
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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 | 27.6Kreviews | 95% | — | $26.3M |
| $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 2783 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ok i got though the 2nd one now once again you got me i cried so hard i had to stop playing come back and finish it im not going to say what where how in the game but you got me again i hope these a 3rd coming i will buy it
小岛秀夫应该是磕了
Media

Related
Related
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 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
yes
好评
Una joya de juego 100% recomendada
I have played this game in the highest difficulty settings called "to the wilder [TTW]". I tried doing every standard order and collected 168 TTW badges throughout my journey. I finally gave up after connecting all the areas, as I could not endure certain points that kept frustrating me, and that made me question why I am playing this game. I immediately lost 50% of my interest in the last quarter of the story (around 60 hours). The fact that a certain character does an upbeat Broadway show musical scene after a serious plot-expanding deep explanation, the final fight turning out to be a "guitar charisma competition" was actually quite ridiculous. I really raised my eyebrows going "Are they kidding me? Is this how they decided to entertain the audience?" in these ludicrous scenes. I suppose the writers of the story were either suppressed or got laid-back as the antagonist of the story called "Higgs" became irritating. Speaking of "Higgs", I pity for his lack of depth to be the antagonist. I remember these kinds of villains only in cartoons. The audience expects the villain to explain his story, but the audience gets nothing but hatred and focused devilry. He is just there so that the protagonists can deal with someone. It is quite disappointing to see the downfall of the feeling "Higgs" gave us compared to the first Death Stranding. The game tried to season the first Death Stranding with more combat, yet it fails to present an acceptable combat experience; as the overall flow of the movement is delayed and the input is clunky. I remember the character not turning to where it supposed to turn during high intensity combat. I was quite frustrated with the character not equipping the right weapon countless times, and this frustrating experience led me not to do standard orders involving boss fights, large BTs, and the Tar Lake Boss. I also recall a certain kind of frustation where the quests involves a long highway race-fight against ghost mechs at night. One moment includes a ghost mech turning against the momentum of the movement and leaping towards the main character with a blade. There was literally no way to exit that loop of death & recovery unless you had a tri-cycle equipped with a feature that jumps it. In the TTW difficulty, one cannot roll back the time; therefore making any unexpected quest almost impossible to endure. After 80 hours, the gameplay cycle became too dull that I started making delibarate mistakes such as neglecting necessary equipment just to make it more interesting. At 84 hours I just closed the game out of boredom and wanted to write this review. I must say that the graphics, the world design, the environmental instances were awesome. I would not spend 30 hours more if there were no auxillary equipment of automatically taking cargo inside the vehicle in the off-road truck. I was overly excited on the overall story except the ending that involved fighting with the antagonist. The plot twists were awesome. The introduction of the characters except "Higgs" was amazing: the audience saw the history of each character through a cinematic experience. I particularly liked the antagonist called "Neil Vana". The introduction of him, the gameplay that included combat against him, and the his connection to the story made Neil Vana the core of the Death Stranding 2. I really liked the artwork & the creativity while presenting the characters during the story, yet my frustrations occured when the creativity was simply too much that it felt absurd. I find the idea of "Beach" that involves another realm that is connected to the conscious of a being quite creative; but if this creativity gives me a Broadway musical show after a serious plot expanding conversation, this means it was created without a goal. One might think that the final fight between the protagonist & the antagonist being an electro guitar charisma competition with bare chests is creative, but is still silly when followed by a sci-fi & fantasy setting. Overall, I recommend this game only for people who liked the first Death Stranding. These people will be amazed on the new areas of Mexico and Australia, and the story; particulary of "Neil Vana". Have fun, and consider not trying to 100% this game as it can be more of a burden rather than an entertainment tool.
Termine el juego pero pareciera que el termino con mi corazón
氛围感拉满
比一代更優,尤其是移動手段,送貨送得很爽。在雪山一邊攻頂一邊聽着Low Roar的歌送貨是一種享受。 RIP Ryan Karazija
Wie immer ein Meisterwerk. Sowohl optisch, musikalisch als auch von der Story. Was ich allerdings etwas negativ emfpunden habe ist wie repetetiv alles ist. Ständig ist man in seinem Zimmer, macht eine Lieferung, Zimmer, Video, Lieferung, Zimmer... klar, ab und zu ist bisschen Abwechslung dabei aber an sich fühlt es sich viel zu repetetiv an. Hier könnte man sicher nochmal nachbessern. Auch das Kämpfen ist etwas "langweilig" und fühlt sich zwar besser als in Teil 1 an, ist aber immernoch relativ langweilig und zu "einfach". Hier liegt natürlich nicht der Fokus, aber wenn es schon da ist, sollte es finde ich auch irgendwie mehr in das System und die Welt einbinden. Man wird praktisch überhäuft mit Waffen und möglichkeiten, aber im Grunde gibt es einen Weg der effizient ist und alles andere wird obsolet. (Ihr findet schon heraus, was ich meine 8-8) Dafür bekommt man eine sehr schöne und ergreifende Story. So wie man es von Hideo eben kennt. Vor allem haben mir die Relationen zum ersten Teil sehr gefallen. Ich finde man merkt, dass versucht wird, das System hinter dem Spiel zu optimieren und perfektionieren um etwas zu haben, dass man ggf. auch auf andere zukünftige Spiele anwenden kann. Auf jeden Fall finde ich den Angebotspreis okay, aber beim Vollpreis wäre ich für die 32 Stunden bisschen enttäuscht gewesen muss ich sagen. Zumal ein Großteil der Zeit ja eher Videos oder Zwischensequenzen waren und weniger Spielzeit. Bin gespannt, was Ihr dazu meint :) Danke für's Lesen.
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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