
You are Isaac Clarke, an engineer on the spacecraft USG Ishimura. You're not a warrior. You're not a soldier. You are, however, the last line of defense for the remaining living crew.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.14/day in the week to Sep 14 → 0.8/day in the week after.
About

Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 934 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dead Space is quite a good game but it is also bit of a frustrating one. Rather than being mediocre or bad, it's one of those games that was a couple of notable fumbles away from being amazing. I'm not going to talk in detail about everything in this review as the gameplay is the focal point of discussion for me, but I will briefly acknowledge some of its other strengths. The Ishimura is a setting that I enjoyed. It's foreboding and often claustrophobic, playing into its strengths as this industrial mass up in the vacuum of space while still finding time for more interesting and visually striking locations here and there. There are some respectable jumpscares present like the ambush you receive while trying to chase down a Necromorph. The narrative, while taking some time to really capture my attention, has some engaging plot beats and lore with religious fanaticism being the standout story component. Moving on, gunplay is actually pretty good here. The weapons mostly feel impactful and satisfying without trivialising the enemies they're relevant for. A focus on severing limbs encourages you to aim carefully and hold your distance, with most close range options being stuns and knockback. A lower field of view helps make encounters feel chaotic and forces you to stay alert, even if it can be a bit disorienting at times. You're also given a wide array of tools for combat, many of which can be extremely fun and sometimes amusing. The ability to freeze enemies and pelt them with objects helps add variety and gives you multiple options in a pinch. The force gun ended up being one of my favourites as it's the most effective lethal option when enemies are getting in your face, and sending them flat on their ass with kinetic energy is pretty funny. I wish I tried out the ripper and more of the alternate fires during my playthrough because I'm sure I missed out. It's great that the combat is this fun for a horror game, but one of the major problems I have is with the gameplay outside of combat, or I suppose the lack of it. There's a lot of dead space (sorry) between encounters, where nothing you're doing is exciting and you don't have to put much thought into any of it. It's often enough that your actions will boil down to pressing E to open some doors or collect some items, maybe using stasis to not get torn apart by a spinning fan, then moving on to the next chapter. A complete lack of real puzzles makes a good portion of Dead Space feel more dull to play than I'm comfortable with, and it made me feel even more appreciation for their involvement in the Resident Evil games I've played. Don't get me wrong, not every survival horror experience needs to be like Resident Evil, and not every aspect of Resident Evil should be replicated in other games, but it's missing a lot of flavour by failing to include them or any other exciting interactions with its kinesis and stasis tools. The other big issue I had was with the boss design as all 3 of the major bosses are kind of buns. The first is a meat wall with glowing yellow weakspots that you dump ammo into, sometimes throwing out attacks that you can ignore by calmly stepping to the side and emitting stock dinosaur roars. The 2nd is a mandatory turret section where you once again shoot at the weakspots of a giant mass. This time, on top of not facing any real danger, you also have to wrestle against the chaotic movement of tentacles and the travel time of the bullets to hit your targets. The final boss is, you guessed it, another giant monster that hardly moves. The fight is mostly avoiding attacks by walking side to side, and shooting at yellow weakspots. Having every boss be this fairly similar charade against a relatively harmless, glorified set of moving targets is just so obnoxiously lame. I refuse to believe that they couldn't think of some way to make them more engaging. As a rough example, what if you could use your kinesis throughout the first boss fight to pick up the dismembered tentacles and use it to deflect projectiles and/or ram them into its core? It's nothing special but it is something. Honestly I think smaller bosses would've been way more interesting. If you want to count the regenerating enemy's final encounter as a boss then that would be the only solid one, as it actually leaves you to think for a moment and utilise some of your prior knowledge to form the solution. So in the end, while I did enjoy playing this and think it's well made in many areas, I just cannot completely ignore my dissatisfaction with parts of it not being handled well enough to form a complete feeling experience. I will play the sequels and remake with time, and I'm hoping that any of them can give me the Dead Space experience that deserves to sit at the round table with some of my other favourites, even if that's by honing in on its strengths enough that I can ignore its flaws.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 7: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 2/day in the week to Jul 30 → 4.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Spanish - Spain
Hours played at review time, across 939 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Тот самый мёртвый космос[/h1] Зачем? Зачем мне покупать игру 2008 года, когда есть ремейк? Он ведь выглядит красивее и современнее оригинала. Да и в нём, по крайней мере, главный герой наконец-то говорит. Да, это действительно так. Однако оригинал всё равно оставляет после себя очень приятные впечатления. Для меня современные хорроры часто выглядят немного не по-настоящему. Да, у них современная и детализированная графика, отличный звук и качественные спецэффекты. Но, на мой взгляд, старые хорроры ощущаются гораздо более естественно. Во многом это связано с их атмосферой: более мрачной подачей, грубоватой графикой и игрой света и тени. Даже спустя столько лет она всё ещё способна подарить те самые эмоции, за которые многие и любят жанр хоррора.
- AI SLOP DETECTED - ☑️ No 🔲 Yes 🔲 Massively here - WOKE INFECTION DETECTED - ☑️ No 🔲 Yes 🔲 Massively here - DIFFICULTY - 🔲 My 95 year old grandma could play it 🔲 Easy ☑️ Normal 🔲 Hard 🔲 "Dark Souls" - GRAPHICS - 🔲 "MS Paint" 🔲 Bad 🔲 Meh 🔲 Graphics don't matter in this game ☑️ Good 🔲 Beautiful 🔲 Masterpiece - MUSIC - 🔲 Bad 🔲 Not special ☑️ Good 🔲 Beautiful - STORY - 🔲 This game has no story 🔲 Like playing "Temple Runners" for the story 🔲 It's there for the people who want it ☑️ Umm Good? 🔲 Well written 🔲 Epic story - PRICE - 🔲 It's Free 🔲 Underpriced ☑️ Perfect price 🔲 Could be cheaper 🔲 Overpriced 🔲 Complete waste of money - REQUIREMENTS - 🔲 You can run it on a microwave ☑️ Potato 🔲 Average 🔲 High end 🔲 "NASA" computer - LENGTH - 🔲 Very short (0 - 3 hours) 🔲 Short (3 - 15 hours) ☑️ Average (15 - 50 hours) 🔲 Long (50 - 90 hours) 🔲 Extremely long (90 - 110 hours) 🔲 More than 1 week (170+) 🔲 No ending - FUN - 🔲 I'd rather watch paint dry 🔲 Hard to enjoy 🔲 Repetitive ☑️ Actually pretty amusing 🔲 Ride of your life - REPLAYABILITY - 🔲 It's a one - time experience 🔲 Only for achievements ☑️ If you wait a few months / years 🔲 Definitely 🔲 Infinitely replayable - WORTH BUYING - 🔲 It's Free 🔲 No 🔲 Wait for sale ☑️ Yes [quote=] [h1] [url=https://store.steampowered.com/curator/44918296/]GAMES I HAVE PLAYED[/url] [/h1] [/quote]
Абсолютный Шедевр. Атмосфера классная, но не страшно вообще. Боевка это что то с чем то, нужно постоянно эксперементировать с гинезисом, стреть не по голове, а по конечностям, а в конце добивать. Враги разнообразные и интересные. Локации изучать одно удовольствие. Сюжет... Ну не плохо и не хорошо, твист максимально тупой, но спойлерить не стану. 9/10, лучшая часть в серии, 2 тоже классная, но атмосферы больше нет, а 3 кал
Mouse movements are really sluggish. Makes the game practically unplayable.
For whatever reason this game crashes on my ROG Ally X (Z1 Extreme) and it's unplayable. I googled and saw there are tips to get it to work, but it's not worth it. Something about I need to download something for vsync, but can't use vsync in the game. The game runs at 600+ FPS, but crashes when I try to go through a door. I just bought the remake and it runs over 60 FPS on low settings, but still manages to look better than the original. This is a great game, but due to the crashing issues I can't recommend it.
Game is Called Dead Space, many things alive in space. Misleading title
que juegazo diosito 20/10 y god
It's owned by EA.
[h2]Nota Geral | Overall Rating[/h2] ⭐⭐⭐⭐⭐ [b]Dead Space é a definição perfeita de terror espacial bem executado. A Visceral Games criou a USG Ishimura como um personagem por si só, um ambiente claustrofóbico e opressor que constrói tensão em cada corredor, cada sala escura, cada som distante de metal rangendo. O sistema de "strategic dismemberment" mudou pra sempre a forma como eu penso em combate contra hordas em jogos de terror, e a forma como o jogo integra a interface do jogador (vida, munição, menu) diretamente no traje do Isaac, sem quebrar a imersão com HUDs tradicionais, é genial até hoje. É um dos melhores survival horrors já feitos, ponto final.[/b] [i]Dead Space is the perfect definition of well-executed space horror. Visceral Games turned the USG Ishimura into a character in its own right, a claustrophobic and oppressive environment that builds tension in every corridor, every dark room, every distant creak of metal. The "strategic dismemberment" system permanently changed how I think about horde combat in horror games, and the way the game integrates the player's interface (health, ammo, menu) directly into Isaac's suit, without breaking immersion with traditional HUDs, is genius to this day. It's one of the best survival horrors ever made, full stop.[/i] [h2]Jogabilidade | Gameplay[/h2] ⭐⭐⭐⭐⭐ [b]O combate de Dead Space é uma inversão inteligente da lógica de tiro que a maioria dos jogos ensina: atirar na cabeça não é a melhor opção, cortar membros é. Isso obriga o jogador a mirar com precisão em momentos de pânico, criando uma tensão real em cada encontro com um Necromorph. As armas, adaptadas de ferramentas de mineração pra armas improvisadas, têm identidade própria, e os poderes de Stasis e Kinesis do Isaac adicionam camadas táticas tanto no combate quanto nos puzzles ambientais. É um sistema que ainda hoje se sente único no gênero.[/b] [i]Dead Space's combat is a clever inversion of the shooting logic most games teach: shooting the head isn't the best option, cutting off limbs is. This forces the player to aim precisely in moments of panic, creating real tension in every encounter with a Necromorph. The weapons, adapted from mining tools into improvised armaments, have their own identity, and Isaac's Stasis and Kinesis powers add tactical layers to both combat and environmental puzzles. It's a system that still feels unique in the genre today.[/i] [h2]Duração | Duration[/h2] ⭐⭐⭐⭐⭐ [b]A duração é impecável para o que o jogo se propõe. Os 12 capítulos mantêm um ritmo constante de tensão crescente, sem nenhum momento que pareça enchimento. Cada nova área da Ishimura introduz uma ameaça ou mecânica nova o suficiente pra manter o jogador desconfortável do início ao fim, e o New Game+ com o traje de elite dá um motivo real pra revisitar o pesadelo espacial mais uma vez.[/b] [i]The length is flawless for what the game sets out to deliver. The 12 chapters maintain a constant rhythm of escalating tension, with no moment that feels like filler. Each new area of the Ishimura introduces enough of a new threat or mechanic to keep the player uncomfortable from start to finish, and the New Game+ with the elite suit gives a real reason to revisit the space nightmare one more time.[/i] [h2]Enredo | Story[/h2] ⭐⭐⭐⭐⭐ [b]O enredo é contado de um jeito quase minimalista, através de logs de áudio, texto e da própria degradação psicológica de Isaac ao longo do jogo, mas isso é exatamente o que faz a história funcionar tão bem. O mistério em torno do Marker e da religião Unitologista dá uma camada de horror cósmico que vai muito além dos Necromorphs em si, e a revelação sobre Nicole no final do jogo é um dos melhores twists que já vi em um jogo de terror. É uma narrativa que confia no silêncio e na atmosfera pra contar mais do que qualquer cutscene explicativa conseguiria.[/b] [i]The plot is told in an almost minimalist way, through audio logs, text, and Isaac's own psychological deterioration throughout the game, but that's exactly what makes the story work so well. The mystery surrounding the Marker and the Unitology religion adds a layer of cosmic horror that goes far beyond the Necromorphs themselves, and the reveal about Nicole at the end of the game is one of the best twists I've ever seen in a horror game. It's a narrative that trusts silence and atmosphere to tell more than any explanatory cutscene ever could.[/i] [h2]Visual[/h2] ⭐⭐⭐⭐⭐ [b]Visualmente, a Ishimura é um dos cenários mais bem construídos em um jogo de terror. Os corredores apertados, a iluminação quase sempre precária, e o design biomecânico dos Necromorphs, que parecem corromper a própria estrutura da nave, criam uma atmosfera constante de decadência e perigo. Cada área da nave, da engenharia à hidropônica, tem uma identidade visual própria que reforça a sensação de que esse lugar já foi um ambiente funcional antes de virar um pesadelo.[/b] [i]Visually, the Ishimura is one of the best-constructed settings in a horror game. The tight corridors, the almost always poor lighting, and the biomechanical design of the Necromorphs, which seem to corrupt the very structure of the ship, create a constant atmosphere of decay and danger. Every area of the ship, from engineering to hydroponics, has its own visual identity that reinforces the feeling that this place was once a functional environment before it turned into a nightmare.[/i] [h2]Áudio | Audio[/h2] ⭐⭐⭐⭐⭐ [b]O design de som de Dead Space é cirúrgico. Não existe uma trilha sonora constante tocando, mas sim uma composição atmosférica que aparece nos momentos certos pra amplificar o susto ou a tensão. Os sons ambientais da Ishimura, o rangido do metal, os sussurros distorcidos dos Necromorphs, a respiração do próprio Isaac quando o oxigênio está acabando, tudo isso constrói um ambiente sonoro que é tão aterrorizante quanto qualquer coisa que você vê na tela.[/b] [i]Dead Space's sound design is surgical. There's no constant soundtrack playing, but rather an atmospheric composition that appears at just the right moments to amplify the scare or the tension. The ambient sounds of the Ishimura, the creaking metal, the distorted whispers of the Necromorphs, Isaac's own breathing when oxygen is running out, all of this builds a soundscape that's just as terrifying as anything you see on screen.[/i]
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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