
Dishonored is an immersive first-person action game that casts you as a supernatural assassin driven by revenge. With Dishonored’s flexible combat system, creatively eliminate your targets as you combine the supernatural abilities, weapons and unusual gadgets at your disposal.
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.
12 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): 22/day in the week to Jul 30 → 19/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 2031 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Même en 2026, Dishonored reste une référence du jeu d'infiltration. La liberté offerte au joueur est impressionnante : on peut aborder chaque mission de dizaines de façons différentes, que ce soit en restant totalement discret ou en utilisant les pouvoirs de manière créative. Ce qui m'a le plus marqué, c'est sa direction artistique. Elle n'a quasiment pas vieilli et conserve une identité visuelle unique qui fait encore son effet aujourd'hui. L'univers, l'ambiance et le level design sont tout simplement excellents. Malgré son âge, le jeu se joue encore extrêmement bien et reste, à mes yeux, un incontournable du genre. Si vous aimez les immersive sims ou les jeux d'infiltration, c'est un classique qu'il faut absolument faire.
super jeu meme si j'en suis qu'au debut !
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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12 on sale3 answered “not sold”0 we did not ask
The 3 “not sold” markets are read from the Steam price pass of Sep 9: that day the store answered for this game elsewhere and gave no price in those. The 12 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*, German*, French*, Italian*, Spanish - Spain**languages with full audio support
Hours played at review time, across 2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing game totally worth the money
[h3] Why Play This Game? [/h3] It's just cooked up insanely well, especially for how old it is. I don't know if it's just me, but really old games have this spark to them. They're usually all made of studios who aren't racing for time or money, they make games out of passion, they race to get the [b] highest quality of a game possible [/b] and with that, comes a lot of small details that makes you appriciate such games. [h3] How I Found This Game [/h3] When I was a little kid, I had a time period where I had to stay elsewhere where there was no internet, which meant all my favorite online games I couldn't play. So I would go to the internet cafe to play games there, since it had an insane number of them, I could just have unending fun. One day I was scrolling through YouTube and I found a gameplay of this one game called Dishonored. It had abilities, parkour and whatnot, it's combat looked super interesting, so I wanted to give it a try. To my suprise, the internet cafe had the game on their library. However I had an issue, every time I would play this game, I could only play few hours at a time, then my budget at the internet cafe would run out, and I'd have to either pay more and stay until midnight, or just go home until the next day. And every time I went home for the next day, this game would completely wipe it's data since the library wasn't official and other people play on those PCs too. Every day, I would come back to this internet cafe, spend about half an hour more, and replay the whole part, then end the session before even finishing the game. And eventually I gave up playing it, because I just could not play it long enough in a day to finish it, but I also couldn't come back the other day to continue a save. Then today, it was recommended to me due to a discount, both Dishonored 1 and 2. And the memory flooded back in, I immediately installed this on my pc, and man, you've gotta know the feeling when you get stuck to the same levels almost 6 years ago and only now being able to (with my better English) understand the lore, the characters, and finally get past those levels I was always stuck to. I'm having the time of my life rn with this game.
The art, the story, the gameplay, everything is a piece of art. they don't make them like they used to
GOOOOD
Fajny System Walki... Dobra Historia... Za dużo czytania..!
Played this game alot when I was a kid and young teen. One of my favorite games ever and it is what introduced me into stealth games as a whole which I have fallen in love with the genre.
这才是真刺客
i really hope Arkane can get back on their feet after what must be an incredibly scary time, especially after Arkane Austin got dissolved. if you want a good Arkane-ish game that takes the player's actions into account without openly condemning you or the game world for them, the best example out there is Prey (2017) or the original Deus Ex (but do not play deus ex revision i am begging you it is awful). i do however want to articulate a criticism i've always had of dishonored: dishonored still, in 2026, constitutes a breath of fresh air for the imsim/thief-y/looking glass-inspired genre of games. the world-as-designed is just overwhelmingly impressive, to the point where even things like electric viktor antonov trains dumping corpses into a hole feel so natural to this setting that it doesn't feel out-of-place. as much fun as dishonored is to play (especially the Daud DLC's), there's one problem that still really hampers the experience in my opinion, which is the overbearing and quite nonsensical chaos system. like an honor/karma system from other games like mass effect or fallout (systems i also do not like), it tracks "good" and "bad" things you do, adding to a tally every time you kill an NPC, or occasional other things the game deems bad. gaining a high chaos rating has two effects: 1. the first effect changes your allies' perception of you - the allies that really matter, anyway. high chaos will make emily afraid of corvo, or billie start murdering more people based on what she sees daud do (but she also thinks he's weak? idk it was weird). this is the part that makes sense to me, because people are believably, you know, sensitive to whether their friend is a hyper-murderer or not. whether corvo kills daud at the end of his second set of missions makes a little less sense, because daud's behavior in the DLCs take place after corvo has been in prison, and corvo would have absolutely no way to sense whether daud has been working to try and overcome his guilt, as proven by what corvo knows of Daud in the base game, which is not very much. whether corvo kills daud is not due to something he learned about him, but because he was chasing the good ending. 2. the second effect, bizarrely, changes the entire state of the world. if you kill more than (i think) three-to-six people, a high chaos world will be full of more plague rats and weepers, more soldiers, and a far more miserable ending. this feels very strange and "game-y," the developers wanting the world to react to your actions but not really having a justification for why it would do this on so wide a scale. why would one quiet guy killing a few nasty boys cause the plague itself to be more effective? the plague has a specific cause, and person who caused it, and it's not the outsider. the outsider also is absolutely not the kind of being to punish corvo/daud by making plague rats more effective, he is quite explicitly only a watcher who only thumbs the scales in very rare circumstances he finds overtly interesting. the chaos system is doubly bizarre because the non-lethal options for your assassination targets (the ones that make your allies think you're a cool merciful guy) are largely remarkably cruel, and one could see them as far worse a punishment than a quick death. cut out the twins' tongues and send them to work in a mine with no hope of escape, turn an unconscious woman over to a very off-putting incel creep guy who wants to be with her and hide her away "forever," or electrocute a man's brain until he's a drooling half-vegetable. these are horrible, horrible things to do to people, and strike me as something Emily would find even more cruel and scary than just killing overtly corrupt officials. for my part, the loss of identity/self that often comes from diseases like Alzheimer's and Parkinson's is probably the scariest thing i can think of, and it does not sit well to put multiple people through that loss and be told how cool and merciful i am. i hate irl billionaires, the capitalist class, "nobles," right wing influencers, etc. but i feel like the things you do to these people in dishonored often feel less like "ironic punishment" and more like the thing an absolutely sick person would do. two exceptions: exposing the lord highfart guy for his rat crimes, and using the heretic's brand, are pretty good. the other problem with the chaos system is that, if you would like a story that doesn't end up somehow even more miserable and defeatist than it started (which is considerably miserable and defeatist all the way through), the vast majority of dishonored's gameplay options are simply unavailable to you. this is partly because the fully non-lethal option was not implemented until very late in the first game's development, but corvo and daud have maybe one or two options to knock enemies out without killing them. i get that non-lethal should be extra work, slower, and more risky - that part makes sense - but it's hard to have a fun time coming up with interesting uses for your powers (the stated gameplay focus of Dishonored) when all but two of them are super murder powers that will make all your friends hate you and then also die in a pile of filth. i just don't think the non/lethal options in dishonored were very well considered, and every time i think of replaying this game i have to get past that again. if the world is to be worse or better by my choices, i don't think "worse" should be the entire world somehow falling apart irrespective of me for no stated or implied reason, and i don't think "better" should be truly psychopathic life-long torture. frankly, both dishonored games would be improved if the chaos system wasn't so, for lack of a better word, "judgy." the fact that the game is so explicit about what it thinks is "good" and "bad" really sucks when even the "good" options are things only a monster would do. also: affect plot details based on your actions as much as you want, you can do that without condemning the entire world to die because of one person's actions for no real reason. this is one of the two reasons why the two dishonored 1 dlc's and death of the outsider are my favorite parts of dishonored - they're more personal stories that don't somehow translate the killing of 6 murderers into a completely dead city, or condemning them to a cruel life-time punishment that, in multiple cases, literally erases or irreparably damages the brain/identity of the person. the other reason i like them better, for the record, is that both the daud dlc's and death of the outsider are far more invested in the wider story of the game's world, specifically learning more about the strange things living/happening on the fringes of reality rather than, in both corvo/emily games, kind of a thing that just happens and is never really explored and neither character really seems to care about it all that much. the origins and fate of the outsider, the lives he's affected, are far more interesting to me than torturing a bunch of nobles. death of the outsider gets points for having no chaos system: the plot is affected by what you do, but in far less stupid a way. if you got this far: there are mods for both dishonored games that force the game to stay at low chaos (the good ending) no matter what weapons/powers you use, so you can largely tell your own story and make your own choices rather than perform a specific dance that Arkane sets out for you. dishonored 1's version is a bit janky, it just makes weapons count as non-lethal, so you still do need to do the non-lethal options for the assassination targets. good example of a karma system: red dead redemption 2. it's often just an "are you racist" meter, and even when you kill eugenicists and slave catchers and klan members it just sits back and lets you decide how you feel about that, rather than saying "oh no you killed, didnt you know murder is bad? welp time for the next shooting segment where you shoot 100s of men"
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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