
Face the Ancient Gods! Set the sails of your flying pirate ship and embark on a roguelite adventure in the steampunk world of Dead Weight. Explore floating islands in search of loot. Choose a class and enjoy turn-based tactical combat on tiny battlefields where every step matters.
Modeled estimate, not a reported figure. How we estimate →
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About

A marvelous steampunk adventure awaits you in the roguelite world of Dead Weight. Board a flying ship, stock up on fuel, hire a trusty crew and get ready to explore dangerous islands and fight the Ancient Gods in turn-based combat. Unlock new skills, characters, get stronger and uncover the darkest secrets of this world.
Face the Ancient Gods
The world is rapidly changing and you will have to change with it. Mighty creatures have risen from their eternal slumber. Will you fight them or follow them in pursuit of forbidden knowledge?
Enjoy Turn-based Combat
The battlefield is tiny. Think ahead if you want to survive.
Get Stronger
Upgrade your ship and train the crew. An extensive skill tree, 4 characters with unique gameplay. Combine different equipment to create a build that fits your playstyle.
Explore the World Full Of Danger
Travel across the skies on your swift ship. Find ancient ruins and uncharted islands scattered across the steampunk world.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese
Engagement
Reviews
Themes across 469 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I think a meta progression upgrade that gives you faster exp would be good here. I unlocked most of the really useful upgrades, fuel and fatigue are not a problem anymore, but farming 100 pirate ships to reach level 20 is a bit annoying lol
Dead Weight is a really good game. The combat starts off feeling slow and somewhat clunky, but it quickly becomes more challenging, rewarding, and dynamic. Every battle feels different, so I don't mind the core mechanics themselves. The only thing I would change is the number of loops required to complete the story. I felt that the last two were unnecessary, as each loop is almost identical in terms of gameplay. Completing the main storyline shouldn't feel like a chore. The graphics are also very good. The art style is original and visually appealing. I would have appreciated some small character animations, such as subtle gestures or lip movements during conversations. They would make the dialogue feel much less static. The story is the most disappointing part of the game for me. The lore aims to be deep, and the setting is both original and intriguing. The problem is that the dialogue barely explains anything beyond the basic relationships between the gods. Even after finishing the game, I still don't know the answers to some of the story's key questions. For a game centered around mythology, the religion of the mortals feels surprisingly bland. It seems as though someone decided the world needed priests and temples, but added them with generic interactions instead of giving them meaningful lore or a believable purpose. As a result, the world doesn't feel convincing. During the tutorial, I expected there would be interactions between the crew members throughout the game. Unfortunately, there aren't any, and we never really get to know them. It's a shame because each hero has their own identity, yet none of them have a meaningful reason to be involved in the story. They feel more like alternative gameplay options than actual characters, completely detached from the narrative. The ending was a disaster. The final conversation made it seem like I would have to play another loop, but then the credits suddenly started rolling. The achievement I unlocked ended up telling me what happened after that final dialogue. I was expecting a somewhat underwhelming ending, but I wasn't expecting the game to end without a proper conclusion. To summarize, the gameplay is easily the strongest part of Dead Weight. However, the story feels unfinished. If the game were still in Early Access, I wouldn't mind as much, but it isn't, and I sincerely hope the developers expand and improve the narrative in future updates. Despite my criticism, I definitely recommend Dead Weight. It's well worth playing, and its shortcomings don't outweigh everything it does right.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 470 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра еще с демо зашла кайфую от геймплея, но какже подзаебло кликать на провести ритуал Инсида и продолжить, сделайте поприятнее пожалуйста.
Not sure if I missed something but the fatigue system breaks every run for me. 10 encounters and you are done. If the islands do not align perfectly, you are busted. Got too many events and not fights? busted. I don't know if this is softened in later meta-progression, tree 3 and onwards, but I guess I'll not find this out. Aside from the fatigue system a nice cozy round-based fighting game
Dead Weight NO es un mal juego (odio que Steam solo ofrezca opciones de recomendarlo o no. No hay lugar a los matices). Creo sinceramente que hay muchas personas que disfrutarán este RPG táctico roguelike, pero me cuesta recomendarlo completamente debido a lo repetivo que resulta. Sí, es un roguelike y en estos juegos hay que repetir siempre, pero es que la variedad de personajes y desbloqueables es muy baja y no varía suficiente como para ofrecer algo nuevo y emocionante. También se siente muy desbalanceado (tirando a ser demasiado fácil) y la traducción al español no es la mejor. Eso sí, tengo que resaltar su estilo visual. El arte en pixeles es hermoso. Aunque... ¿por qué le dicen steampunk cuando no hay un solo ejemplo de tecnología a vapor en el juego? En fin. Mi reseña completa está aquí: https://www.gamerfocus.co/juegos/dead-weight-resena/
Когда получил ключ в раздаче у Булджатя думал что это будет просто забавная игра на часик. По итогу я остался очень рад что смог поиграть. Игра довольно симпатичная, геймплей очень интересный и в каждом бою нужно обдумывать что делать дальше что бы не потерять гг или напарников а так же строить маршрут что бы хватило топлива. Вообщем определенно советую попробовать, свою цену игра определенно стоит
Я не понимаю откуда столько положительных отзывов. Игра скучная, реиграбельности нет, каждая партия похожа на предыдущую.
I would NOT recommend my friends to play Dead Weight, however the game isn't bad-bad, so it's too punishing to leave a negative review. The game is a grind, not a challenge. It's a shame though, because the developers obviously spent a lot of time and effort on building the game. There are some simple ways to trivialize the game, like being able to generate infinite money while making the fatigue limit meaningless and acquiring infinite health on the starting hero. I played for 4 hours so for the price it's fine.
So positives first: Sound and music are pretty good. The pixel art of the backgrounds and character designs is great, but most of your time is spent in combat with a far less detailed version of your character. It is still decent, but not anywhere as good... The Game has two main mechanics: Exploration & Combat. The better of the two, Exploration, runs on Fuel, which limits reach and is refilled after combat. Which means to use it efficiently you always wanna go as far as possible before engaging in combat. You can also find little Events which offer minor decisions. The game also has a Fatigue system that allows you to engage with 9 Events or Combats before having to turn back to town to rest and reset, so you wanna leave some Combat Islands behind to guarantee your return trip. The map itself resets after you die or after you clear a chapter. You clear a chapter by finding and defeating a boss island. On my first chapter I cleared most islands while on my second one I found the boss after just half of my first fatigue bar. Since I cleared the combats on the way there and would have cleared the rest in the vicinity on my return trip, I had a choice to make: I could have turned around and come back later using Fuel Barrels, a resource purchasable in Town for these Situations, after looting and grinding the rest of the chapter map or I fight it immediately. Since the Combat was already annoying me at this point, for reasons I will get into, I chose the latter option. So far so okay. I am fine with it honestly, not a ton of depth, but serviceable. Now the Combat... Well, I guess the best thing one can call it is simple... If you consider that a good thing in a Tactics RPG, which I don't... The basic principle is that your enemies always go before you and wind-up their strikes, leaving you to react. Unfortunately your possible reactions are VERY limited. You have your main character which has an attack, movement and one special abilities plus any equipment you can get and equip. You can also hire different mercenaries who are the same, except no special ability and less equipment capacity plus lower base stats. Even after unlocking more characters it doesn't look like you can have more than one of them at a time... You can upgrade your character with different trees for VERY minor changes in how they behave during combat. Movement, attacks, equipment abilities and special abilities all draw from the same pool of action points, limiting your decisions further. Most turns in any fight basically come down to: hit the enemy and get out of their attack range, in either order. This leads to even simple fights being excessively drawn out and boring as you lack any more interesting responses and your enemy always maintains the initiative and dictates the pace of the fight. Combat damage is maintained between fights and healing resources are limited, especially if you don't wanna run back to town, which you can't afford to do anyway. Side note: It also repedeatly happened that I ran into a fight only for the random layout I spawned on and the first attacks to make it impossible to survive the first round no matter what I did. In that case your only option is to quit to the menu and load again, hoping you get a doable layout this time. Each chapter also introduces new game mechanics and those were what tipped the fights from boring into frustrating and extremely boring. All enemies in Chapter 2 get a self-buff that let's them immediately counter melee damage during your turn. It is important to mention here that the first main character you play as, the big huge barbarian warrior, starts with 3 max health and only has a melee attack by default... the first mercenary I got had 1 max health by default. And as I said healing between fights is limited... That buff has a 5 turn cooldown, which seems like you should just wait for them to use it and then attack them when it's down right? Well the buff also lasts those 5 rounds or until it activates... which essentially lead to melee attacks being functionally useless as a a strategy. The enemy health also doubled from the first chapter, while each of my warriors could still only reliably do one damage each turn... luckily, I had gotten ranged weapon equipment for both of them, meaning each fight turned into an annoying exercise of slowly widdeling the enemy health pool down and dodging out of the way... Oh, and remember how I mentioned unintentionally rushing the boss of chapter 2? Yeah, it wasn't a problem, I killed it without taking a single damage, while being way underleveled, it just took a while... And in Chapter 3 the special mechanic was another self-buff: every second turn the enemies could make it so their next strike would hit immediately on their turn instead of having wind-up, ignoring the main mechanic of this game's combat entirely... After the run, you get to unlock new abilities in a rogue-lite style system and that's probably what makes progression possible, but at that point I stopped caring. If you prefer to grind in order to beat a challenge, rather than figure out a character build or a working strategy to win, I'm sure you can have some fun with this game. Personally I don't consider this game to be a Tactics RPG at all, I consider it Dead Weight.
Поиграл чуть-чуть, ну, что я могу сказать. Рисовка симпатичная, детали прорисованы хорошо, музыкальное сопровождение имеется. С топливом конечно задумка забавная, но как будто его прям всегда не хватает катастрофически (где-то я уже такое наблюдал, интересно, где), из-за чего исследовать всю область не предоставляется возможным. Пытаешься быстрее добраться до цели конечной. А я, например, люблю поисследовать всё. И ещё, что хотелось бы отметить, в событиях легко теряются деньги, у меня отняли почти 500 золотых, а на экране усталость 8/10, получается проиграл, по крайней мере как выбраться из такой ситуации не понятно. После победы над первым боссом начинается какой-то ад. Как будто уровень сложности включили на хард. У каждого врага есть контратака (кстати, не увидел, где это отображается, вижу только сам каст), не понял как это доджить, ты просто убиваешь себя с одной попытки о врага...и всё...заново...и уже как будто не особо и сильно хочется лупить снова гоблинов и первого босса. Так как герой открыт лишь 1 (милишник). Я понимаю, что есть механики, это проходится и побеждается всё, но нет второй попытки. Только игра сначала. И не понятно сколько таких "сначала" нужно сделать, чтобы понять как оно работает. То есть да, хардкорно, круто, но цена ошибки слишком высока. Может можно как-то было переиграть, но у меня не вышло. Это я всё к чему? Ну, сидишь такой, играешь час-другой, стараешься, а потом умираешь за одну ошибку. В общем продукт однозначно интересный, любителям тактики стоит попробовать. Но я, пожалуй, пока наигрался. P.S. Жаль, что нельзя поставить среднюю оценку. P.SS. Ну, и конечно же да, я нубас, новичок и т.п., поэтому пишу со своей колокольни.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $8.8M | 13.7K | 91% | $24.99 | |
| $1.8M | 22.4K | 94% | $2.99 | |
| $90.3K | 163 | 80% | $19.99 | |
| $50.5K | 101 | 81% | $14.99 | |
| $8K | 15 | 100% | $17.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $182.6K | 1.3K | 79% | $4.99 | |
| $182.7K | 661 | 87% | $11.99 | |
| $182.7K | 684 | 86% | $14.99 | |
| $182.7K | 1.1K | 81% | $5.59 | |
| $182.4K | 292 | 83% | $19.79 | |
| $182.8K | 433 | 88% | $19.99 |