$12.99Dead Weight Turn-Based Piracy in the Clouds
Sail a flying pirate ship between floating islands, shove monsters off tiny battlefields and manage fuel, fatigue and creeping madness, one run at a time.
Is Dead Weight worth it?
Dead Weight is worth it if…
- you enjoy turn-based tactics where shoving enemies off the map is half the fun
- you like roguelite runs with meta progression that makes each attempt a little easier
- you want a tactical game that rewards planning without punishing every mistake
- you prefer a challenge you can beat in an evening over a hardcore test of skill
Screenshots
Tiny battlefields, big decisions
Fights happen on small grids with two action points per turn, and the smartest move is often not an attack at all. Push a foe over the edge and the abyss finishes the job: an instant kill, plus extra favour for your next run. Attacks have cooldowns, pushing does not, so positioning is the real weapon. You can move and act in any order, flee once a fight drags past ten turns, and spend coins on mercenaries, though friendly fire is on and the dead do not come back. One restart per battle keeps a blunder from ending everything.
Fuel, fatigue and the madness meter
Between fights you fly your ship across the skies, choosing which islands to visit and which pirate ships to avoid. Fuel keeps you moving. After meeting the first boss, a madness meter joins the mix: the more you feed the abyss or drift, the more eldritch horrors appear on the map and in battle. Fights get harder, but so do the rewards. Death sends you to the Abyss, where the Ancient Gods let you revive, spend favour on permanent perks and set out again.
What should you know before playing?
Do you have to die a lot to progress?
Some, yes. Favour points from every run, win or lose, buy permanent perks like extra skill points and better fuel economy, and new characters unlock as you go. Dying is part of the loop, not the end of it.
Is there a story?
There is a dark steampunk tale of Ancient Gods, forbidden knowledge and a rescued companion, but it is told lightly, mostly through boss dialogue and transitions. Come for the tactics and the world first; the plot stays in the background.
How different are the four characters?
Each plays distinctly, with their own skill tree and style, from a risk-taking barbarian to a blessing-focused support, and equipment lets you shape builds further. Unlocking and levelling them is a big part of what keeps runs fresh.

















