
Ascend from your shelter. Ruin everything. Escape the wretched island. ⚔️🔨🎣🌱🌵🍰 Explore. Fight. Level up. Survive. Gather. Craft. Harvest. Hunt. Build. Farm. Solve puzzles. Fish. Cook. Live. Enjoy the bittersweet post-apocalypse.
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.
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): 1/day in the week to Sep 7 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam + Google Play only; PlayStation, App Store, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 11.6Kreviews | 91% | — | $7.6M |
| $10.99 | 4.9Kratings | 88% | — | $4.6M | |
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 851 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
was soll die scheiße mit der permanenten werbung beim rausgehen des games ? ICH KAUFE EURE DLC´S GOTTVERDAMMT NOCHMAL WENN ICH DAS WILL !!! ich kann das nichtmal ausschalten ! jedes mal beim raus gehen werde ich an den kauf für ihre ♥♥♥♥♥♥♥ dlcs erinnert WTF !
[h1]Volume over substance. Famine without Feast.[/h1] Dysmantle is a game that I've had on my list for quite some time. As a fan of survival games, grinding games, incremental games, etc, it seemed right up my ally. But, every time it fell on sale I was busy playing something else, or had funds committed to other things. The recent summer sale was the first time that was not the case. So, I finally picked it up. And honestly? This is becoming one of the few purchases I've ever made that I regret. Dysmantle follows a simple core formula. Break things to upgrade your tools to break more things. Repeat. Do so to learn the fate of the island you're trapped on, and escape it. The problem is that the game blunders this formula early on. After your first hour or so, you're suddenly going to be locked into a famine state where you're searching for the materials that you need to get the next upgrade you need. And then, when you get that upgrade? You'll realize that you're 5 damage below the threshold that you need to cross to be able to break bigger things. Now you need another upgrade. Except, maybe there ISN'T another upgrade that you can see. Because the upgrade is gatekept behind the most [b]pointless leveling system in a game I've ever seen[/b]. Now you have to grind 4 arbitrary levels while gaining functionally nothing out of the effort but a bunch of filler material you will not ever need. Yes, there are systems to upgrade lower level materials to higher level materials. No, upgrading ANY material below the current "tier" of material you are needing in all your crafting recipes is never cost nor time efficient to craft (because crafting is literally just artificial waiting) instead of just finding it. After a point, you need to find a single recipe located in one zone in one location to have the ability to break through the next tier of damage needed to gather tougher things. How do you get to that location? Traveling aimlessly into new zones until you happen upon it. The crafting stations necessary for the system described above are also found by exploration in zones. But at least those have breadcrumb quests pointing you towards them. The whole game is like this. You will either waste an obscene amount of your own time, or you'll just look up what to do next online. And that's not even touching on the raw filler. The world feels around 44% larger than it has any reason to be other than time sinking. I'm not even kidding that you can get to the point where you need that upgrade that you can only find in one zone in one place before you've even uncovered 33% of the map, and the upgrade in question is more than 50% of the way through the entire game. I know this because [b]I did it[/b]. At the time of writing this review, I'm 21 hours in. I hit the point where I could not go any higher without that one item somewhere around FOUR TO FIVE HOURS. Finally broke and looked it up because I thought I must be missing something to have made ZERO tangible progression towards being able to break anything tougher. So, what's filling the interim of this famine of progression? Combat and quests. And you find out very quickly that both are very, very lacking. The combat is extremely unwieldy, and just doesn't feel good. And the enemy variety is nonexistent for extreme spans of the game. I saw all of the ONLY enemies I would encounter for the first 18 hours of the game, within the first two. None of them are fun to fight, because fighting itself isn't fun. And when you do finally get new enemy variants, they're just the ones you've been fighting already, but with a gimmick attached. Even the "new" stuff doesn't feel new. You could cut combat entirely from the game and frankly it might be better for it. The quests that don't involve pointing you towards an upgrade, are 99% filler that amounts to one of the following: - Kill things in this area. - Find a cache of resources by investigating a clue, which will lead to another clue, which will lead to another clue, which will lead to another clue, which will lead to the cache. Every single time. - Unlock a door, either by repairing a console or by finding a key. A key that you'll be pointed to by investing a clue, which will lead to another clue, which will lead to another clue, which will lead to another clue, which will lead to the key. Notice the problem? That is the Dysmantle experience. Being blockaded from X new area because you need Y new upgrade, but you can't get Y new upgrade without gathering Z material, and you either can't gather Z material yet because you NEED Y upgrade for it, or you've found a grand total of like, ONE thing that drops Z material that you can break. So you're forced to scour the landscape for points of interest in the hopes that they will include one or two more Z materials. while you need 14 to get the upgrade. And when this formula finally concludes because you gained access to crafting, replace it with... you sit on your ass for 10-20 minutes while the amount of material you need crafts. in full. Yes, you can go out and explore in the interim. But there's so often so little to actually find aside from more filler quests, more of the same material you already have an abundance of to gather, or just vapid grinding for levels that aside from artificially gatekeeping your access to new tools, will grant you such extravagant benefits like +5 more health or deal 5% more melee damage to enemies that you're already going to naturally oneshot by upping your damage anyway. The sad thing is, there's a lot to like about Dysmantle. It oozes indie charm, has some fun visuals, and has a foundational loop that SHOULD be satisfying. It has just been broken in every sense of the word by its botched balancing. A game like this should be feast, with small bouts of famine as you get deeper into progression and unlocking upgrades takes longer. You should be constantly getting incremental increases to your tools and feel that dopamine when you figure out how to get the next upgrade and IMMEDIATELY see yourself working towards the one after. Not spending hours upon hours trying to figure out how the ♥♥♥♥ the game even wants you to progress further because the next level of thing you need to break requires 60 damage and your current tool with no visible successor to work towards that you can see capped at 55. I'm not gonna say Dysmantle is a genuinely bad game, because it isn't. But, if you're coming into it looking for the enjoyment you usually get from survival-esk games of working towards tangible goals to unlock new thresholds of breaking and feel rewarded for your time doing so, you're SoL. Dysmantle is pure open world quantity over quality. It is a game that feels like it exists solely to burn away your time. Maybe you grab a drink and just vibe as you break things for hours upon hours upon hours. If all your looking for is value of time to dollar, you can guarantee this game will bleed as much of that time out of you as it possibly can. If that sounds appealing, go for it. But man, I really should've just gone back to Enshrouded or something. The sad thing is that I'll probably still play some more of it. I've been stuck in that loop of "It might get really good just around the corner" for the past like, six hours. There's ENOUGH here that is decent that it makes me WANT to like it. But, at least as of now, that eureka moment where it suddenly becomes genuinely satisfying just, hasn't appeared. And I've started catching myself having thoughts like "I wish this game would just end", which is the last thing I should be thinking in a long progression game.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, German, Russian, Turkish, French, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Italian, Traditional Chinese*languages with full audio support
| $19.99 |
| 4.2Kratings |
| 91% |
| — |
| not modelled |
| $9.99 | 472ratings | 91% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | 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 856 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You already know if you'll enjoy this slop, everyone else take a hard pass. it's a open world destruction game with a paper thin story surrounded by layers of unrewarding loops and it becomes obvious early that the game does not respect your time. The entire game your forced to fight with a limiting inventory, and the longer you play the game the more obvious it become that the "walls" you hit only exist to waste your time. Everything is clunky and there's no player quality of life. Too much grinding and pointless walking, if you've already made the mistake and redeemed a code for this mess either install workshop mods to "accelerate" the pace or better yet just skip.
A weirdly relaxing survival craft game. It looks nice, and I like that you can smash everything in sight, especially when you've upgraded your weapons to max. It can be a little tricky to get started, but soon enough you get stronger and it feels great. The story is okay, but there's not much of it compared to the vast amount of gameplay. After a while, gameplay start to feel really repetitive, there's not loads to do, and mechanics are pretty simple. There is a huge map to explore, but often I found a lot of exploration pointless, as the common items found weren't really worth it. The worst thing about this game was the ending. Throughout play there are optional hordes to defeat with turrets and defence items you can craft (tower defence style). I tried these a few times, decided they weren't for me and skipped them. Then I got to the end of the story, and found out you have to defeat a huge horde, and I wasn't prepared for it at all, because you get more defence items from completing the optional hordes, and I hadn't done many. This ruined the experience for me and I actually stopped playing without finishing the game. The hordes should have been mandatory if there was no other way to finish the game. I could have gone back to do all the hordes, but fast travel in this game is a pain in the backside, the spots are few and far between and after 40 hours I'd had enough. Overall a nice little game that's grindy but weirdly relaxing. If you play, be sure to do the hordes as you work your way through the map.
I'm not really sure what to think of this game. I like the look and feel, but somehow it is flat in gameplay. Not boring, but doesn't have a lot of depth to it. You basically just grind through the areas for materials, unlock new inventions and upgrade your stuff, then grind again. Since you are upgrading your stuff, you keep coming back to the areas you already visited to dismantle things you couldn't before. Everytime you interact with the campfire all enemies spawn again. You can upgrade the tower later on, so they stay dead permanently, although I'm not even sure if I want to do that. What bothers me is the back and forth through the same areas multiple times. It has a few quality of life features such as shared chests, so you don't have to run back each time, but have access to your stuff at every chest. It also works quite well on the technical side. Overall I think this is a decent game, if you are looking for some mindless grind, while doing other stuff, or just want to have a chill time. I don't think I would have paid 20€ on this though. Keep an eye out for this on a sale. Currently available through Fanatical Platinum Collection Bundle for around 3€.
Very satisfying game in a strange completionist sort of way. Once I 100% this game including DLC i stopped too think did I actually enjoy that and then when i looked at my play time i decided, not only did i enjoy it but it's one of only a handful of games i've sunk over 100 hours in. This for me is the quintessential podcast game a game I'm glad I watched credits roll on but i don't think i shall ever play again. I recommend this game if you're a fan of clear and obvious progression and visually obvious upgrades. It's easy to get lost in the sauce in what on the surface seems like a very shallow game but is actually incredibly in depth when you begin to disturb the surface.
dysmantle start of so good,addicting, and progres i perfect,but then as you neer the ending it ♥♥♥♥♥ the bed,it gets so tedious an mundane,your character is max level long before you reach the end so ther is no progres there,and the things you have to do to beat the game are yust so boring in the worst posible way, and later maps get so annoying with opsticels that make you have to back track over and over, i realy cant recomend the game,unleas you are fine whit never beating the game and just play it untile you get max level on your character
Survival-игры и симуляторы. Обзор №17. Интересная игра, есть свои плюсы и минусы, но в целом хороший проект. Плюсы: 1. Интересный, проработанный мир со своими головоломками, секретами и заданиями (как основными, так и дополнительными); 2. Интересная система прокачки персонажа и инструментов; 3. Уникальная механика разрушения всего вокруг для добычи материалов с совмещением базовых механик из survival-игр (крафт, строительство базы, фермерство и др); 4. Качественный продукт, игра не сырая, не вылетает, работает стабильно. Минусы: 1. Однообразие геймплея. Геймплей уникален, но в тоже время скучен, спустя часов 15-20 многим надоест ходить и ломать все вокруг. Базовые механики выживания есть, но основу игры все-таки составляет беспощадный гринд с разрушением всего вокруг; 2. Если хотите пройти игру на 100% достижений и получить новые механики (например, быстрое перемещение между кострами), придется покупать DLC (это в принципе не плохо, но некоторым может не понравится); Итог: Игру рекомендую, разок пройти стоит. Для тех, кому не нравится гринд и однообразие геймплея, не рекомендую.
This game was therapy for me, and I’ve been meaning to review it for a while. It came at a pretty stressful time in my life, and I just needed a game that didn’t stress me out too much. This game checked that box. It was just… fun. It was challenging and tense but not to a detriment. I loved the farming loop, I loved exploration loop, and the graphics were great. It was just what I needed, and I highly recommend it.
A lot to like. I like the concept. I like the atmosphere it creates. But, after awhile, you're just doing the same thing every time you play. Having a more diverse set of materials to break down would be great. Instead, it feels like there's not actually many items. Also, you just go around killing the same zombies with little challenge. It started fun, but fizzled out for me after a week or two.
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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