
Get ready to put a sizable dent in the profits of megacorporations in Deadlink, a guns-blazing cyberpunk FPS with roguelite elements. Your mission is to conduct covert ops while piloting a humanoid combat shell. And no, "covert" doesn’t mean "quiet."
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.
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): 0.67/day in the week to Aug 4 → 1.29/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 2,400 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
Genres
Sums Steam only; PlayStation, Xbox, GOG, 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 | $24.99 | 3.7Kreviews | 89% | — | $2M |
| $24.99 | 397ratings | 91% | — | 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 79 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've only got like six hours in the title, and while I don't think I'd say that [i]Deadlink[/i] is a great game, I do keep coming back to it from time to time. There's just something about it I enjoy, so I come back and start playing. Then I realize I really don't understand so many things about it--in particular the implants system and how to best configure things, its energy use, etc.--that I typically drop away from playing. I came back tonight (2026-08-31) for the first time in... well goodness knows how long and finally beat the first-area boss on my very first attempt. Which is weird: it's almost like time away from the game somehow made me suck less?! I don't know. But I know this much: it's an enjoyable shooter with mechanics, aesthetics, story, and pure fun that I just keep coming back to over the years. I think it's well worth it, especially if you can pick it up on sale.
super fun
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Simplified Chinese, Turkish, Russian, Polish, Portuguese - Brazil, Ukrainian*languages with full audio support
| $24.99 |
| 155ratings |
| 86% |
| — |
| not modelled |
| $24.99 | 10ratings | 94% | — | not modelled |
| $19.99 | — | 93% | — | 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 79 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Rating: ★★★★☆ (4/5) A roguelite arena shooter. This is a fast paced shooter where the main game loop is completing runs made of 24 small arenas packed with enemies, and aerial movement is just as important as resource management to stay alive. At the end of every run, you can spend credits to unlock new tech. Because survivability is much more tied to these permanent unlocks than having a deep understanding of builds around the random weapon and skill drops, the game can feel a bit grindy. Regardless, the combat is fun and the enemy variety keeps the game replayable. Worth at full price.
2/10 Ultrakill (jeu déjà vite fait) en moins bien
So smooth yet so brutal, Love the art direction and the soundtracks are fantastic. Great game
Es un juego como Dead Cells, Katanaut…mueres y regresas al inicio de todo (o sea un Roguelite), logré pasar al segundo nivel, y cuando le di reiniciar nivel, descubrí que volví al nivel 1, y si sales de la misión, también se te borra todo. Entretiene, pero odio la forma como está hecho el juego, no le veo sentido el morir una y otra vez y regresar al nivel 1, y claro está, que mientras más mejores tu personaje se te hará más fácil avanzar, pero es un juego sin fin. Tiene cosas de DOOM, los enemigos cuando mueren tiran objetos que te ayudan a seguir y cuando te acercas los recoges, tiene doble salto, dash, el golpe, el gancho. Eres un robot que tienes que ir matando a los enemigos, algunos son humanos y otros son maquinas. Compre este juego sin saber que era Roguelite, lo que vi en el tráiler me gustó, y a mí me encantan los FPS, así que lo compré, de todas maneras no gaste mucho o quizás lo recibí gratis (ya no me acuerdo). Google: En Deadlink, al morir pierdes todo el progreso de la incursión (run) actual y regresas al inicio del escondite o base principal, manteniendo únicamente los recursos permanentes y mejoras desbloqueadas para el personaje. Como juego con elementos de tipo Roguelite, la muerte forma parte central de la mecánica de avance. PD: usa DirectX 11, el 12 da puros tirones.
Fun game :3
game just gets stupid with everything. anoying as heck, bad balancing. holy hell why did i play this garbage so long?
100% zu machen ist nicht einfach, aber irgendwann hat man den Dreh raus. Gutes Spiel!
Deadlink does a very good job of making the player feel like they have to always be on their toes to win, but also not make them feel so squishy that they feel like a balloon that could be popped at any moment. It's an important balance to strike in a roguelike, because if you die, that could mean losing upwards of 50 minutes of legitimate progress. You don't want to baby the player, but you don't want to make them stop having fun, either. I am the kind of player that likes to optimize gameplay as soon as I start playing, and Deadlink really accommodates for my willingness to play slow by creating the enemies and environment in a way that punishes both playing too fast AND too slow, meaning that the optimal way to play is the most fun way to play; there's something I quite like about that. The characters in this game feel incredibly varied, no two characters feel the same because their abilities are so integral to their gameplan that you NEED to account for their strengths and weaknesses in the way you navigate the game. Soldier and Juggernaut both have shotguns, but while Soldier's Shotgun is a consistent way to deal damage at close-mid range, Juggernaut's Shotgun constantly needs to be reloaded but acts as a movement tool. You can actually draw many comparisons like this because it's intentional, the game wants you to feel like you're playing Deadlink no matter which character you play, it's just that they also want to make sure you feel like you made an impactful choice when you select your character. As another example, Hunter has a revolver, while Engineer has a rifle. You can definitely draw comparisons between the two, but what makes them feel different is that their abilities emphasize different skills in the skillset that shooters care about. Hunter's abilities emphasize your aim because none of them do damage, but rather put you in a favorable position. You don't need to constantly hit headshots or anything, but being able to consistently to hit enemies (even from far away) is important to Hunter's gameplay. Engineer's abilities emphasize your ability to predict AND prepare for oncoming enemies. He is the only character without any way to traverse large distances in a short period of time, but he has access to a turret that can hold down areas for him, so he's very used to staying in one area for a long period of time and holding his ground. His rifle is secondary to his gameplan, while Hunter would be nothing without his revolver. I think this game is very cool despite the fact that I haven't played it for very long. I've been playing it on and off for about 4 years (November 18, 2022, I had to check lol,) and I don't regret my purchase at all (coming from someone who is very stingy.) Every time I play this game again after dropping it for a couple months, I rediscover my love for it all over again.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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