
An Open World Survival Shooter blending hardcore PVP and PVE action. Secure precious loot in safe zones or build your own fortress in the wild. With intense gunfights, stunning visuals, and performance smooth enough for any system, the challenge awaits!
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.
About
DEADSIDE blends your favorite Survival Shooter elements in a fast-paced open world where progression is swift and loot is plenty. Obtain valuable gear, and store it in a safe zone. Or build your own fortress in the wild, securing it with turrets, making it cozy while boosting your stats, and use it to store your vehicles and loot. Traverse the world by foot, car, motorcycle, boat, or a Quick Travel metro system. Make friends or enemies. Join PVP or PVE servers. Explore the vast open world filled with challenging events, and raid your enemies.
We have 3 main types of servers in DEADSIDE 1.0: PVP, PVE, and PVP scheduled raids
Note on all 3 types of servers your player disappears when offline with all loot on your body
PVP servers provide an intense hardcore experience where players can engage in fights, and can raid each other’s bases with no limits.
PVE servers are a more chill experience where you can interact with other players, and can’t fight each other or raid/steal each other’s bases. We recommend this mode to learn the game’s mechanics.
PVP scheduled raids have specific times on the server when raiding is allowed
Nobody likes running forever in open world survival games. DEADSIDE has boats, motorcycles, cars, and a Fast Travel System to easily get around the map. Secure your vehicles with codelocks and use them for storage.
Build a secluded shack or a secured fortress. We made it easy to build with an intuitive tool, and added plenty of comfort items which are useful for gameplay boosts. Secure your base with passive defenses such as turrets and traps. Store your vehicles, and keep your hard earned loot safe from raiders.
Explore the forests, rivers, and settlements of this post-soviet apocalypse. You can build anywhere outside of settlements. Challenging NPCs patrol the map, and your progression is solely decided by your own skill. There are no levels or bars. Your level is your skill and the equipment you acquire.
It's all about the ballistics and variety of weapons. Choose from 32 firearms, and modify them with scopes, expanded mags, flashlights, silencers and other modules. Feeling tactical? Setup tripwire traps, respawn bags, use smoke grenades for cover. The combat system is designed to be hardcore. Combine this with an intuitive missions system with clearly marked objectives on the map and you have the perfect hardcore survival shooter.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−60% | 34.5Kreviews | 77% | — | $7M |
| $24.99 | 3.6Kratings | 73% | — | 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 902 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The concept is really good. Missions, looting, and the overall survival gameplay loop have a lot of potential, and the game already feels stable which is a huge plus. The biggest issue right now is that it feels too much like a running simulator. Vehicles are very hard to find, fuel consumption is too high, and players spend too much time traveling instead of actually enjoying the fun parts of the game. You should consider adding more gas stations or fuel refill points where players can pay to refuel. Increasing vehicle availability would improve the gameplay experience a lot. One of the reasons Arma 2 DayZ and Arma 3 DayZ mission-based servers became so popular was because players had access to vehicles and could build progression around them. Being able to keep, lock, trade, and maintain vehicles gave players long-term goals and made exploration more enjoyable. Another thing those games did very well was making players constantly feel progression. Even when loot was not worth much money, you were still consistently finding useful items, upgrading gear, and filling your backpack. That psychological feeling of always making progress keeps people engaged. Right now, the game can feel overly grindy because there are long periods where players spend more time running than progressing. Adding larger backpack options, slightly improving loot frequency, and improving the overall reward loop would make the experience feel much more satisfying without making the game too easy. Even something simple like giving players a bicycle early on would help a lot with retention and early-game engagement. The foundation is strong, and the game genuinely has a lot of potential. I hope future updates focus more on the parts players enjoy most: Better looting loops More engaging missions Easier access to transportation Better vehicle ownership and trading systems More vehicle variety Less downtime spent running Best of luck to the team moving forward. With some adjustments to progression and pacing, this could become something really special.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Aug 6 → 2.29/day in the week after.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Spanish - Latin America, Simplified Chinese
| $24.99 |
| 2.3Kratings |
| 70% |
| — |
| 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 908 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It was fun while it lasted but the 1.8 update just absolutely killed any chance of reviving this game (if there was any.) Repairing guns takes way too many resources and cost and chests and bots dont even drop cash anymore. Its a shame because this was a fun gameplay loop even at 1.7 albeit simplistic. Here's to the devs reserving their crafting and repair mechanism.
Disappointment. It's so bad I can't find a place to start or the words to describe how disappointing this is. I've had this game in my library and played way back where you could have some kind of fun and not grind so much you become a grind stone. You added blueprints. --> Then you executed the idea so bad I wonder if you are even able to describe the word 'Game'. You make it RNG dependent through loot. Require 5-10 fragments just to [i] unlock [/i] them, let alone finding 10x that amount to be [b] able [/b] to upgrade weapon/armors to level 5. You add a chance to get a fragment based on how damaged the weapon is, which normally runs about 50% or lower thanks to your world loot spawn durability system. Want some statistics? Played 65 hours on a server with mods, yes you heard me right, and I only got Tier ONE [i] mostly [/i] unlocked. Not maxed researched, u n l o c k e d. That doesn't include the time I spent base building, resource farming, mission running, running across your massive map where I can't even get a vehicle because I need your mechanic bench to keep one, etc etc.. Your horrible repair system. ---> This also ties in with the blueprint farming as I wonder how much you developers like making people work in virtual watered down Dayz sweatshops. With weaponry it's bearable, for the tier 1 and 2 areas but still dumb, but gets worse you get to the CNC workbench ones where it becomes absolutely miserable. With armor, however, I have to ask if you developers utilize illegal narcotics and where can I have some because in the name of Jesus H. Christ 100 Kevlar for a [b] Police Vest [/b] is insanity. Then double that amount with 100 Armor Plates for the Assault Vest. It takes so much bot killing and mission running just to get enough to make one let alone get the research to craft it. This gets worse the higher tiers you go except making the Tier 3, or Heavy assaults, more reasonable to craft. Why do I mention this? It's the same damage to price ratio on repairing. Yes that means a 50% damaged Police Vest requires 50, not 5, not 10, not 20, FIFTY Kevlar. Thanks Bad Pixel, really defining the first word in the name of your studio with your ideas. You changed the Epic missions. ---> Dumb. One on the map at a time? Seriously? Come on. I'm here to play a game, not your anti player realized survival game. You made it more survival. ---> Without knowing the whole point of survival in the first place. I don't know whether it was the server or your idiotic decision, but not being able to find CANS of FOOD OR EVEN SOME SODA in houses, apartments, or any other lootable location has got to be the most anti survival idea I have ever heard. I get you want survival but your definition has to be skewered into 'living in the woods with just a knife for 5 days challenge' direction which is not fun at all. You changed the traders. ---> I don't know where to start with this. Items are extremely cheap to sell while the very survival aspect costs 4000 dollars MINIMUM. So if you don't have a group or know what to collect, you're boned. Sure they decreased the decay of food and water, but don't adjust the price so fresh spawns, solos, or new players can have a fallback without starving or dehydrating every 10 minutes scrounging for FOOD AND WATER THAT DOESN'T EXIST!! Not only that but you took away the tier 3 from the store, which makes servers with mods I play on that much harder to survive against since the armor system goes way above tier 3. T h a n k s. There's more to this but my desire to list them is at the same level as the studio's competence in making a good game. Do not buy, maybe if you can get it for free but even then don't get your hopes up. I hope I can get this refunded because there's no fun here anymore.
игра со временем становиться только хуже), хотя подается это как улучшение) не стоит тратить свое время!
2 years after full release and still full of glitches and bots that either have aimbot or are 100% blind, made vehicles worse on fuel and made them harder to find. broken game that isnt worth playing
Купил в декабре 2020 года, поиграл, понял, что игра сырая, движения топорные, торгаши — тупо манекены, механик почти ноль. Ну ладно, зайду позже, когда допилят. И вот запускаю её спустя 6 лет и… почти ничего не изменилось. Скины добавили, хе-хе, карту расширили, НО она всё такая же пустая и неинтересная, как и была 6 лет назад. Прогрев го... игроков)
I've given this game a large amount of my time because I want to like it. However, even as someone who likes a good struggle, I find it FAR TOO GRINDY AND BORING. AI "missions" and events are cheesy as hell and yield a couple peanuts as reward. Loot tables around the map are horrendous. Military zones have nothing but empty rooms or locked crates with a few crafting supplies inside. You never find anything that gives the rush of excitement like a nice gun or piece of gear. You run around aimlessly for hours on end to find a few pieces of scrap metal and maybe a rope. It feels like dayz did when it first came out on console, an absolutely desolate snooze-fest. Any gear or weapons that are not bottom-tier and <25% durability are seemingly craft only. Good luck finding the 10 blueprints you need to craft a single item within 100 hours of gameplay. So many more problems and goofy bits, too many to list here. The game seems like it has potential but at the moment with the way the loot is(isn't) and how cheesy the interactions are make it yet another survival game dud. Save your money.
Начинал играть еще давно, но быстро наскучивает, игра непонятно чем хочет быть, разнообразие лута маленькое. Решил недавно зайти посмотреть что поменялось за год отсутствия, по итогу ничего координального так и не появилось. Да и цену гнут не понятно за что. Если хотите выживалова играйте в DayZ, если хотите стройки и экшона играйте в раст. А игра ни рыба ни мясо
раньше было лучше. поменяли рейды, порезали спавн пушек и теперь конкурентоспособны только 4 ебла на уазике, несущиеся против тебя с поломанной ксюхой в фулл снаряге, с долбоебом, стреляющим с крыши этого самого уазика
Zu Zeitintensiv im Moment ... War mal anders aber für Leute die nur ein paar Stunden Spaß und abschalten in der Woche suchen nicht mehr Sinnvoll
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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