
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
Игре миллион лет, а она до сих пор шикарна
Mouse movements are really sluggish. Makes the game practically unplayable.
que juegazo diosito 20/10 y god
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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
[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]
Resident Evil no espaço
An absolute classic.
parece que to matando os crakudo aqui da vila
Классика, лет 10 когда было, обсирался только так. Правда не припоминается, что настолько плохое управлению мышкой было. При ходьбе в прицеле по горизонтали чувствительность мыши нереально медленная. Решил проблему выключив вертикалку и выставив в RivaTuner "Scanline sync" на значение -1, не благодарите. 8.5/10
I have always wanted to play Dead Space for years ever since it came out but never got the chance to do so. Resident Evil 4 is a top favourite game of mine and I heard that it had a huge influence in the development of Dead Space so naturally I wanted to check the game out for myself. Having played it recently, I wish I was able to play Dead Space sooner because it is definitely a horror classic. [b]Story[/b] You play as an Engineer named Isaac Clarke as you navigate through the USG Ishimura and fight to survive the Necromorphs. Along the way, you uncover the mystery as to what happened to the crew onboard the Ishimura. [b]Visuals[/b] Visually, Dead Space still looks great for a 2008 game. The lighting and shadows play a huge role in creating an unsettling atmosphere. The environments of the spaceship feel both futuristic and claustrophobic, with flickering lights and blood-stained walls creating constant tension and unease. The Necromorph designs are horrific and grotesque, and when combined with dark hallways, they significantly enhance the overall sense of fear. [b]Audio[/b] Sound design plays a massive role in building the game's creepy atmosphere. You constantly hear movement in the vents and noises in the background. I was always on edge whenever I entered a room even when there were no enemies. The sudden screams from Necromorph jumpscares jolted me in my seat. The audio design does an excellent job of increasing your anxiety as you explore the Ishimura. [b]Gameplay[/b] Dead Space plays similar to Resident Evil 4 in terms of combat. The camera goes over Isaac's shoulder when aiming, allowing for aiming precision. Instead of traditional weapons, you use engineering tools such as the Plasma Cutter which shoots horizontal or vertical beams. In traditional horror games, shooting off enemy heads would result in an instant kill. In Dead Space however, you have to dismember enemies by targeting their limbs. Shooting their heads off can actually make them more aggressive. I really like this subversion. It adds a fresh and unique take to the combat. The Necromorphs move fast so trying to aim for their limbs can be quite challenging. To counter this, you have a stasis ability that slows them down for a limited time, giving you a better chance to take them apart. You also earn credits throughout the game which can be used to upgrade your weapons and armour, something that becomes essential as enemies get stronger over time. [b]Difficulty[/b] The controls are starting to show its age, as there are some noticeable jank when controlling Isaac. The game often throws multiple enemies at you which leads to a lot of running and shooting. One issue I had was when trying to reload my weapons. Isaac completely stops moving while reloading, leaving him vulnerable to attacks. I would have preferred being able to reload while moving. The map design was a little confusing, so I ended up not relying on it at all. Fortunately, there is a navigation feature that shows you where you need to go at all times, which helps prevent you from getting lost. [b]Overall[/b] Dead Space is a sci-fi horror classic and a true successor to Resident Evil 4. While it shares similarities with combat, Dead Space has its own original story and gameplay mechanics as well. The game was able to scare me with its atmosphere and creepy monster designs. I really wish I had played this sooner but I'm glad that I finally did. I highly recommend Dead Space to any horror fan.
Where did everyone go, Bingo?
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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