
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
非常棒的游戏,我太喜欢了。 我也理解为什么这个游戏有争议了,它确实不是什么快餐游戏。游戏的基调是冷峻严肃的,镜头、场景与台本都是精心设计过的。这个游戏的玩法和质地也完美符合我对一个看风景、远行的游戏的幻想,甚至远超我的预期。 [h2]跋山涉水本身就是游戏体验[/h2] 我其实并不同意有些玩家说这个游戏“慢热”。行走在青山秀水间,翻山越岭,柳暗花明,这本身难道不就是有乐趣的吗?不是一定要拿枪打怪才算“游戏体验”,不是一定要走两步就换个花样才算“丰富”,不是说两句就抖个机灵才算“有趣”。行走在山岭间,听风声掠过、水声潺潺,看到山后的目的地随着脚步慢慢显露出来,跋山涉水本身就是游戏的体验。 我玩这个游戏是真的体会到了那种儿时探索世界的快乐,没有压力推着我前进,一切仅凭兴致就能轻快地前进。 小岛秀夫的节奏把握得很克制,1~2h为一段落,玩完一段就能接受这段体验到此为止,不会有玩其他游戏的那种贪心。有一次我忙活了大半天以后打开《死亡搁浅》,开之前我就因为洗完澡正好开始感觉到疲惫了,我做好了准备中途退出。但是这个游戏实在是太对我的胃口了,能与电影媲美的画面、镜头、台本,适时响起的bgm配上柳暗花明的景色,真的打动了我,不知不觉就沉进去了三个多小时。 小岛塑造了一个令我十分着迷、信服的氛围,而且基色虽然寂凉,却不乏人情的温暖。 [h2]作者首先创造一个能够产生故事的世界[/h2] 这个游戏真正折服我的,还不只是主线播片。 [b]《死亡搁浅》的一致性和真正的“耦合度”,是很多“传统”游戏比不过的。[/b] 设定、故事、玩法机制、美术、叙事手法,都是我玩过的游戏里从未见过的高度耦合。 整个游戏丰富而不冗杂的元素紧紧地结成一张网,玩家踏进去,任何交互都会牵动其他部分,给出丰富的反馈。 故事方面的优秀反而在这些丰富的元素中不是那么突出,或者说这样一个一切元素紧密结合的游戏,你很难区分哪一部分是故事,哪一部分是别的元素,只能说它们综合起来非常好。 [spoiler] 有一次我在走东部前往最后一个港口的长线任务中,因为轻敌和急于求成,在时间雨和BB已经告诉我有BT了以后还骑摩托车贸然前进,然后被黑尸们拖进黑水,被拖到了一个大型章鱼BT的面前。 打到最后就差两下,我身上弹尽粮绝,血液手榴弹要么用完了,要么在被拖拽的时候沉入黑水不知所踪,耳边还响着BB凄厉的尖叫哭泣声,我都做好准备死掉重来了。 结果这个时候我附近冒出一个白色的人影,他向我扔过来了弹药和血包。靠着这点补给我打败了大BT。这个时候那个白色的人影跑了过来给我竖了个大拇指,我仔细观察才发现是另一个Sam。 这太打动我了。 这比任何叙事顺序或者遮遮掩掩的讲述都更能告诉我什么是connection、为什么要去建立连接。 [/spoiler] 《死亡搁浅》在叙事方面展现的最大优势就是:故事是由观众自身完成的。 故事不只是被讲述,而是已然存在。玩家以自己的意志在茫茫的故事中走了一条自己的道路,又以作者的创作为原料,思考出了自己的成果。 [b]而这个能够产生故事的世界正是由作者先构建出来的。[/b] 电影观众当然也能关电视、离开影院,但游戏不仅要求你继续看,还要求你继续行动,这种主体性一旦交给玩家,就很难再完整收回去。这是游戏叙事最大的力量,也是最大的困难。而《死亡搁浅》在这方面做得太好了。 [h2]任何交互都能带来更持久的回馈[/h2] 很多3A为什么让我觉得无聊,明明机制很多、内容很多,但真正能提供新体验的体量可能只有完整游玩时长的三分之一甚至更少。游戏的核心机制在前期就被差不多摸索完了,后面只是在不断重复而已。 但《死亡搁浅》在其独特的耦合度下,能够实现核心机制的扩充扩容,让这个游戏前中后期的体验都完全不一样,连贯但又不割裂,玩家的游玩体验和剧情推进同步成长。前期苦兮兮地翻山越岭,后来开始修公路、架滑索、使用别人留下的建筑;原本要绕很久的山峰,后来可以沿着自己和其他玩家共同搭起来的网络直接飞过去。 同一条路走多了,雪会被压实,草地会留下路径,这个机制很触动我。不只是单纯“连接”的感动,而是一种“我走过的这条路也能留下痕迹”的感觉。 [b]简言之:这个游戏耦合度高给玩家最直接的影响,就是任何交互都能带来更多元、更意味深长、更持久的回馈。[/b] 而且这种扩充一直持续到了主线结束以后。 我本来以为后面就剩下瞎逛,结果反而一下子又沉进去了。清营地,打BT,收开尔罗物质,修路,刷节点,连新的避难所,越玩越有的玩。这也是它作为3A游戏很少见的一点:很多游戏流程越往后,玩家越是在重复已经解决的问题;《死亡搁浅》却一直在改变玩家和最初那套“送货”机制之间的关系。 [h2]当然这个游戏不是没有问题。[/h2] 剧情方面[spoiler]我最大的负面体验就是Amelie。 我说实话,结尾Amelie代表小岛秀夫发表演讲,从头到尾都讲得我很恼火。 是呵,我费劲巴拉地连接美国,连接开尔罗网络,我是找到意义了,然后你突然转过头说:“骗你的,其实我要毁灭世界。” 好,毁灭呗,我想办法弄死你就是了。 然后你又说你不想毁灭了,为了延缓搁浅你愿意永远留在冥滩上。开什么玩笑,你整得我这个玩家像小丑一样,然后我就被Sam紧急弹出驾驶舱了,Sam和Amelie就世纪大和解了抱一块儿了。 我不想抱你,我他妈想给你一拳😅 我甚至觉得这部分和游戏其他体验格格不入。创作者突然把我踢出游戏,然后讲一大堆我听不懂的话,再用音乐和氛围强行要求我为这个情节感动。省去自身思辨的过程,也没有提供思辨发生的条件和材料,我凭什么跟着你思考人类存在的意义?我感觉作者在表述他那套宇宙哲学的时候很不尊重我这个观众,远不如他阐释那些更简单的理念时候从容和自信。 [/spoiler] 但是除了这一部分,以及一点玩法上的瑕疵,《死亡搁浅》一代从开头前期到中后期的体验,一直保持在相当高的水准。 [h2]购买建议:从走进那片荒野开始,它就已经很好了[/h2] 玩完这个游戏我有种如获至宝的感觉。我从未感觉和一个创作者在艺术表达的需求和供给上如此合拍、如此不谋而合。《死亡搁浅》对我的冲击不是单纯文化层面的,而是一种从审美到叙事到玩法的全方面震撼。 说句可能不太合适的话:它几乎完全符合了我对游戏界“公民凯恩”的想象。 虽然我没有足够的经验和理论来判断游戏界的“公民凯恩”应该是什么样的,但只要提到这个词,我恐怕能想到的最接近的就是《死亡搁浅》。它真的拓展了“游戏”这一定义的边界。 至少对我来说,从走进那片荒野开始,它就已经很好了,而非互联网上所谓“忍过前期才开始好玩”。 如果你本来就不喜欢长途跋涉、孤寂的空间和相对缓慢的节奏,我完全理解你为什么不会喜欢它,这和它是不是“慢热”,不是一回事。 但如果你是一个不介意散散步,看看风景,但又懒得出门抓些草的游戏玩家,[b]那198人民币就能买到冰岛步行模拟器,49块史低更是神中神。买不了吃亏,买不了上当[/b]
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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
小岛秀夫的上学路
Insanity of a game
Absolute cinema. Kojima you have made the finest art in existence.
Played this game 2 times on playstation before pc easily in my top 10. The playstyle is definitely an aqquired taste but the storyline makes up for it tenfold. 10/10
Wow. Efectivamente, es peak.
Joguei muito em outra plataforma. Voltei a jogar recentemente Steam. Com certeza está no meu TOP5 de jogos de todos os tempos. 1.Elder Scrolls Skyrim / 2. Oblivion / 3. Red Dead Remdeption / 4. Death Stranding Ansioso para jogar DS2 !!!
者を届けるというゲームシステムが面白い。ストーリーも謎が多いが最後は回収されてすっきり
/
Strange gameplay (courrier). But great games, graphics, music and interesting story
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $26.3M | 27.6K | 95% | $69.99 | |
| $138.8M | 143.9K | 96% | $59.99 | |
| $97.1M | 270.5K | 96% | $19.99 | |
| $83.5M | 156.3K | 94% | $29.99 | |
| $49.1M | 45.4K | 94% | $59.99 | |
| $47.7M | 56.7K | 93% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7M | 16.6K | 96% | $39.99 | |
| $10.7M | 2.8K | 41% | $69.99 | |
| $10.7M | 19.7K | 85% | $19.99 | |
| $10.7M | 68.7K | 82% | $9.99 | |
| $10.7M | 10.7K | 79% | $29.99 | |
| $10.7M | 11.1K | 81% | $59.99 |