
Sam – with companions by his side – sets out on a new journey to save humanity from extinction. Join them as they traverse a world beset by otherworldly enemies, obstacles and a haunting question: should we have connected?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
From legendary game creator Hideo Kojima comes an emotionally charged evolution of this genre-defying experience. In bringing this title to PC, KOJIMA PRODUCTIONS worked with Nixxes Software to deliver the definitive version of the critically acclaimed console release.
In the expansive open world of DEATH STRANDING 2: ON THE BEACH, countless areas with vastly different terrains and environments are seamlessly connected, and the changing time, weather and nature itself provide a variety of landscapes and challenges.
There are various obstacles that will prevent Sam from completing his mission. Face them head-on, sneak around, or completely avoid dangerous areas. Choose your approach to any situation.
Eleven months after the events of the original DEATH STRANDING, rejoin Sam and his companions on a new journey to save humanity from extinction and discover the answer to this haunting question: Should we have connected?
Join Sam for the next chapter of his journey as he attempts to connect Australia to the Chiral Network. Navigate a living environment through day and night cycles, natural disasters – including earthquakes, sandstorms and forest fires – and Timefall, a rain that instantly ages everything it touches.
To traverse this dangerous landscape, you’ll need to build new types of infrastructure, master specialized equipment and confront (or evade) the otherworldly creatures that roam the fractured world.
Face enigmatic Mech soldiers, as-yet unseen BTs and new boss types that will push Sam to his limits. As you prepare for each journey, you’ll be able to fabricate weapons like machine guns, shotguns and grenade launchers to deal with threats. Or, choose to avoid confrontation altogether with stealth – using decoy holograms, silent takedowns and long-ranged gear.
Through APAS enhancements, Sam can learn new skills that will improve his odds of survival, like enhanced weapon fire-rates or reduced movement noise to help him stay hidden.
The iconic Social Strand System of DEATH STRANDING returns to encourage asynchronous connection across the globe. Your in-game actions affect how other players interact with the world and vice-versa – so connect, collaborate and help your fellow Porters on their journeys.
Leave a “Like” on a useful bridge, donate resources to community projects, store field ware in shared lockers and finish incomplete deliveries as you stumble upon dropped cargo from other Porters. As you support other players on their journeys, your own reputation will grow, giving you access to valuable resources and new gear.
Full integration with NVIDIA’s DLSS, AMD’s FSR and Intel’s XeSS and upscaling and frame generation technologies, allowing you to reach higher output resolutions; enjoy crisp, high-fidelity visuals as you navigate and explore an expansive and unpredictable open world.¹
Benefit from the option of higher framerates as well as tailored graphic settings, for a wide range of hardware – supporting every delivery with solid performance.¹
Witness even more of this incredible world with panoramic, super-ultrawide (32:9) support for gameplay, with standard ultrawide (21:9) support for in-game cut scenes.²
Take control with full mouse and keyboard support to suit your play style. Personalize your gameplay further by mapping custom keybinds.
Feel the action with full DualSense controller integration. Seize the thrill of combat through haptic feedback, or maintain cargo weight distribution – and steady yourself – using innovative adaptive trigger functionality.³
- - - - - - - -
¹ Compatible PC and graphics card required.
² Compatible PC and display device required.
³ DualSense® controller and wired connection required to experience the full range of in-game controller features.
⁴ Supports 3D Audio via Dolby Access or DTS Sound Unbound, or Windows Sonic for headphones.
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 27.5Kreviews | 95% | — | $26.2M |
| $69.99 | 52.5Kratings | 97% | — | 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.
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 2672 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I just finished the game and wow... this was something else. It took everything about the first game and either doubled down or improved on what made it so unique. Absolutely fantastic. And the story! Well. Let’s just say it's one of the most raw and emotional games I have ever played.
It's not a walking simulator, it's a frustration simulator. I love Kojima-isms. I can deal with the weirdness, the little winks, jabs that waste a little bit of your time but make you smile - love all that stuff. Well, I loved it in Metal Gear Solid games, because I knew it was a brief detour from a solid 3rd person stealth action game that was actually fun to play. That is not the case with the Death Stranding games. The Death Stranding games are unplayable. The gameplay is a 0 / 10. It bills itself as a "walking simulator", but the gameplay simply does not back this up. You can hold triggers when prompted (and it will prompt you every single time you need to do so) to sturdy yourself when you're about to fall. That's about the only "walking simulator" mechanic I can detect here. The rest of it is just an avalanche of gameplay mechanics that make no sense, implemented with a Kojima-ized physics engine that defies any sort of logic and is certainly not any fun to figure out. When I play Gran Turismo (a driving "simulator"), I expect that the cars' behavior will approximate real-world physics. The fun is in how I can master the subtleties of movement to achieve better results. With Death Stranding, the physics are basically carried over from MGS. They were fine in MGS. If you throw a flash grenade at an enemy, that enemy does a front-flip before falling to the ground with stars floating over its head. Hilarious, enjoyable. No notes. In a "walking simulator", you are just walking along, and then I suppose the ground slopes a bit, so you jump forward, out of control - I suppose it's meant to be "stumbling", and you just accelerate for no discernable reason before stopping way further than you expected to. When driving a vehicle, if you encounter the smallest pebble on the ground, your vehicle unexpectedly comes to a full stop and bounces inexplicably before allowing you to basically continue as you were before. How should I correct my driving to account for these obstacles? What is the game punishing me for? I've finally realized it's for Kojima's personal vendetta against gamers. There's something he's angry about, he thinks we're all dumb, and maybe a lot of us are. But some of us want to experience a great game by a legendary auteur. We don't deserve to be punished. Anyway, to close out my frustration with the vehicles - they're too slow, they are floaty and unrealistic, and worst of all just zero fun to drive. They also allow a player to completely bypass anything approaching a "walking simulator" - you can just drive to point B, snipe all of the enemies (the game is nice enough to slow down time for 5 entire seconds every. single. time. you kill an enemy). Let's dive into the "combat". I don't know what they were going for. I have poured a few dozen hours into these games (yes, I have spent a lot of time with a game with 0 / 10 gameplay, but there is a reason for this), and I still don't really get how to best do the combat in these games. The shooting is so easy it's effortless. Aim for the head, pop them a couple of times, the game slows down time (I suppose it's supposed to be 'awesome'?), repeat 12-15 times and you get a little notification: "enemy base neutralized"). For the BT's - I simply have no idea what they're going for with that. You can hold your breath, but it does absolutely nothing. It has no effect. It slows you down to a crawl, and there's a beeping sound so you're forced to release the hold on your breath. All you accomplish is slowing yourself down and allowing the BT to catch up to you. The only way to deal with BT's is to lob grenades at them, which just kills them instantly, or run away through sludge. The first time, it was scary and stressful. But you realize there's no depth to it. It's just trudging through mud. Sometimes the BT catches you, sometimes it doesn't, determined on the basis of the game's whimsy. This brings me to the most egregious sin this game visits upon its victims: the UI. This is where my theory that Kojima hates whoever is playing these games has the most evidence. On any given screen, there are 5-15 different focal points of each image. There are multiple identical objective markers, countless icons that have no immediate relevance to what you're doing in the game, menu after menu after menu to accomplish the most basic and repetitive of tasks, needlessly complicated interfaces, just flashing nonsense everywhere you look. And the characters, the tutorials - just never cease. Big, blue tutorial messages that you CAN'T CLOSE just pop up, almost as though they detected you might start having fun and were like "we need to put a stop to that". There's no "immersion mode" - the only mode is "anti-immersion mode". And all of the notifications - do you think, if I'm 16 hours into Death Stranding 2, that I have a bustling social life? You think this game, with 45 notifications per minute about fellow Porters picking up or dropping off materials, repairing bridges or structures (all of which are essentially useless), liking various things I've done, text messages from characters - you think this is the cure? I'm playing this because I want to be lost in a carefully crafted world, enthralled by a unique and compelling story - why are you giving me so many damn notifications? The problem with this game is - the aesthetic, the music, the graphics, the voice acting, the cutscenes - these are a 9/10 - 10/10. It's such a brilliant concept, and in the cutscenes they are executed gorgeously. In that way, it's almost worth playing just for the story. For Death Stranding 1, I decided to spare myself the frustration and just watch someone play it on Youtube, fast-forwarding through the "gameplay" so I could get the story. I was so excited for Death Stranding 2 because it was critically acclaimed. The reviews made it seem like they fixed the gameplay, that the walking simulator was finally realized. I am sorry to report this game is essentially identical to the first, although they showed a small mercy in allowing you to drive vehicles to bypass most of the gameplay. So, unfortunately, I can't recommend you spend money on this game. Kojima is a genius, but he needs somebody to rein him in, or what results is an unplayable mess, wrapped in brilliant aesthetic, marketing (I mean, the cover of the game alone is just awesome - with Sam kissing the kid, that font - so great). I don't think there will be a DS3 because (shocker) this game didn't make a whole ton of cash. I hope Kojima can filter his brilliance into a product that has just a smidge more respect for the player's time and visual field. Also, I'll just say this to all Japanese products in general - you don't have to use the biggest possible English word to communicate your point. Brevity is the soul of wit. Take whatever dialogue you think is necessary for the character to say, and cut it down by about 90%. I don't need 2 paragraphs to let me know "hey, the enemy has stronger armor now". I don't need a pretentious little puppet to say "he appears to be unconscious" when there is an unconscious person lying in front of me. That being said - I'm gonna keep playing it, because of the story, the characters, the world-building. But I'm gonna hate myself for doing it. Do better Kojima - you beautiful bastard.
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Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 5: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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*, Arabic, Czech, Dutch, Greek, Japanese*, Korean, Polish* +6 more
Hours played at review time, across 2.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
神 无需多言
Одразу хочу сказати, що до серії Death Stranding у мене дуже упереджене ставлення. Перша частина свого часу дуже допомогла мені тримати менталку і досі займає окреме місце в серці. Тож цей відгук буде трохи більш емоційним, ніж об'єктивним. [h2] Геймплей [/h2] Геймплейно гра дуже схожа на першу частину, але покращена буквально в кожному аспекті. І як на мене це саме той випадок, коли не треба було ламати те, що й так чудово працювало. Побудова маршрутів, транспорт, різноманітні споруди, взаємодія зі спорудами інших гравців, усілякі допоміжні гаджети - усе стало більш зручним, більш кастомізуємим. Дуже приємно вразила різноманітність біомів та погодних умов - рівнини, помережані річками, пустелі з піщаними бурями, густі ліси, засніжені гори - все ДУЖЕ(!!) красиве і при цьому напряму впливає на ігролад. Десь потрібно уважніше планувати маршрут, десь подумати про додаткове спорядження, а десь спробувати не зависнути в редакторі фотокамери на півгодини. https://steamcommunity.com/sharedfiles/filedetails/?id=3752766618 У грі неймовірно красива природа та краєвиди в цілому. Прокачка відносин теж відчувається значно краще. Підвищуючи рівень зв'язку з різними шелтерами, ти отримуєш не лише всілякі прикольні косметичні штуки, а й справді корисні нагороди, які відчутно полегшують життя - верблюжа шапка для пустелі, нові версії екзоскелетів, покращене спорядження. Окремо хочу виділити порятунок тваринок. Було приємно час від часу повертатися в шелтер і бачити, як вони заселяють його територію. Як і у першій частині, тут неймовірно гарна музика та саунд-дизайн загалом. Активно користувався плейлистами під час рутинних моментів і закриття всіх зірочок. [h2] Сюжет[/h2] Дуже важко писати про сюжет без спойлерів, але він неймовірний. Це була важка, дуже емоційно насичена подорож. Для мене показовим є те, що після кількох епізодів ближче до фіналу я просто вимикав гру, бо потрібно було дати собі час переварити те, що щойно сталося. Зі мною таке трапляється не часто. Загально, гра піднімає теми життя і смерті, про втрату близьких, про почуття провини, про пам'ять і про зв'язки між людьми. Гра постійно нагадує, що будь-який зв'язок робить нас сильнішими, але водночас саме він робить нас вразливими. https://steamcommunity.com/sharedfiles/filedetails/?id=3728427723 [h2] Дуже коротко про персонажів [/h2] Ми зустрічаємо як уже знайомих персонажів з попередньої частини, так і нових. І що мені особливо подобається - всі вони відчуваються живими. У кожного є своя історія, свої втрати, свої причини рухатися далі та свої маленькі щасливі моменти. Через це їм віриш. Фреджайл для мене розкрилася значно більше, ніж у першій частині. Більше нічого не скажу. Ніл Вана, який спочатку здавався типу копією Кліффа, виявився дуже гарно прописаним персонажем із сильним наративом. Масштаб його впливу на історію розкривається лише ближче до фіналу і в деяких моментах реально викликає мурахи по шкірі. Окремо хочу похвалити Луку Марінеллі - його акторська гра мені дуже сподобалась. https://steamcommunity.com/sharedfiles/filedetails/?id=3765396573 Хігс... охохохо, цей Хігс. Саме той тип антагоністів, яких ти одночасно ненавидиш і обожнюєш. Дуже харизматична мразота. Кожна його поява на екрані це окрема насолода. А ще Рейні і Тумороу, Хартмен та Дедмен, Долмен і Тармен. І ще багато інших, кого я тут не згадав. Чудова акторська гра. Я чесно прив'язався до цих персонажів за час цієї подорожі. [h2] Висновок [/h2] Фінал я ще точно буду переварювати кілька днів. Після таких емоційних гойдалок і масштабу подій, які почалися задовго до сюжету першої гри, відчуваю себе трохи спустошеним. Але водночас - неймовірно щасливий пережити цю історію. Сіквел не став революцією. Він й не намагався нею бути. Розробники взяли все, за що я полюбив першу частину, і зробили це ще краще. Для мене це одна з тих ігор, які залишаються з тобою надовго після фінальних титрів. Death can't tear us apart
Its way more fun than it appears and sounds.
小岛秀夫基于我的相貌创作出了尼尔😎 现在唯一后悔的是当初没有早点玩完一代所有内容再去玩二代,二代这个科技太过先进以至于我刷一代订单感觉都不对劲了😫 这个pc优化现在好像还是很神经,我四月份的时候多次出现过闪退,同时也有出现过开镜直接导致帧数降到ppt的情况,基于一些评论来看之后的版本甚至还有负优化更新,但是我总体来讲没有遇到过特别闹心的问题,如果没有遇到太大的问题那完全可以忽略坚持访问啊,这个游戏十分优秀,大大方方游玩吧 [spoiler] 哦对了,如果玩过一代最高难度的我推荐不要冲动地接触二代最高难度,因为二代现有的最高难度是PC版后新上的,这个难度下被boss打死是会直接死不会进冥摊的😱但是结算的音乐很好听,而且订单标识很好看 [/spoiler]
baby cute
作为一代的传奇派送员,死亡搁浅2是一部相较于1带更加“小岛“化的续作,沿袭了世界观和核心玩法。但这代对于死亡的概念吃书成了“赫”“卡”分离的一瞬而不是1带的过程,也有可能是汉化的不严谨Peko。 死亡搁浅2沿袭并拓展了1代所有道具的功能,更加贴合小岛秀夫在第二部中鼓励的非致命潜行玩法。但本作老乡米尔人仅仅作为小彩蛋出现,其相应的位置被恐怖分子代替导致在思想上产生了极大的不同。从夺回本来的物品变为了正义的清扫Peko(雾) 本作希格斯的形象相较于一代更加癫狂以及纯粹,以及以白色脸谱出现像极了DC中的“小丑”其行事动机以及对Sam的态度也与小丑和蝙蝠侠🦇极度相似。很难不怀疑是小岛秀夫公费追星,毕竟“只要是我喜欢的我都会做进游戏里”Peko。但是死亡搁浅的这对丑蝙和DC的完全不同,在dc中蝙蝠侠我们是知道可以制服小丑的,但在死亡搁浅中sam在生者世界中是完全没有还手的能力的。dc中蝙蝠侠要同时面对小丑 企鹅人 贝恩这些 死亡搁浅则要对抗卓布里脊神秘女团 假面骑士亡人 晚上偷偷练舞的硬汉Peko,相比较一代更加的可笑,每次都出来唱BB主题曲。说到BB主题曲这代更是沦为梗,可以用在任何地方,严肃的,伤感的,搞笑的。Peko 当然我也不是什么岛学家,本作我觉得小岛本人应该都没有想好弗拉季尔到底怎么死的。赫与卡到底是什么逻辑,赫是否也存在意识。。。 说了这么多,如果你是一位喜欢小岛秀夫的艺术表达,以cg为主要剧情讲述的单机游戏玩家,能接受小岛秀夫的恶趣味的,本作是不可不玩的续作
游戏系统机制上是一代的全面优化版,剧情整体优秀但部分内容充满小岛个人恶趣味。[spoiler] 两裸男的最终决战有绷住的吗[/spoiler]
[strike] 与识质存在同为对抗日本少子化的秘密武器 [/strike] 几乎是1代的全方位进化。开局不久后就能拿到卡车送货,上车的按键判定也做宽了很多,不会像1代卡车上车前总会化身神秘打拳男了,卡车还能使用武器或支援装备;地编大幅进化,每个节点城都规划了一条可以让卡车或者摩托开进去的路线;1代刚拿到摩托不久就摆个碎石滩的问题也无了。 武器、随身建筑,无论是花样还是数量都大大增加;剧情演出和演员演技依旧保持了1代的高水准;游戏整体也回归了小岛以往(MGSV之前)的风格... 但就像开头所说:“几乎”是全方位的进化。如果要说对比1代缺了什么的话,我想是缺了鏖战完BT,站在山顶,俯瞰港口节点城,一边听着Asylums for the feeling,一边奔向冰岛的荒原时,那份触动吧。那是我游戏生涯中永远无法忘记的风景。 不过有一说一,看到剧情最后小岛回归了自己的舒适区时,还是很难绷得住。虽然知道这个地方小岛肯定有另外的深意,知道他又在用幽默和荒诞的表现手法,去结构严肃的命题;想归这么想,但看到“Good God!”和“速弹回击”以及各种打破第四面墙,还能不乐出来,那我真是这个了👍
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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| $26.6M | 65.1K | 83% | $19.99 | |
| $26.7M | 56.3K | 68% | $29.99 | |
| $26.7M | 29.7K | 77% | $49.99 |