
NEW LOWERED PRICE. 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 →
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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
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
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
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
[h1][b]链在一起,死在一起[/b][/h1] 这款《DeadWire》乍看之下颇有《火线迈阿密》的感觉,同样采用了俯视角与色彩鲜明的画风,同样的一击必死,不过本作的主角是个黑客,自然要玩点高科技手段了。 游戏为关卡制,每一关都由数个房间或区域组成,这些房间大都是锁定的,需要玩家自行攻入。 本作引入了一个非常炫酷的机制,叫做链式反应,按下R键即可看到周围高亮的目标,用鼠标便可拖动连线将这些目标链接在一起,只要其中的一个目标死亡或是被摧毁,其它几个也会统统倒下。 有趣的是,这个机制可以同时作用于敌人或是各种电子设备,这样一来就能玩出各种花式击杀了。 比如将墙面上的装置与敌人连在一起,设计装置便可杀死敌人,又或是将敌人与门连在一起,杀敌的同时自动开门。 需要注意的是连线的目标要处于角色视野中,并且之间不能有障碍物,因此一些场景需要等待时机到来。 玩家也可以多多利用环境,比如使用扫地机器人来连接,其会频繁的移动,刚好成为我们的突破口。 除此之外,游戏也提供了各式枪械来作战,想要挑战自己的话,不使用黑客能力也是可行的。 不过这样做的话难度极高,受到伤害会直接死亡。 整体来说《DeadWire》的创意颇为有趣,游戏精致小巧,操作流畅,射击和爆炸等效果也非常不错,目前暂不支持中文,期待加入。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
runs kinda sluggish but the hacking system is really fun. Its like a tactical Hotline Miami
Great soundtrack. Great action. Great art style. Simple, yet fun hacking puzzles. If you like top-down shooters like Hotline Miami, you should give this a shot! The game really picks up steam at the first boss fight. And you get to really see the game mechanics play out.
It's a pretty good Hotline Miami-like game. The music is great and the gameplay has a fun spin on the formula, if a little clunky at times. I experienced some audio bugs like looping sound effects, but rebooting cleared them out. Give it a try if you're a fan of the genre.
解谜类型的《迈阿密热线》,用骇客的方式解决杀手的战斗。 设计思路好评,但入手需要三思。 美术和音乐都保留了迈阿密的风格,整体赶不上原作魔性迷幻的程度,但多了一些精致和规整。自动调节视角的3D俯视角地图,大量与地图叙事符合的细节和小物件。 实际游玩体验只能说比较一般,主要是机制和关卡设计不是特别搭。骇入能力经常需要很繁复的观察和操作,可收益却并不高。 你一顿操作,猛猛连了一堆线,最后只干死一个小怪。实际上你冲上去给他一枪,也是一样的效果。那请问这个连线的乐趣在哪呢? 部分位置可以通过连线油桶或者特殊机关,造成多人击杀,倒是挺爽。 但尴尬的来了,你骇入可以引爆油桶,我手枪也可以。是看不起美式居合吗? 部分位置需要用连线来开门,不连过不去。 可这又会稍微有点打断战斗的节奏,变成了一种强制的解谜环节。 由于游戏战斗节奏快,被多人发现很容易暴毙,那么死一次需要从头开始。 如果从头开始又要去连那些复杂的线,反复来几次,就会让人不是很想继续玩了。 (尤其是在连线正反馈不高的情况下) 很多麻烦的关卡,我会宁可掏枪上去莽一波,莽过了爽,可以不用连线了;莽不过再来一把。 总而言之,感觉游戏的各种细节和规格是到位的,很有气质的一款独游。 但是在“好玩”这一块,还需要针对关卡设计进行大量打磨。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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