
Three years after the Necromorph infestation aboard the USS Ishimura, Isaac Clarke awakens from a coma, confused, disoriented, and on a space station called The Sprawl. Explore this world and its zero-g environments to discover the truth about the Unitology and its role in the Necromorph epidemic.
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.
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): 9.71/day in the week to Sep 14 → 7.43/day in the week after.
About


Genres
Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99−80% | 25.9Kreviews | 94% | — | $2.3M |
| $19.99 | 3.5Kratings | 94% | — | not modelled | |
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 1228 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
чувак литературно бегал всю игру за какой-то гипергамной фойдкой чтобы потом ее убить красава айзек кларк ты мой герой (не фрауд )
I absolutely love Dead Space 2. This is a certified classic. I even did that challenge and got the pew pew glove gun. Grateful I get to play this on PC. Easy recommend.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 8: that day the store answered for this game elsewhere and gave no price there. The 14 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): 8.57/day in the week to Jul 30 → 8.86/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: French*, German*, Italian*, Russian, Spanish - Spain*, English, Japanese*languages with full audio support
| $3.99−80% |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dead Space 2 is a phenomenal sequel, it is what Aliens was to Alien, and it respects the original while still adding so much more. [h3]Performance & Graphics:[/h3] The game performs great on both PC and consoles, the tech is better, and the hardware is much better utilized. You can clearly see this on the ps3-version which runs way better than Dead Space 1 despite being on the same generation of consoles and pushing way more in terms of fidelity. Still, PC is the ultimate version to this day and it looks great and runs really smooth with tons of detail, textures, physics, and complex geometry going on in the environments all the time. The seamless streaming of the world also keeps you in as the game doesn't have any loading-screens, instead it hides them in elevators, airlocks etc. [b]Note:[/b] You might have to cap the fps at 120 (in nvidia/amd panels) and set a vsync on (outside game) because the physics will start going more and more haywire above 60, and at 144 or above it runs a high risk of messing with physics, speed of animations, and so on. [h3]Controls:[/h3] I always considered the franchise excellent for controllers, and it is, but it works really well with a mouse and keyboard while still feeling deliberate and somewhat methodical to move him around despite the game being a bit faster. I really do love that you still have your chunky loud footsteps and clear audio along with good pacing and a decently slow walking pace that adds to the tension and ability to soak up the atmosphere and immersion. [h3]Audio:[/h3] It's stellar, but what else would you expect? It's a huge part of horror, and they nailed it once again, and with Isaac talking and feeling so much more natural, it just added another dimension on top of everything. [h3]Story:[/h3] Love it, it expands on Unitology and everything else in the Dead Space Universe. Just play it and enjoy, make sure to listen to the audio-logs and read the texts while also paying attention to the environments for the best experience. [h3]Hardcore mode:[/h3] This is how you do a really hard mode that is still fair. There are sections you could question RNG in, but giving the player 3 limited saves puts you in the shoes of your own destiny for most of the ride. It's fantastic, and it respects your time while not being sadistic. It requires dedication and mastery of the game where you might just consider pushing another chapter before that big relief. Some other games including other Dead Space titles went for permadeath which isn't very respectful of your time in case of something happens and/or you need to break up the session. Yes, the remake had checkpoints that did respect your time or in case of a crash, but at the same time people could also abuse that system by backing up saves in the cloud or on drives, so having a limit of 3 is so much better on all fronts. I completed hardcore on 7th of August 2026 (pc) and it felt very rewarding. The saves I used were before the space-elevator, start of chapter 11, and at rotating lasers in chapter 13. It felt extremely rewarding.
Install the marker patch! https://www.pcgamingwiki.com/wiki/Dead_Space_2#MarkerPatch Dead Space 2 is without a doubt the best horror game ever, period. I wish Motive would do a remake like they did with the first game. Even though the lighting, shadows, and textures all look like total ♥♥♥♥ compared to modern games, it still holds up. The gameplay, story, atmosphere... everything is on point. The only thing I don't like about the game is Ellie, because she's a stupid ♥♥♥♥♥♥ ♥♥♥♥♥. I mean seriously, who gets their eyeball plucked out and is then like, "k w/e lol". Accordingly, every scene she is in I get plucked out of the immersion because it's like, "WTF is up with this ♥♥♥♥♥?" I don't know if that's what the writers were going for, but I hate that ♥♥♥♥♥. 9.9/10
foda de mais ta loko
Stalker Gamma trained me well. This is now just a Call of Duty game to me. More Michael Bay explosions than horror. Still epic tho.
The Best!!!
Dead Space 2 is a direct sequel to the first game and follows events unfolding on "The Sprawl," a colony on Titan. Unlike the original, you arrive right in the middle of a Necromorph invasion; naturally, Isaac witnesses the horrors firsthand and must once again battle these creatures within this futuristic city. There isn't much else to say other than that the game is a gem, a sequel that does justice to the original and has aged like fine wine. 100% recommended.
pinche juego hermoso cabron como me lo tatuo, ABSOLTE PEAK
Dead Space 2 Review Dead Space 2 is an outstanding game with a few weaknesses towards the end of its story. Anyone who enjoyed the first game will get exactly what they expect here: more of the same, refined with a small touch of perfection. This game is filled with design choices that have unfortunately become almost forgotten in the modern gaming industry. Just like in the first game, I consider it an incredibly remarkable decision to completely abandon a traditional HUD and instead place all important information directly on Isaac or within the game world itself. This decision contributes enormously to the dense atmosphere of Dead Space 2. That atmosphere is also the reason why I would describe the first two-thirds of this game as one of the scariest horror experiences of my life. Unfortunately, this incredible tension has to give way in the final third to a much more action-heavy approach, which almost completely abandons the subtle horror that made the game so special. At the same time, many of the survival horror elements disappear as well. Even on the highest difficulty, I ended up with huge amounts of money, healing items, and ammunition during the final third, as the game practically throws resources at you. This already felt like a small negative preview of what was to come in Dead Space 3. Nevertheless, there is still a major highlight: I consider the sections featuring the unkillable Stalker-like enemy to be a brilliant attempt to preserve the horror even during this more action-focused part of the game. I believe that if the enemy encounters and available resources had been reduced, while expanding the claustrophobic sections involving this enemy, even the final third could have been a masterpiece. Finally, I would like to take a moment to mourn Visceral Games, the studio that eventually fell victim to EA. I would have truly loved to see what this team could have achieved if they had been given the opportunity to continue.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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