
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
I've committed many many crimes for this dead baddie and this child that I /think/ might be mine.
Stealth Masterpiece
TREMENDA OBRA DE ARTE ES CINE PUTA OBRA DEL MISMISIMO DIOS ES TODO UN DIAMANTE EN SIGILO jueguenlo
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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
Quite literally aged like fine wine. The stealth aspect of this game is great even though its an old game but even in 2026 it holds up great! Story was nice and the open ended approach to the objective is quite nice! I highly recommend anyone who's a fan of stealth game and anyone interested in general to try this out.
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"
RUS: Dishonored – это игра, которая умеет брать за душу так, что к финалу хочется просто посидеть в тишине и выдохнуть. Я до сих пор помню, как в детстве боялся её запускать: один неверный шаг, любой стражник поднимет тревогу – и всё, конец. Сердце колотилось так, будто это не Корво бежит по крышам, а я сам прячусь в тени от патруля. Сама мысль о стелсе пугала до мурашек: казалось, что мир игры слишком суров и не прощает ни единой ошибки. А теперь, спустя годы, я прошёл её без убийств и без единого обнаружения – и знаете, это было не просто «легко», а по-настоящему красиво. Каждый маршрут, каждая секунда, когда ты растворяешься в темноте и оставляешь врагов в неведении, ощущались как маленькая победа. И при этом игра не наказывала за осторожность: она будто благодарила за сдержанность, позволяя увидеть другую сторону истории. Система Хаоса здесь работает как зеркало совести: мир становится чуть светлее, если ты выбираешь милосердие, и эта перемена чувствуется в каждой детали – в интонациях персонажей, в настроении улиц, в самой атмосфере города. И когда в финале видишь, к чему привёл твой путь, эмоции накрывают с головой: это не просто концовка, это отражение твоего выбора, твоего внутреннего решения остаться человеком даже в самом жестоком мире. Атмосфера в Dishonored настолько густая и живая, что кажется, будто ты сам дышишь этим воздухом, пропитанным китовым жиром, страхом и надеждой. «Сердце», шепчущее имена, записки, полные отчаяния, пустые улицы, где каждый угол хранит чью-то трагедию, – всё это складывается в историю, которая цепляет не сюжетом, а чувством. Сейчас я понимаю, что боялся не самой игры, а той ответственности, которую она на тебя возлагает. Dishonored не даёт спрятаться от последствий, и именно поэтому она такая сильная. Это не просто приключение – это эмоциональный опыт, который остаётся с тобой надолго. До слёз трогательный, честный и невероятно глубокий. Однозначно рекомендую: если готовы встретиться лицом к лицу со своими решениями – эта игра станет одним из самых сильных впечатлений в вашей жизни. ENG: Dishonored is a game that knows how to tug at your heartstrings so hard that by the end you just want to sit in silence and take a deep breath. I still remember being too scared to play it as a kid: one wrong move, any guard raising the alarm – and that was it, game over. My heart would race like it wasn’t Corvo sneaking across the rooftops, but me hiding in the shadows from the patrol. The very idea of stealth terrified me; the game’s world felt too harsh, like it wouldn’t forgive even a single mistake. Now, years later, I’ve completed it without killing anyone and without ever being detected – and you know what? It wasn’t just “easy,” it was genuinely beautiful. Every route, every second spent melting into the darkness and leaving enemies none the wiser, felt like a small victory. And the game didn’t punish me for being cautious; it seemed to thank me for showing restraint, letting me see a different side of the story. The Chaos system here acts like a mirror to your conscience: the world grows a little brighter if you choose mercy, and you can feel that change in every detail – in the characters’ tones, in the mood of the streets, in the atmosphere of the city itself. When the ending reveals what your path has led to, the emotions hit you hard: it’s not just a conclusion, it’s a reflection of your choices, of your inner decision to stay human even in the cruelest of worlds. The atmosphere in Dishonored is so rich and alive it feels like you’re breathing the same air – scented with whale oil, fear, and hope. The Heart whispering names, the notes full of despair, the empty streets where every corner holds someone’s tragedy: all of it weaves together into a story that doesn’t grab you with its plot, but with its feeling. I realize now that I wasn’t afraid of the game itself, but of the responsibility it puts on your shoulders. Dishonored doesn’t let you hide from the consequences, and that’s what makes it so powerful. It’s not just an adventure – it’s an emotional experience that stays with you long after the credits roll. It’s heart-wrenchingly touching, honest, and incredibly deep. I wholeheartedly recommend it: if you’re ready to face the weight of your own decisions, this game will give you one of the most profound experiences of your life.
I've always enjoyed stealth games, and this one just hits the right spot. You don't even have to be stealthy. If you want, you can go swords blazing since there are powers and upgrades tailored for that too. Once I'm finished with this one, I'll play Dishonored 2.
игра переполнена мелкими деталями которые создают невероятную глубину погружения к примеру в я только в 4 раз проходя игру узнал что в одной из первых миссий перед тем как отравить самогонный аппарат можно сначала налить в рядом лежащую бутылку зелья востановлления здоровья и получить бесплатную аптечку а только потом кончать на клавиатуру игра 10/10 жалко что нету концовки где эмимли становиться фурии но надеюсь что во второй части это исправят
No me arrepiento de comprar este juego, este juego te deja todo a tu imaginación, compralo :)
A truely timeless stealth-combat immersive sim with a variety of interesting themes, The graphics still hold up in 2026, 13 years after the game released, and it's artstyle, penned by Viktor Antonov (God rest his soul) is amazing. Play it, You wont regret it. 10/10
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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