Official game
Play Sink My Bricks!
This game is hosted by Steam. Continue to the official page to play or download it.
View on SteamWhat Is Sink My Bricks!?
Sink My Bricks! is a first-person co-op pirate roguelite for 1 to 4 players by Sleepy Amigos, a three-person indie team. It's built in Unreal Engine 5 and coming soon to Steam with no release date attached.
The hook is simple and violent: the entire world is made of bricks, and every brick can be destroyed. Islands, ships, even the waves. You raid procedurally generated archipelagos, cannonball enemy ships into confetti, board them for loot, and plug the fresh holes in your own hull with your bare hands while the fight is still going.
The game grew out of dev videos released under the working title Shiver My Bricks!, which passed 10 million views across platforms and pulled in more than 50,000 followers before the Steam page went up. For most of development, Nikolai Egorov worked on it alone before the rest of the team came aboard.
Sink My Bricks! Details
| Detail | Info |
|---|---|
| Genre | First-person co-op pirate roguelite |
| Developer | Sleepy Amigos (3-person team) |
| Publisher | Sleepy Amigos |
| Engine | Unreal Engine 5 |
| Platform | Windows (Steam) |
| Price | TBA |
| Players | Single-player or online co-op, 1 to 4 |
| Release | Coming soon, date unannounced |
| Store ID | Steam app 4433220 |
| Run length | About 1 hour (three archipelagos + finale) |
| Controllers | Full support, including DualSense |
The Ship Is Your Health Bar
Two systems replace everything a normal pirate game gives you, and both center on the ship.
Respawning is positional. Fallen players respawn at the ship, but only while the ship still floats. If it goes down, that's it: no more respawns, and the surviving crew has to swim to the end of the level or capture an enemy ship by force. Every decision about hull integrity is really a decision about whether your team gets to keep dying.
Health is your body parts. There's no health bar. Cannonballs and claws knock off arms, and you can pick an arm up and stick it back on. If it sank, you improvise: fit a prosthetic, steal a limb from a crewmate, or bolt on a monster's limb for abilities no human hand has, curse included. The Steam description notes you can lose both arms and still steer with your teeth, which tells you the tone as well as the mechanics.
Crew Roles for 1 to 4 Players
The press kit and store page don't assign classes, but the systems demand four jobs, and a full crew splits them naturally.
The captain steers, reads the wind, and decides when to broadside, board, or run. Since weather worsens over time and difficulty climbs the longer you linger, the captain's real job is tempo: keep the run moving.
The gunner works the cannons. Aim for waterlines and brick seams; the destructibility means a few well-placed balls can fold an enemy deck, and a folded deck can't shoot back.
The carpenter owns the hull. When a ball punches through and water pours in, this player grabs bricks and plugs the hole before the ship lists. In a four-player crew this should be a dedicated role, not a "whoever's free" job, because holes compound.
The boarder jumps ship when an enemy comes alongside, clears the deck, and either loots it or takes the wheel. If your ship is sinking past saving, the boarder becomes the whole plan: capture the enemy vessel and make it your respawn point.
Solo players do all four jobs badly and gloriously. Prioritize carpentry; a solo captain who can't patch is a solo corpse.
Patching Hull Under Fire
The store page's most distinctive mechanic deserves its own section. When your hull breaches:
- Water pours in and the ship starts to list. Listing changes your gun angles and your footing, so patch early, not late.
- Grab bricks. Loose bricks come from destroyed structures everywhere, including enemy ships you've shot up. An aggressive crew generates its own repair supplies.
- Plug the hole with your bare hands. This takes seconds you don't have, which is exactly why the other three roles exist: someone keeps the enemy busy while you patch.
The counterintuitive part: shooting first and patching second is usually right, because destroyed enemies stop producing holes. Patch only what threatens buoyancy right now.
Getting Started: Your First Run
A run lasts about an hour and follows a fixed shape.
- Three procedurally generated archipelago levels, each ending in a boss. Biomes shift between levels: tropics, ice, deserts, volcanoes, storm waters, each with its own enemies and gear.
- Difficulty climbs the longer you linger. The game punishes farming. Clear the archipelago, take the loot, sail on.
- Weather worsens over time. Storms shred sails and pitch the deck, and the toughest enemies come out at night. Runs get harder on a clock regardless of what you do.
- The finale is a showdown with the Flying Dutchman.
Between runs, you unlock charms, weapons, ship modules, ship-building parts, and artifacts. The press kit is specific that these "change how your next adventure plays out, not just the damage numbers", so the meta layer is behavioral: new movement rules, new ship layouts, new curses.
Ship Building
You can modify the ships already in the game or build your own from scratch with ship-building parts. Two design notes that follow from the systems:
Build small early. More hull means more holes to patch and more ship to lose. A compact ship is the cheapest respawn point to keep afloat.
Design for repair. Put repair brick storage within arm's reach of your common breach zones, and leave deck space to move while carrying bricks. A beautiful ship with a bad repair loop sinks the same as an ugly one.
Advanced Tips and Co-op Etiquette
- Call holes by position, not by panic. "Stern, below the cannon line" gets patched twice as fast as screaming.
- Assign the carpenter before the run starts, not after the first breach.
- Never all board at once. One boarder goes; the rest keep the guns talking or the ship floats.
- Steal limbs deliberately. A monster arm is power, but a curse is a cost. Trade limbs when the ability outweighs the curse for the next fight.
- Leave a level the moment the boss drops. Lingering buys nothing; difficulty only climbs.
System Requirements
| Tier | Spec |
|---|---|
| OS | Windows 10 / 11 (64-bit) |
| Processor | Intel Core i5-8400 or equivalent |
| Memory | 8 GB RAM |
| Graphics | NVIDIA GeForce GTX 1050 Ti (4 GB VRAM) |
| DirectX | Version 12 |
| Storage | 10 GB |
Only Windows is listed so far, with no macOS or Linux builds announced.
FAQ
When does Sink My Bricks! release? No date yet. The Steam page says coming soon; wishlist it and watch the developer's channels, which have been active since the Shiver My Bricks! days.
Can you play solo? Yes. It's 1 to 4 players, and solo runs are supported with all four crew jobs falling on you.
Is it online co-op or couch co-op? The Steam page lists Online Co-op for up to four players.
Is there a health bar? No. Hits knock off limbs, which you can reattach, replace with prosthetics, or swap for monster limbs with special powers and attached curses.
What happens when your ship sinks? Fallen players stop respawning. Survivors must swim to the end of the level or capture an enemy ship to continue.
What's the Flying Dutchman? The final boss of a run, after three procedurally generated archipelago levels.
Who is Sleepy Amigos? A three-person indie team. Nikolai Egorov built most of the game solo during its viral dev-video phase; the team has since grown to three.
Does it have full controller support? Yes, including DualSense-specific support per the Steam listing.











