
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 → 59.57/day in the week after.
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
Genres
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% | 68.7Kreviews | 92% | — | $10.7M |
| $13.99−65% | 11.8Kratings | 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 2583 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a fun game, but different. You will be delivering packages a lot, but the story is good. It has action parts later in the game, but doesn't rely heavily on that part of the gameplay.
al principio no entendi nada, al final tampoco, pero como me envicio este juego asqueroso, literalmente solo voy repartiendo pedidos como un enfermo, estresandome como un idiota, pero incapaz de dejar de jugar el juego hasta terminar un pedido y recibir las mejores puntuaciones, maldito kojima, es un genio
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best RU #32, 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 |
| — |
| — |
| — |
| 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 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Um jogo que impressiona pela proposta do início ao fim. Deixando claro, esse jogo NÃO é pra todo mundo, mas eu recomendo que todos tentem ao menos o começo, pois esse jogo está longe de ser aquele famoso rótulo de "simulador de carteiro", ele é bem mais que isso e seria diminuir demais uma experiência que não é apenas um jogo qualquer. Ele é profundo em muitos aspectos, tanto na história quanto na gameplay. A gameplay torna algo "básico" da maioria dos jogos que é andar em um verdadeiro puzzle, você precisa traçar a melhor rota, a mais segura do ponto A até o B levando os mais variados tipos de cargas, o que muda completamente cada trajeto e faz tudo muito memorável. Que armas/equipamentos levar? Seria melhor eu subir por aqui ou dar a volta? Alguém deixou uma construção que pode me ajudar? São essas perguntas que tornam algo simples como andar em algo muito mais complexo. É um jogo sobre conectar pessoas, uma experiência que foca bastante no emocional e nas nuances do ser, além de criar um universo rico em detalhes. A melhor parte é que... O jogo é estranhamente relaxante. Grande parte é apenas você, seu BB, sua carga e o mundo, enquanto sobe montanhas e admira horizontes feitos à mão. Você joga no seu tempo, viaja no ritmo que quiser, cada jogador vai ter uma jornada única por onde passou, assim estimulando a criatividade e o planejamento. Como dito anteriormente, não é um jogo pra todo mundo, mas se você tentar e gostar, pode se tornar uma das experiências mais memoráveis em anos de jogos consumidos.
Don't Be So Serious
何为慢热?死亡搁浅给了我答案 死亡搁浅是小岛秀夫工作室的代表作品,玩单机游戏的玩家很多都有所耳闻,但是细究其内容玩法等却难以讲清,不仅是因为这个世界观下很多设定晦涩复杂,更是因为其是一部实打实的慢热作品,与当下快节奏的游玩方式和理念背道而驰。 第一点便是游戏的主要玩法,便是修路送快递,不像其他快节奏游戏,死亡搁浅的奖励机制需要在快递送达后才能触发,而这种奖励机制却不是以具体的形式展现的,而是抽象为点赞数,评价,前期用处不是很明显的资源形式产生的,玩家就会产生疑问:我送这个快递是为了什么?从而丧失游戏的热情。 而在接通开罗尔网络后,你的设施便可以和其他玩家共享,回头看你走过的路,到处都是其他玩家的身影:当你需要下山时,看到其他玩家的攀岩柱,当下时间雨时,路过别人的避雨亭,当你出发时,看到其他玩家对你的鼓舞,都会让人觉得:我并不是一个孤独的人,还有其他人在默默鼓励我,支持我。于是自己也投身桥梁和其他设施的修建工作,因为点赞数会告诉你,你切切实实帮助到了别人,这是一种内心的感动,鼓舞着玩家自发投身这种事业。 第二点便是游戏的关卡设计,也是十分地反逻辑,因为它是前后期质的飞跃,前期可以说是窝囊到了极点。死亡搁浅的难度其实有三个方面,分别是自然路程,米尔人和bt。自然路程贯穿游戏始终,就是翻山越岭。米尔人则是在特定区域内巡逻抢劫快递,bt只在时间雨期间出现,以灵体或者化形的方式出现。在初期,应对米尔人,我们只能潜行用绳子或者手打脚踢。而面对bt,前期则是一点办法也没有,只能一边憋气一边看探测器显示的大体位置,被缠上了基本上挣脱不了,物资撒一地,又打不了只能跑,这是十分令人气恼体验。而到了游戏的中后期,各种载具和传送设施让我们在崎岖地形如履平地,手榴弹,枪支的出现使得米尔人和bt的威胁程度大大降低,这有利于我们在游戏中掌握主动权,征服和战胜曾经的困难也让我们更有成就感。 最后便是游戏有些让人摸不着头脑的剧情,在游戏的初期交代极少,但是谜团极多,我们是谁,这个世界为什么会变成这个样子,其他人是谁,干什么的,这些内容在初期交代极少,而是集中在中后期爆发,于是我们可以看到steam序章成就的获得率为93.1%而从第五章开始剧情的通过率稳定在20%左右,它的剧情慢慢展开,留下的人才能看到细腻的角色塑造和剧情演绎,这对导演的剧情设计功底有着极大的考验。玛玛姐妹情深,deadman对bebe看法的转变,heartman对于妻子孩子的执着寻找以及克里夫对bebe的愧疚和爱等剧情都能让我们深刻的感受到,不虚此行。
KOJIMA DEIDAD
nb
初体验很不好,先是前面一堆无法逐句跳过还没有互动全是特殊名词的cg,后面好多设定又是用全是文字没有语音的邮件讲的,我是来玩游戏的不是来读书的,讲设定不用语音结合到剧情里用全文字邮件我是不知道记忆点在哪,沉浸感一点没有,宁愿把语音给到你这个本来身世就是快递员的人讲教学也不愿意把故事讲好,最可气的是鸣谢我不知道在鸣谢什么,6个小时至少鸣谢了3次,花了钱跑图打工半天还得看制作者各种鸣谢不知道什么玩意,我说白了玩家花钱不是过来看你到处打广告的,最应该鸣谢的应该就是玩你这游戏的玩家,就这建筑机制和风评没有你那堆玩家啥也不是,到了玩法上也一直在恶心玩家,手提要一直按扳机键,说是代入沉浸感结果一堆看着能爬上去的石头结果有的还有像空气墙一样的堪过不去,比较出圈的和玩家之间建筑物的交互貌似也只有开完图才能显示出来,第一次还得自己开图,反正我是不知道意义在哪,建筑东西也要硬控20秒,还有手柄震动做的像是狗屎一样,走一步震一下,调到档次弱都没用,关上后到了cg的时候还得单独开开不然沉浸感很差,想少点震动就必须开修改器没有做游戏和cg的单独震动,疑似是制作人给能和自己共情的人的跳蛋调情用的,折磨不能共情的人的刑具,还有各种对主控意义不明的特写也不知道干嘛来的,我是完全不认识主控的,但是听说很有名也不知道之前拍过什么,但是看制作者各种特写只能看出制作者像gay一样的情绪不知道干嘛来的,了解了是这个制作者比较喜欢这个主控但是能不能收收味,这是个要让玩家玩的游戏,不是你在自己房间里要看着导的素材 二编:玩了12个小时我本以为会像网上说的那样完全沉浸在游戏里,但实际上是一个又一个没有一点玩法的送快递任务在阻拦我过剧情,玩吐了实在是,如果一个游戏10个小时还没有开始进入剧情高潮期那肯定是失败的,玩了这么久本质就是个送快递罐头游戏(后面纯是情绪输出,慎看,被骂了别怪没提醒) 这是我头一次觉得一个游戏能比p5r还过誉,真该建议能硬吹这游戏的去自己找个班上去,无聊的要死,我看纯是一堆生活过的太滋润来游戏里受现实受不到的苦的人在吹,如果真有人说10小时肯定能沉浸其中,那我想跟那个b说我们不管这玩意叫沉浸,我们管这叫被这游戏调好了,还有我查了下这b罐头的制作人小岛秀夫,这傻逼别的游戏我没玩过,就光看这破烂我只能说你这b还想做电影真是闹麻了,运镜运不好就算了,还没事往男主控身上运一堆特写,你干脆去做gay片去吧,叙事也是一坨狗屎,本质就一文青嘉豪,我看你不适合做电影更不适合做游戏,最适合的是靠运气做营销,没疫情把一堆人熬家里还能有你游这种成就?搜了下最近还跟索尼终止合作了真是纯该,我看你也挺适合做脑机接口的,国内都说米库脑机接口插得深我看你这插的才是最深的,一个海外的b能让国内这么多人这个年代还在吹这个10小时还没主要剧情的送快递罐头也是没谁了,各种恶心人的机制还有拖沓的剧情千篇一律的风景和任务就能把一堆人调成疯狂吹这游戏不说任何缺点只说优点的那我还能说什么呢,你太棒了,玩了10小时再回去看那堆视频平台上的夸赞简直尴尬的要死,像是花钱买来的一样
БОМБИЧЕСКАЯ ТЕМА!))
♥♥♥♥♥♥♥♥♥
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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