
You play as Adam Jensen, an experienced covert operative operating in a world that despises his kind: augmented humans. Choose from an arsenal of state-of-the-art weapons and augmentations to build your playstyle, and decide who you'll trust, to unravel a vast worldwide conspiracy.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 4.43/day in the week to Sep 18 → 4.25/day in the week after.
About
The year is 2029, and mechanically augmented humans have now been deemed outcasts, living a life of complete and total segregation from the rest of society. Crime and acts of terror serve as a thin veil to cover up an overarching conspiracy aimed at controlling the future of mankind.
Now an experienced covert operative, Adam Jensen is forced to operate in a world that has grown to despise his kind. Armed with a new arsenal of state-of-the-art weapons and augmentations, he must choose the right approach, along with who to trust, in order to unravel a vast worldwide conspiracy.
Choose from an array of cutting edge weapons and augmentations, customizing them to fit your playstyle.
Explore diverse locations and discover a near future setting where humanity's fate hangs in the balance.
Experience the world of Deus Ex, where the decisions you make and the actions you take play a crucial role in determining the game’s outcome.
Buy Deus Ex: Mankind Divided now and receive the following bonus content FREE:
“Desperate Measures” extra in-game mission
Covert Agent Pack (Intruder Gear, Enforcer Gear and Classic Gear + 1 Praxis Kit + 1000 Credits)
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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−90% | 42.3Kreviews | 76% | — | $2.5M |
| $29.99 | 674ratings | 82% | #139 | 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 951 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
great game, though it crashes sometimes which is annoying
bom
[h1]Deus Ex: Mankind Divided – Il DLC che ha fatto palestra[/h1] Ci sono sequel che prendono il predecessore, ne comprendono la natura e lo portano altrove. Poi ci sono quelli che prendono il predecessore, gli fanno un upgrade dell’equipaggiamento, aumentano il numero delle meccaniche e alla fine si accorgono di aver dimenticato il gioco. [b]Deus Ex: Mankind Divided[/b] appartiene alla seconda categoria. Sia chiaro: non è un brutto gioco. Anzi. Il problema è molto più grave: è un buon gioco che ha avuto la sfortuna di nascere dopo [b]Human Revolution[/b]. E quando il capitolo precedente è uno dei migliori esempi di game design sistemico degli ultimi decenni, arrivare con un sequel che sembra un DLC al quale hanno dato le proteine e lo hanno mandato in palestra, non è esattamente il modo migliore per presentarsi. [h3]Jensen è tornato; ma il mondo non sembra essersene accorto[/h3] Il protagonista è ancora Adam Jensen, ancora più potenziato, ancora più equipaggiato e ancora perfettamente in grado di entrare in una stanza e convincere qualcuno a collaborare con lui oppure convincerlo a smettere di respirare. Ed è proprio qui che [b]Mankind Divided[/b] migliora concretamente la formula. Jensen è più versatile. Le sue augmentation ampliano il ventaglio delle possibilità e il gioco rende ancora più evidente una delle intuizioni migliori di [b]Human Revolution[/b]: la persuasione non è necessariamente meno potente della violenza. Puoi hackerare, infiltrarti, manipolare, intimidire, chiacchierare, sparare ancora più di prima e questo è magnifico perché ci racconta di un gioco continua a costruire la propria idea di libertà attraverso il gameplay: non importa soltanto arrivare alla soluzione, importa capire quale soluzione vuoi adottare. Il problema è che, mentre il gameplay cresce, la storia sembra avere lasciato il portafoglio sul treno. [h3]Il problema non è la trama. Sono i buchi[/h3] Partiamo dal dire che sicuramente non deve essere stato facile scrivere un sequel di un titolo pensato per essere trasversalmente autoconclusivo (se non altro nel personaggio di Adam) ciò non di meno; [b]Mankind Divided[/b] ha una quantità di idee narrative che potrebbe tranquillamente alimentare tre giochi. Segregazione degli augmented, ghettizzazione, discriminazione raziale che si alimenta nel terrorismo, tutto bello, tutto giusto, materiale da farci una saga. E invece il gioco riesce nella miracolosa impresa di presentarti tutto questo e farti pensare: “Va bene, ma dove diavolo stiamo andando?” L'esatto contrario del primo capitolo. Ma la questione non è vincolata alla linearità e semplicità della trama; è che è incompleta. Ci sono personaggi che sembrano introdotti per avere un'importanza enorme e poi evaporano. Ci sono sottotrame che vengono aperte con il cerimoniale di chi sta per raccontarti qualcosa di fondamentale e chiuse con la discrezione di una pratica amministrativa. Il gioco accumula misteri, fazioni, complotti e conflitti senza riuscire a dare a ciascuno il necessario spazio narrativo. E qui, dinuovo, si sente tutta la differenza con [b]Human Revolution[/b]. Il predecessore poteva essere pomposo, complottista e perfino melodrammatico, ma aveva una direzione. Qui sembra continuamente il primo atto di qualcosa che non arriva mai al secondo. Un pò come entrare al cinema, vedere un'ora e mezza di trailer e poi scoprire che qualcuno ha dimenticato di proiettare il film. [h3]La fotografia ha perso il senso dell'umorismo[/h3] Veniamo quindi all'aspetto artistico. [b]Human Revolution[/b] era una meraviglia; il suo black and gold era talmente forte da trasformare una limitazione tecnica in una scelta estetica: ogni ambiente aveva identità, ogni colore sembrava appartenere a quel mondo, ogni edificio aveva qualcosa da raccontare. [b]Mankind Divided[/b] prende quella grammatica e la mette sotto una quantità industriale di vernice. Il risultato è tecnicamente più ricco, ma artisticamente molto meno interessante poiché la fotografia diventa biecamente patinata. Tutto è più pulito, più definito, più dettagliato e contemporaneamente meno memorabile. stesso problema affligge anche la colonna sonora e, in maniera più estesa, il comparto artistico nel suo genereale. Questa Europa così urbana, storica, dove si cammina sui sanpietrini mentre in cielo volano gli Hovercraft, non ci restituirà mai nemmeno uno spigolo di Hengsha o un benzinaio di Detroit È il classico problema del sequel che confonde “più” con “meglio”. [h3]Il gameplay, invece, fa il suo mestiere[/h3] Come dicevamo in battuta il gameplay gioca bene. Anzi, molto bene. Prende il sistema del predecessore e lo espande, rendendo Jensen una sorta di coltellino svizzero transumanista. Le augmentation augmentano le possibilità di approccio, le mappe sono dense di percorsi alternativi e il level design continua a premiare chi osserva invece di chi corre semplicemente verso il marker. Quindi si può dire serenamente che il gioco conserva quella splendida filosofia per cui una missione non ha necessariamente una soluzione corretta. Insomma se Hai un problema. Hai un arsenale di possibilità per risolvertelo; quindi arrangiati. Ed è proprio questa la parte che ancora oggi funziona: [b]Mankind Divided[/b] non ha bisogno di essere più spettacolare per essere interessante. Gli basta permetterti di pensare. [h3]Ma allora perché sembra un DLC?[/h3] Perché tutto ciò che [b]Mankind Divided[/b] fa bene sembra appartenere alla categoria dell'espansione. Più augmentation, più libertà, più sistemi, possibilità e dettagli. Ma pochissimo di tutto questo produce la sensazione di essere davanti a un nuovo capitolo. È un gioco che espande [b]Human Revolution[/b] senza riuscire davvero a superarlo e il paradosso è che avrebbe avuto tutto il materiale per farlo. Il mondo post-Incident avrebbe potuto essere una bomba narrativa. La segregazione degli augmented era un'idea potentissima. Il conflitto sociale aveva una rilevanza politica enorme. Jensen era già un protagonista perfettamente rodato. E invece il gioco sembra sempre sul punto di raccontare qualcosa di enorme che rimane confinata nell'intervallo di tempo fra il prima e il dopo di questo capitolo. rimane esattamente dove avremmo voluto essere e dove non ci troviamo (come la natura dei nuovi potenziamenti di Adam) Fino a quando arrivano i titoli di coda e tu realizzi che hai appena giocato il capitolo centrale di una storia che qualcuno ha evidentemente dimenticato di completare. [h3]Il problema di Mankind Divided è proprio Human Revolution[/h3] Questa è la parte più crudele; se [b]Mankind Divided[/b] fosse uscito senza il predecessore, probabilmente parleremmo di un ottimo immersive sim, con un gameplay eccellente e una grande libertà sistemica. Ma c'è un prima. E [b]Human Revolution[/b] non era semplicemente un gioco bello; era un'opera con una direzione artistica fortissima, una precisa identità politica, un protagonista magnetico e soprattutto una capacità rara di far coincidere quello che il gioco dice con quello che il giocatore fa. [b]Mankind Divided[/b] conserva tutto questo ma lo diluisce. E alla fine questa è la tragedia: non è il fallimento di Deus Ex. È il fallimento di un gioco che aveva abbastanza talento per essere grande e abbastanza materiale per essere enorme, ma che è rimasto incastrato nel corridoio fra le due cose. [b]Human Revolution[/b] aveva qualcosa da dire. [b]Mankind Divided[/b] aveva ancora moltissime cose da dire. Il problema è che non ha mai trovato il tempo di finire la frase.
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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 13: 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.
Reviews, worldwide (the counter carries no country): 3.44/day in the week to Aug 4 → 3.14/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
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*, Polish, Portuguese - Brazil*, Russian**languages with full audio support
Hours played at review time, across 956 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] Deus Ex: Mankind Divided (DXMD for short) is a weird game to me. It's vastly improved compared to Human Revolution (DXHR for short), and yet, feels inferior to it at the same time. Not only it looks like some of the ideas were forcibly used on purpose (like the story themes/events and marketing slangs referencing real life), but also the publisher has definitely messed with the development to a bigger extent than the "Augment Your Preorder" fiasco. So, the game is great at some points, and yet feels like a time/money constrainted disappointment at the others. I will state my thoughts soon, but while I'm normally against this, I have to disable comments on this review as I have to briefly comment on the story and its themes, and I have no time to deal with edgelords who might try to argue about politics on a gaming website. [h2]Your past choices? Not important.[/h2] The events of DXMD happen after DXHR's... well... any of the endings. As it turns out, whatever you did at the end of that game had no effect, because everyone ignored it to deal with the chaos that was going on instead. I understand why the devs went this way, but it feels bad to realize nothing actually mattered and the choices were illusions. Anyway... two years have passed since the "Aug Incident" at the end of previous game and mankind is divided (heh) because of it. Humanity has come down hard on augmentations, segregating augmented people, stripping them of their rights and forcing them to live in ghettos. This leads into augmented people rising up against those injustices, even resorting to terrorist attacks in order to fight for equality. You once again appear as Adam Jensen, now working as a part of "Task Force 29" anti-terrorist group and also an undercover agent who aims to expose The Illuminati. The main storyline has a lot of good things to it, but I can't help but feel unsatisfied with it. I mean... you're telling me that in the world of Deus Ex, there was really no way to prevent more aug incidents other than next gen racism? Why has the world opted for segregation and apartheid, when DXHR showed you can easily affect augmented people's chips, if the intent was not to deliberately reference real events and activist movements? You're telling me the writers were so out of ideas that they, too, have went for the trope of "horribly represented Middle Eastern bad guys" to kick off the story and set up possibilities of them being behind a bomb attack? And all of this, is without mentioning the cliffhanger at the end of the game. [h2]So... what was the point?[/h2] Then we have the side missions and... I gotta say, a whole lot of them are unsatisfactory. Now to be fair, some of the side missions are really good and the way talking to random NPCs or hearing their speech gives you new missions to pursue is honestly great. But still, a lot of them are big wastes of a player's time. A majority of these side missions are actually a series of back-to-back fetch quests that have you running from one location to the other, and hunting down specific items in a specific area. Moreover, they don't motivate the player to care, create any tension, or give you proper conclusions. You start these missions, finish them and then start wondering... what was the point? Why did I do that? What did I get aside from EXP and ammo? For example, you investigate an illegal drug that [spoiler]causes augmented people to die[/spoiler], but despite the premise, the game never makes you feel any urgency or that you are actually doing something. You go through the mission without any proper development or challenge, and then it abruptly ends without any effect on the world or Jensen commenting on what he did. You confront a cop for [spoiler]being a fake and scamming people[/spoiler], yet none of the outcomes (and especially the pacifist one) feel satisfying. It doesn't help that many of the choices feel unsubstantial too, as the game barely does anything to build up any importance and make you feel the consequences of your actions. Take that cop's mission for example. To take the pacifist route, you need to convince another cop to interfere by revealing either: [spoiler]1- The scam operation or 2- The forgery operation and even who the forger is.[/spoiler] When I saw that, I thought that picking the 2nd option would abruptly end the mission... but no, nothing happens. So, why even give me that option and make me think about its outcomes when it apparently changes nothing? [h2]No Punch Man[/h2] Unfortunately, the rest of the game stays in this mixed-bag limbo as well. The gameplay is very fun, the new augmentations are very interesting, and the game gives you a whole bunch of options on how you want to accomplish the objectives. You can opt for a pacifist approach, quietly navigate the environment like a ghost, attack head-on, or even trick enemies into getting themselves killed. A lot of people's gripes with the first game have been fixed as well. You get to the gameplay much faster and exposition dumps are left for later, tutorials are optional, all approach methods reward the same amount of EXP, boss fights have non-lethal solutions, you find a lot more ammo, and combat is more challenging. In addition, there are new things such as quick menus for for augments/items, and different ammo types. However, there are also things that DXMD has either ignored/refused to improve, or has made them worse. Speech animations are now comically mechanical (which directly affect the delivery of dialogues), takedowns are still cinematic and require energy, melee attacks/weapons are still missing, and odd inconsistencies (such as security strengths not fitting the importance of the device) are still there. Then we have the hubs, which are the biggest additions to this game and yet are not satisfactory either. [h2]Bigger doesn't necessarily mean better[/h2] While DXMD features a number of hubs that you can freely move around them, the exploration is not as interesting as you would think. A large number of areas require specific augments or very high hacking skills to be accessible, forcing you to either bruteforce them or leave and come back later. And if you opt for the latter, the game does not let you mark those points of interest so you won't forget about them later. Sometimes, even the rewards you get for exploring the environment or hacking is not interesting either, as you might either find nothing, or get back the exact resources you had spent to breach security. Speaking of hacking... In the previous game, hacking was a simple, yet overused minigame that many went with it only because it gave more EXP. For some odd reason, not only DXMD brings that back, but makes it much more intolerable. The hacking minigame now features big 3D maps that are harder to control, is much more difficult thanks to the strict timers and firewalls (to the point even level 1 hacks are very challenging), and to top it all off, has the audacity to introduce a fog of war mechanic that forces you to gradually reveal the map unless you use a specific item. DXHR was like a movie. It had an intro, a tightly-crafted yet linear set of events, and a definitive ending. However, DXMD feels like a TV show. It tries to tackle many topics, its quality fluctuates every episode, and ends things in anticipation of another season that gets axed later on. It's not awful, it has some qualities, it can be fun... and yet you can't help but be disappointed of it as a whole. [h2]TL;DR[/h2] Improves upon previous game in many aspects, yet neglects some issues and even makes new problems of its own, while fumbling opportunities. It's not awful, it might be fun, but still very disappointing.
Мне как фанату "реалистичной" научной фантастики очень нравится.
esta bueno...no como el primero, se ve bonito peor las animaciones faciales y la historia estan meh
6/10.
The Shop and Bonus items are purely scam. Only one-time usable per GAME not per save. Luckily u can easily cheat the stuff so u can safe your real money.
8.5 + Prague Level design is amazing Heavy subject done mostly well imo Side missions Choices - First half an hour of the game is awful Narrative feels poorly paced and disjointed - thanks to Deus Ex Universe nonsense (thanks Eidos). Same reason this franchise is frozen now Most characters are not interesting Performance and bugs - I had a couple of soft locks and several crashes ONE BOSS in the whole game Dev resources on Breach would have been better spent on the base game DLCs - Desperate Measures 6.5, System Rift 7.0, Criminal Past 7.5
Watching the trailers of this game may not be as entertaining as the game itself really is. It has beautiful scenery, cutscenes and the lore of this game is just fantastic!
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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