25.
😎

Boat Crew was developed by Tabbing Tabby and published by MicroProse Software.

Boat Crew is playable and fully supported on Windows.

Boat Crew is not playable on MacOS.

Boat Crew is not playable on Linux.

Boat Crew is a single-player game.

Boat Crew does not currently offer any DLC.

Boat Crew is fully integrated with Steam Workshop. Visit Steam Workshop.

Boat Crew does not support Steam Remote Play.

Boat Crew is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Boat Crew.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 12 September 2025 14:24
SteamSpy data 11 September 2025 02:54
Steam price 14 September 2025 12:48
Steam reviews 14 September 2025 11:48

If you'd like to dive deeper into the details about Boat Crew, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Boat Crew
  • SteamCharts - Analysis of Boat Crew concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Boat Crew compatibility
Boat Crew
Rating
8.3
294
35
Game modes
Features
Online players
11
Developer
Tabbing Tabby
Publisher
MicroProse Software
Release 01 Aug 2022
Platforms