
From legendary game creator Hideo Kojima comes a genre-defying experience, now expanded in this definitive DIRECTOR’S CUT. As Sam Bridges, your mission is to deliver hope to humanity by connecting the last survivors of a decimated America. Can you reunite the shattered world, one step at a time?
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 22.43/day in the week to Sep 11 → 61/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.
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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; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−75% | 68.2Kreviews | 92% | — | $10.7M |
| $13.99−65% | 11.7Kratings | 88% | — | 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 2313 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Some games end when you close them. Others continue to live in your mind even after the credits roll. For me, “Death Stranding” became exactly that kind of experience. When I first started playing, I struggled to understand it. I walked through endless roads, carried heavy loads, and sometimes asked myself, Is this really what the game is about? But as time passed, I slowly began to understand what it was trying to tell me. Death Stranding was never just a game about delivering cargo. It was a story about disconnected people trying to find their way back to each other. Every delivery I made, every road I crossed, and every structure I built started to feel meaningful because I realized I wasn’t just carrying packages; I was helping reconnect a broken world. The thing that affected me the most was the silent connection I created with people I never met. Finding a bridge left behind by another player when I needed it most, discovering a generator exactly when I needed power, or seeing a small sign from someone who had passed through that place before me... I never knew who those people were, and they never knew who I was. But somehow, in the same world, we made each other's journeys a little easier. I think that was the true beauty of Death Stranding. It doesn't constantly make you feel like a great hero. Instead, it shows you how meaningful it can be to simply make another person's journey a little easier. And then there was Sam Porter Bridges... Sam wasn't just a character I controlled. I changed alongside him. At the beginning, he was someone who kept his distance from others and ran away from his past. But throughout his journey, I slowly realized that what he was truly running from wasn't people themselves, but the pain and fear that comes with forming connections. His relationship with Lou was the best example of this. What started as a simple mission slowly became something much more meaningful. Lou was no longer just a BB that Sam had to carry; Lou became the connection that helped Sam open his heart and trust others again. Cliff's story was another part that left a lasting impression on me. Scenes that I didn't fully understand at first gained a completely different meaning by the end. It showed that this journey was never only about saving the world; it was also about understanding the past, accepting loss, and finding a reason to move forward. Death Stranding taught me to slow down. To look around, appreciate quiet moments, and understand that even people we've never met can leave small but meaningful marks on our lives. I've played many games throughout my life. Some entertained me, while others impressed me with their stories. But very few made me want to stop, admire the scenery, listen to the music, and simply stay in that moment. Years from now, I might not remember every single detail. But I don't think I will ever forget the long walks, the roads beneath the rain, the songs playing in the distance, and the kindness left behind by strangers. Because some games are not simply played. You spend a part of your life with them. For me, “Death Stranding” became one of those games. Not just a game. Not just a mission to complete. But a special journey that I will remember for a long time. Thank you, Hideo Kojima. For giving us not just a game, but an experience that reminds us of the importance of staying connected. 🌧️ “Keep on keeping on.”
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Every market we collect.
Latest in each market: best RU #31, worst UK #100 · 14 markets collected
US · last 30 days
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*, Hungarian, Japanese*, Korean +8 more
| $39.99 |
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| 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 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"I Was Living A Lie... I Was Broken. But Somewhere Along The Way, I Started Changing." Death Stranding may be one of the most unique, confusing, frustrating, and overall unconventional gaming experiences I've ever had. Its often obtuse gameplay design, paired with a frustrating and, frankly, underwhelming combat system against human enemies, made it difficult to know whether I was genuinely enjoying myself while playing. Despite that, by the time the credits rolled, I think I ultimately did. The story and its themes are fascinating and unlike anything else, delivered in a way that only Hideo Kojima seems capable of pulling off. The cast is excellent seeing Mads Mikkelsen in such a major role was an awesome surprise, and Norman Reedus with a fetus will never stop being both entertaining and wonderfully bizarre. The performances across the board are fantastic and help sell even the game's strangest moments. Traversing the world is easily the highlight of the experience. Planning routes, balancing cargo, and overcoming environmental obstacles create a satisfying gameplay loop that becomes surprisingly addictive. While some mechanics don't make much logical sense, delivering the bombs especially was often frustrating and logically unbalanced in how it was presented. That said, some of the later delivery contracts become unnecessarily tedious, and the pacing can drag considerably. One of the game's most interesting features is its asynchronous online system. The ability to indirectly cooperate with other players by building bridges, roads, ladders, and other structures creates a genuine sense of community that fits perfectly with the game's central themes of connection. It's one of the most innovative multiplayer concepts I've seen in years. I'm still processing the story because, my God, I was somehow even more confused at the end than when I started. I definitely need to watch a few lore videos to better understand the ending and the world's deeper mythology. Whether you love it or hate it, this is a game that stays in your mind long after you've finished it. The game isn't without its flaws. Its pacing is inconsistent, many cutscenes are overly long, the exposition can be overwhelming, and the combat feels like an afterthought compared to the traversal mechanics. I did feel I was forcing myself at times to play the game however, those willing to embrace its slower, methodical approach will find an experience unlike almost anything else in the medium. This is one of those games that I had to force myself to finish, but I'm ultimately glad I did. I can confidently say I won't ever play it again, but I'm equally confident that I'll never forget it. Whether it's a masterpiece or an overindulgent experiment depends entirely on the player, but there's no denying that Death Stranding is one of the boldest and most original games ever made. ♥♥♥♥♥♥♥♥♥♥ Kojima ya messed with me head again mate. “You will never be alone, we will always be with you.”
Esse jogo tem o poder de renovar o seu amor por videogames. Isso aqui é absolute cinema, absolute jogo, absolute arte. A historia é bem confusa no começo, mas ao longo do jogo ela vai ficando tão clara quanto as aguas do caribe. E eu não concordo com a narrativa de que "não é pra todo mundo", é para todo mundo sim, pelo menos para todo mundo que verdadeiramente goste de jogos e de boas historias. Tem muito joguinho mainstream por ai com gameplay reciclado que não chega nem aos pés da jogabilidade deste aqui.
Death Stranding is proof that games don't have to follow the same formula to be incredible. It fully commits to its vision, and delivers an experience unlike anything else I've played. What starts as a simple concept evolves into a surprisingly emotional, immersive, and unforgettable journey. It's not a game for everyone, but if it clicks with you, it really clicks. And hey: I genuinely wish I had played this sooner.. Every mechanic, every delivery, and every connection serves a larger purpose that only becomes clearer as the story unfolds. A true masterpiece and one of the most unique gaming experiences I've ever had. 10/10 for me.
I have played this game 3 times now, between the original release in 2019, directors cut and now the pc version and I still love it. Even though its not that old of a game, it feels nostalgic when I start it up. It feels like home. I love it <3 Keep on Keeping On
Etant un gros fan de rando IRL, le gameplay est sympa mais les autres randonneurs sont étranges
[h3][b] • WHERE DISTANCE FINDS MEANING ...[/b][/h3] Мы рождаемся в одиночестве и уходим в него же, но истинная трагедия заключается в пропасти, разделяющей нас при жизни. Представьте себе мир, где эта философская разобщенность обрела пугающую физическую форму, превратившись в бескрайние, меланхоличные пустоши, по которым человек вынужден нести на своей спине не просто материальный груз, а саму тяжесть чужой надежды. Каждый шаг по этой израненной земле становится актом экзистенциального преодоления, глубокой медитацией о хрупкости человеческих связей. Здесь нет места быстрому, бездумному триумфу; есть лишь методичная, порой изматывающая борьба с гравитацией, безразличной стихией и невидимым присутствием тех, кто навсегда застрял на пороге вечности. В этом бесконечном пути сквозь туман и дождь, смывающий само время, мы заново учимся быть людьми — не через громкие подвиги, а через стертые в кровь ноги и тихое упрямство продолжать движение в звенящей пустоте. Однако даже в самом абсолютном отчаянии прорастает невидимый мицелий эмпатии. Чужой след на мокрой глине, оставленная у неприступного обрыва веревка или построенное кем-то укрытие доказывают: мы неразрывно сплетены даже с теми, чьих лиц никогда не увидим вживую. Этот опыт ломает привычные рамки эгоизма, превращая незримые нити между безымянными странниками в единственный каркас, удерживающий мироздание от окончательного распада. И глядя на эту расколотую, но отчаянно тянущуюся друг к другу реальность, невольно задаешься вопросом: хватит ли тебе самому внутренней смелости стать мостом над холодной бездной для совершенно незнакомого человека, если единственной наградой за твой изнурительный труд будет лишь едва уловимое эхо его шагов на том берегу? [b]RATING:[/b] ⭐ ⭐ ⭐ ⭐ ⭐ ⭐ ⭐ [b]- 10[/b]
Death Stranding ''Kıyıda Görüşürüz.'' İncelemem: Death Stranding'in hikayesini bu zamana kadar deneyimlemediğime pişman oldum diyebilirim. Hem müzikleriyle hem de atmosferik yönüyle etkilemeyi başarabiliyor. [i] Bu oyunu oynama sebebim aslında Low Roar, müzikleri o kadar muhteşem ki bu oyunda da dinlemek istedim. [/i] [h3] Yalnızlık [/h3] Oyunda ki esas konu insanların teknolojik gelişimleriyle insanlıktan ne kadar uzaklaştığını gösteriyor. İnsanların içlerine, evlerine kapanıp kargo beklediği ve hologramlar aracılığıyla iletişim kurmalarından anlayabiliyoruz. Burada ki yalnızlık insanların samimiyetsizliklerinden daha çok, neden samimiyet kuralım tarafındadır. Sam bunun güzel bir örneği. Kendisi temastan kaçınır ve insanlarla ilişkiye girmek istemez. İlk bakışta Kendisine verilen görevi kabul etmez . Ama her bir bölgeyi kiral ağa bağladığında, insanların birleşimini, bir olmalarını, olaylara yardımı dokunuyor olması bir şeyleri kendi içerisinde değiştiriyor. Görev için sunulan bağlama görevini daha sonra insanlar uğruna yapmak için yola çıkıyor. Bu sayede hem duygunun hem birliğin sadece kiral ağ'dan ibaret olmadığını bir olmak için bir neden sunulmasının gereksiz olduğunu öğreniyoruz. Çünkü bağlarımız bizi birbirimize çoktan bağlamıştır. Aslında herkes için bir şeyler değişiyor. Hikayedeki karakterler ne kadar bağlantımız yok dese de, oyunun en başından beri herkes birbirine kalpten bağlı. Özellikle Sam'in Lou ile olan ilişkisi için bir kordon gerekli değil önemli olan ruhsal bir bağ. Ama asıl önemli soru da şu [b] Should We Have Connected? [/b]
I didn't believe them, but it actually is a walking simulator.
There are very few games that I can honestly say have stayed with me years after finishing them, but Death Stranding is one of those rare experiences. Between my 102 hours in the Director's Cut on Steam and roughly 350 hours on the original PS4 version, it's safe to say I absolutely love this game. Sitting on my desk as I write this review is the Collector's Edition BB Pod staring right back at me, along with my Sam Porter Bridges and Higgs Funko Pops. If that doesn't show how much this game means to me, I don't know what does. Upgrading from the PS4 version to the PC Director's Cut was worth every penny. Not only does the game look even more incredible on PC, but the additional content and quality-of-life improvements make returning to the world feel fresh again. It reminded me why I fell in love with it in the first place. The soundtrack deserves its own section because it's genuinely one of the greatest soundtracks I've ever heard in a video game. Low Roar's music is absolutely beautiful, and every song feels perfectly placed throughout the journey. There are moments where you're simply walking across the vast landscapes, rebuilding the United Cities of America, and one of their songs quietly fades in. Those moments hit differently. The combination of the scenery, the loneliness, and the music creates something that very few games have ever managed to achieve. For me, nothing tops the Death Stranding soundtrack. Graphically, the game is stunning. I did experience a few minor graphics timeouts here and there when I first started playing the PC version, but honestly, they were so infrequent that they never took away from the experience. Once I was back in-game, I was immediately reminded why this world is one of the most beautiful environments ever created. Playing with the DualSense controller instead of the old DualShock 4 has also been a massive upgrade. The adaptive triggers and haptic feedback make carrying cargo, traversing rough terrain, and maintaining your balance feel far more immersive than before. It's one of those improvements that you don't fully appreciate until you've experienced it for yourself. The world itself is breathtaking. It's quiet, empty, and almost peaceful. Most of the time it's just you, BB, and your own thoughts as you trek across mountains, rivers, valleys, and open plains. Then suddenly you'll hear the scanner activate because MULE territory is nearby, instantly replacing that peaceful feeling with uneasiness. The MULEs add this strange, almost unsettling human threat to the world, while the BTs bring a completely different kind of tension. Walking through the rain while desperately trying to hold your breath as your Odradek points toward unseen danger never really stops being nerve-racking, no matter how many hours you've played. The story is another reason this game stands out. It's one of those stories that sticks with you long after the credits roll. There are so many memorable moments, emotional highs, and genuinely surprising reveals that I found myself thinking about it weeks after finishing it for the first time. Sam Porter Bridges is one of my favorite protagonists in gaming because, in some ways, I can relate to him. He's someone who prefers being left alone, handles problems himself, and doesn't naturally seek out connections with other people. Throughout the journey, you slowly watch him open himself up despite his reluctance, learning that even someone who wants to carry everything alone sometimes needs others. I think that's something a lot of people can relate to. Watching his character grow while still maintaining that quiet, reserved personality made him feel incredibly human. The supporting cast is fantastic as well. Every major character has their own motivations, struggles, and emotional moments that gradually piece together the bigger picture. Kojima tells the story in a way that constantly keeps you asking questions until everything eventually clicks together. One thing I always look forward to are the boss battles between chapters. They completely change the pace of the game and keep you on your toes. Just when you've settled into making deliveries and planning efficient routes, you're suddenly thrown into intense encounters that remind you how dangerous this world really is. One of my favorite aspects of Death Stranding, though, is how connected you feel to other players without ever actually meeting them. Coming across a bridge, zipline network, generator, or shelter built by another player at exactly the right moment never gets old. It's such a unique multiplayer system that perfectly fits the game's themes. Likewise, I always enjoy contributing to the world myself by leaving structures and supplies behind for others. I also love the NPC porters wandering the landscape. Whenever I come across them, I usually drop some supplies to help them out, and it's always nice receiving supplies from them in return. They're small interactions, but they make the world feel alive and reinforce the central message of helping one another. Death Stranding isn't a game for everyone, and I completely understand why some people call it a "walking simulator." But for me, that's exactly what makes it special. The journey itself is the gameplay. Every successful delivery feels earned, every mountain climbed feels like an accomplishment, and every connection you make across America carries meaning. Years later, it's still one of my favorite games ever made. It's beautiful, emotional, relaxing, tense, thought-provoking, and unlike anything else in gaming. Whether it's the unforgettable soundtrack, the incredible world, the unique gameplay, or the unforgettable characters, Death Stranding continues to be an experience that I recommend to anyone willing to give it the patience it deserves. Keep on keeping on.
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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