
Use weapons and your hacking ability to trigger chain reactions by linking enemies and the environment in clever ways. Shoot, stab, throw grenades, hack, or whatever it takes to kill everyone and save yourself and your mentor.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 3 → 0/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.
About
DeadWire lets you hack enemies and objects to create chain reactions and multi-kills. Play slow and tactical, or go in guns blazing with no ragrets. Your choice.
In the high-tech world of DeadWire, you can hack enemies and link them to each other and nearby objects, causing deadly chain reactions that turn the environment into a weapon.
Mix fast shooting, power-ups, and a unique hacking (ReWire) ability to help you defeat enemies and complete your mission. Use the hack view to spot opportunities, plan your approach, or dive in guns blazing. And if things go wrong, restart and try a new strategy
30+ levels and 80+ side objectives - Hours of handcrafted missions built for challenge and replayability. Unlock cheats, weapons, and modifiers as you complete side objectives.
Hack the World - Almost everything can be linked. Chain enemies together, overload cars, toggle lasers, and more.
Weapons on Weapons - Pistols, smart rifles, shotguns, railguns, cyber grenades and more. Mix hacking with firepower for maximum chaos.
Side-Objectives, Time Trials and Score Mode - Creative solutions are rewarded! Beat time trials, finish side objectives, and chase high scores.
Epic Electronic Soundtrack - Dirty basslines and heavy drums bring the cyberpunk city to life.
So to sum it all up:
Deadwire is designed to challenge (but it's not impossible)
Use weapons and your hacking ability to turn the odds in your favor
Gameplay is a mix of fast shooting and slower combat puzzles
There is a story but it's not story driven
Replayability through side objectives, time trials and score mode
Engagement
Reviews
It's peak
I'm not normally into topdown shooters but the hacking element I saw on the live stream intrigued me. I was not disappointed! It's hard, I'm dying a lot, but I've played each level differently every time I jump in because the variation in gameplay really works. Sometimes I just shoot, sometimes I'll link and chain. Clearing a hard level is a great feeling :)
Really fun, there are so many nice little details with the art. Gameplay is fast and once you get into it the linking mechanic allows you to be really creative and almost puzzle your way through levels. The music also really helps set the scene and enhances the very cyberpunk-eque vibes
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 27 reviews with recorded playtime.
Turns out I'm terrible at shooter games but the music is so good I can't be mad I get to listen for longer.
Чувак, это механика со взломом имба, я ♥♥♥ обожаю эту игру.
I've completed a few missions and will continue playing, but I want to say right now that DeadWire simply rules. Great gameplay, I love the soundtrack. The game is challenging at times, you have to think, but the mechanics and effects make up for it. I like that you can play this game by just shooting quickly, or by thinking and playing sensibly. It's great! EDIT: I finished Act 1, wow, it's amazing. Puzzles, freedom of play, after finishing Act 1 I thought, ‘Is that it?’ But no! There's much more gameplay, seriously great job, brilliant game, I've been coming back every day for a few days for a few missions.
Edit (après plusieurs minutes et heures): Si vous voulez me voir en fury c'est ici > https://www.youtube.com/playlist?list=PLWNhIRB1A-6muwUuAzmZU19ztBXg3tHLw Bon j'ai enfin réussi à reconfigurer les touches après avoir mis le jeu en français. par contre le rebind des touches ce n'est pas ça, On ne peux pas rebider les touches comme l'on veux dans le sens qu'on veux... Un système bizarre, une fois la première touche choisi, ça passe automatique à celle d'en dessous et vous êtes obliger de toute les passer en revu car si vous vouliez juste en faire une et quitter bah non hop on tapote partout... Une fois le parcours du combattant achever, j'ai pu m'amuser et me tracasser les neurones pour optimiser mon approche, même si des fois et avec la fatigue j'ai mis le cerveau en pose et foncer tête baisser dans le tas pour tout bouriner. Je complèterais plus tard quand j'aurais passer plus de temps à rager et à trouver la meilleur approche pour chaque niveau ou si j'ai fini le jeu tout bonnement. UNE PURGE ! Moi qui pensé m'amuser, et bien non je me prend le choux dans le menu de la page d'accueille, quand elle veux bien s'afficher... Faut vraiment revoir la navigation dans le hub de démarrage parce que c'est vraiment une purge, mes touches sont rebind avec le F.ion et j'ai maintenant une partie de texte qui s'affiche plus. donc pour naviguer dans les options... J'ai du Atl+F4. Avant cela j'ai même désinstaller et réinstaller le jeu mais mes touches sont toujours config avec le F.ion... De plus en partie on à même pas accès au menu pour justement reconfigurer les touches... C'est pas normal. Je vais retourner me reprendre la tête pour déjà réussir à changer la langue et ensuite retenter d'accédés à la section pour rebind les touches. C'est pas gagner...
玩下来游戏给我的感觉更像是一款解谜游戏,其次才是一款俯视角射击游戏。游戏中除去最基本的射击操作外,点击鼠标右键进入连接模式,可以将一系列装置联系起来,一共可以设置2次节点,连接后用枪射击开关就能触发整个回路上的所有装置效果,后期则会比较考验我们对周围装置的利用能力,需要多次利用中间节点打开电脑。在射击方面最难的点则是我们射出的子弹有距离限制,而敌人射出的子弹则没有限制,整体体验下来算是一款比较新颖的游戏。
They misled me - I thought I would be playing a Hotline Miami clone, but in the first level I noticed that it was actually a very well disguised Talos Principle clone. At least it could become one, if you want it to, and that's the game's appeal, which somewhat reminds me of the Deus Ex experience: it is not as snappy as other shooters, but it is wider in its approach. It's sad that we inevitably end up comparing it to HM due to aesthetics and being a twin stick shooter, because it is its own thing by taking inspiration from more than just one source.
DeadWire is a top-down cyberpunk action shooter developed by Shotgun Anaconda and published by The CoLab, blending twin-stick gunplay with an inventive hacking system that transforms every firefight into a tactical puzzle. Set in a neon-drenched dystopian city overrun by crime syndicates and corrupt factions, the game casts players as a hacker known as Wire, whose signature ability allows him to manipulate enemies and environmental objects in real time. While the foundation is built on fast reflexes and precision shooting, DeadWire’s defining strength lies in how it encourages players to think before they pull the trigger. At first glance, the gameplay resembles classic top-down shooters: tight corridors, aggressive enemy AI, limited health, and split-second combat decisions. Movement is fluid and responsive, and aiming requires accuracy under pressure. Enemies attack in coordinated bursts, forcing constant repositioning and careful use of cover. However, DeadWire’s signature “ReWire” mechanic elevates the experience beyond standard run-and-gun chaos. Players can link enemies to objects, connect volatile elements together, and create cascading chain reactions that wipe out entire rooms if executed correctly. A single well-planned hack can trigger explosions, redirect hazards, or synchronize enemy takedowns, turning the environment itself into a weapon. This system fundamentally shifts the pacing of combat. Instead of charging blindly into encounters, players are rewarded for scanning the environment, identifying hackable components, and mapping out creative solutions. Some levels can be completed through calculated environmental manipulation with minimal direct gunfire, while others demand a balance between hacking strategy and aggressive offense. The result is a hybrid of shooter and tactical puzzle design, where success depends as much on planning as on reflexes. Level design supports this flexibility. Each stage is handcrafted with multiple approaches in mind, offering varied layouts, chokepoints, interactive objects, and enemy placements that encourage experimentation. Optional objectives add further challenge, pushing players to complete stages under time constraints, minimize damage taken, or execute specific hacking combinations. These secondary goals enhance replayability, encouraging players to revisit missions and refine their strategies. The campaign’s structure emphasizes mastery rather than simple completion. Difficulty plays a central role in shaping the experience. DeadWire is unapologetically demanding, punishing careless movement and imprecise execution. Health is scarce, and enemy attacks can quickly overwhelm unprepared players. While checkpoints are fair, progress often requires repeated attempts to learn enemy patterns and optimize hack sequences. This difficulty curve may deter players seeking casual action, but for those who enjoy high-skill gameplay, it reinforces the game’s strategic depth and intensity. Visually, DeadWire embraces a gritty pixel-art aesthetic infused with cyberpunk energy. Neon lighting contrasts against dark industrial backdrops, and environments are filled with interactive elements that blend naturally into the world. Character sprites and enemy designs are distinct enough to remain readable during chaotic encounters, though firefights can become visually dense during large chain reactions. The soundtrack complements the atmosphere with pulsing electronic and synth-driven tracks that heighten tension and momentum during combat sequences. Beyond the core campaign, DeadWire offers meaningful replay value through unlockable weapons, modifiers, and optional challenges. Completing side objectives grants access to additional tools that alter playstyle, allowing experimentation with new tactics. Score-based incentives and time trials encourage competitive optimization, rewarding players who can execute precise and efficient runs. The narrative remains understated, serving primarily as a contextual framework for the action, but the world-building elements provide enough flavor to maintain immersion. Ultimately, DeadWire succeeds by merging mechanical innovation with disciplined level design. Its ReWire system transforms standard twin-stick combat into a dynamic interplay between action and strategy. While its steep difficulty and intense pacing demand patience and skill, the payoff is a deeply satisfying loop of planning, execution, and explosive payoff. For players who appreciate challenging top-down shooters with creative environmental mechanics, DeadWire offers a compelling and refreshingly tactical experience within the cyberpunk action genre. Rating: 7/10
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