
Grenades are holy relics. Shotguns are spellcraft. In this top-down survival action-RPG, discover a fantasy realm invaded by modern world and destroy nearly everything. Scavenge artifacts, forge weapons, build outposts, brew potions, and hunt the corruption devouring the land. Play solo or co-op.
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About
DYSPLACED is a top-down survival action-RPG set in a fantasy realm invaded by modern objects leaking in through cracks in reality. A faction called the Watchers has summoned you as their Guardian to hold back the corruption devouring the land. Break down nearly everything, scavenge dysplaced artifacts - grenades, shotguns, mines, baseball bats, traffic cones, and stranger things - alongside forged steel and arcane brews. Build outposts, craft custom weapons, hunt the Eternals, and shape your hero across a vast open world. Play solo or co-op, online or local.
The realm has a leak.
Something in the fabric of this world has come loose, and modern objects are seeping through the cracks - firearms, landmines, busses, things that have no name in any language spoken here. The locals call them magic. The wiser ones know it's worse.
The Watchers, an old order who have studied the cracks longer than anyone alive, have summoned you as the Guardian to fight back the corruption devouring the land. The villagers welcome you with open arms. The Eternals - ancient, hungry, patient - seem almost to have been waiting.
💥 Break down nearly everything - Trees, wheelbarrows, plows, barrels, houses. Survival here means demolishing the scenery, and the scenery has plenty to give.
🔫 Scavenge Dysplaced Artifacts - Firearms, mines, baseball bats, and stranger things from a world that isn't this one. Locals call them magic. Some are.
🔨 Forge modern weapons from ancient materials - Once you understand the artifacts, you can craft local copies. A bronze-age blacksmith's take on a fragmentation grenade can be concerning though.
🧱 Two worlds of materials - Forge bronze ingots and hardwood planks alongside paracord, carbon fiber, and salvaged electronics. The recipe book reads like two civilizations arguing.
⚔️ Build a hero from scratch - Sword and shield, spear, bow, or scavenged tech in a leather holster. Mix and match modern artifacts with forged steel.
🏕️ Build outposts, campsites, and houses - Your creations will be a mix of two worlds - modern and ancient.
🧭 Explore a vast, beautiful, dying realm - Hunt wildlife, farm herbs, fish murky lakes, find hidden quests, brave wonders and horrors.
🩸 Brew potions and cook meals - Tactical advantages, vigor, boons. The cooking pot and the alchemy bench might be your greatest weapons.
🙎♀️ Meet the denizens - Help them survive what's coming. Some of them know more than they're saying and some of them welcome the chaos.
🧛♂️ Fight the Eternals - Corrupted, ancient, patient. They have been part of this realm longer than anyone can remember - except for the Watchers.
🤝 Solo or co-op, online or local - Bring a friend into the dream-infused world. Or don't. Some things are better witnessed alone.

Scavenge the world for Dysplaced Artifacts — modern items that have seeped from our realm into theirs. Some are incredibly powerful, and the locals mistake them for magic. You can even learn to craft local counterparts, like grenades forged in copper or bronze casings.

Nearly everything in this massive world is destructible: trees, wheelbarrows, plows, barrels—even houses. Gather materials to learn new skills and craft a wide array of items. Use your axe, hammer, sword or powerful modern tools to destroy nearly everything!

Craft and customize a vast array of weapons, armor, and tools to grow stronger. Create gear that fits your playstyle: block and parry with sword and shield, hurl deadly spears, or strike from afar with a bow. Spice it up with scavenged modern artifacts — grenades, mines, and shotguns — or build an anvil to mix and match blades and hilts for unique weapon combinations.


Once equipped for the journey, a vast and enchanting realm awaits. Gather resources, hunt wildlife, farm local plants gather herbs, shrooms and berries, uncover hidden treasures, complete mysterious quests, and brave awe-inspiring wonders and dangers alike.
Make a campfire, build a workbench, forge, or even a teleporter — or craft a full house! Venture further by establishing campsites and outposts along the way. A well-equipped outpost can make all the difference when facing the challenges of this strange new frontier.


As you arrive, a sinister force consumes the realm—spreading chaos and driving its people into exile. They are called the Eternals, and you have been called to fight them. Are you ready to steel yourself against the scourge devouring these lands?

You can conquer this strange new world alone—or bring a friend. Prepare for a shared experience in a dream-infused world where everyone can find both tranquility and adventure.

The game already has the majority of features and a large part of final content at its current state. The main thing in development is the rest of the content (~50-60%). During early access we plan add rest of the content. We also plan to add features and functionality not specified here yet - what we add depends on the feedback during the Early Access.
In our experience the Early Access model will result in a better game: We'll have more time to develop the game together with a more extensive audience than we can reach with our internal testing. We will create the remaining part of the game in any case, so it's better to create the rest of the game with more feedback.
Early adopters tend to be the most passionate and vocal players — their feedback on things like difficulty balance, progression pacing, and missing quality-of-life features is invaluable and hard to replicate internally.
We'll be actively present on our Discord server and Steam forums, listening to player feedback and engaging in discussion. We update the game regularly, and our in-game changelog keeps the community informed of every change.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[quote]A blinged-out screenshot version of the review can be found at the [url=https://summitreviews.biz/article/90/dysplaced-early-access-review][b]Summit Reviews website[/b][/url].[/quote] Review based on an Early Access build 0.7.1.2. 10tons Ltd has a pattern, but it’s a pattern they seem to iterate on quite successfully. Dysplaced upgrades and expands on Dysmantle, upping the ante with some more narrative driven beats, base building, and multi world hopping, while retaining all the environment destruction and cozy survival vibes which made the first one so well liked. And this one features online co-op, so you can share the coziness. Where Dysmantle went for a bittersweet, lonely man in the bunker apocalypse, Dysplaced goes for a modern fantasy, multiverse savior spin. You’re displaced from your home by an unknown encroaching threat, and saved by a ghostly lady who whisks you through a magic portal. Cue in a tale of cultists, an imprisoned god, an unwitting hero in the making, and a reknitting of the universe. It’s not terribly original, but it’s engaging enough to move the narrative forward, and there's a reasonable amount of collectibles to go with it that expand on the lore a bit. The crafting and light survival loop is still the main draw here, and is as addictive as it was back then in Dysmantle. You can break and collect almost everything, the only limit being the quality of your equipment. You’re also constantly searching for ingredients and materials, with the game slowly feeding you new items and upgrades. A great addition is a buildable recycle bin, allowing you to break down old tools and recover materials. Most of the systems are in place already, even in this Early Access stage, but there are a few road blocks with quests and sealed off areas where current maximum upgrades don’t cut it. In the beginning, the story slowly funnels you through tutorials in the first world, but quickly gets to opening up the other three. With four worlds at your disposal, the free roam exploration truly begins. Considering not all materials are available on all worlds, you’ll wear out your shoes quite fast, at least until you learn to repair world waygates, and build portals. Some of the later materials, especially ores, are well hidden and will require some diligent exploration to find. Base building is a welcome new addition, but doesn’t really work with one central base mechanic. You can build one, or a few, for roleplay reasons, and it’s easy to get back to them via portals, but you need one for each world since portals don’t work across different worlds. Instead the game encourages you to build small bases and crafting stations as you progress through the story, and before boss fights. The ancient storage boxes placed across the world that serve as inventory hubs can almost be considered subtle hints for your campfires. All of your equipment can be upgraded, and there are multiple tiers. Weapons and tools can even be broken down into components like handles and blades, which have different bonus stats, and you can mix and match them. Almost every action also gives experience, and levels unlock new skills and abilities, which are then purchased with materials connected to those skills. Don’t expect to outpace the story here though, or do some power grinding sessions. It’s all neatly tied together to prevent the standard grind mindset. This might be an issue for some, but I find it breaks up the grind into smaller, more bearable chunks, while propelling the story forward. Just like in Dysmantle, there are still no survival needs, Green Hell this isn’t. And it’s a good thing you’re not required to micromanage your basic needs meters, because it would slow the upgrade progress to a crawl. Food and potions only heal you, and provide additional buffs. You only lose a part of your inventory when you die, but you can just saunter to your marked corpse and pick it all up, even multiple times. The enemies don’t respawn when you rest, which was a mechanic in Dysmantle. This works well with the rebuilding of the worlds story angle, with villagers returning as you clear out cultist lairs, repair bridges, and restore world connections. Certain things can only be obtained if you help the people, and the land. The worlds themselves feel much more vertical than in Dysmantle, and more interconnected with caves, ancient elevators, and even upturned trees that serve as bridges. Restoring the ancient technology also opens up a lot of shortcuts, making return trips easier. You can now also jump, but it has a weird tiny sliding feel to it, just enough to cause needless grief when least expected. That same sliding feel sometimes happens with movement as well, just a little ice slide, but it’s much more pronounced in jumping. Slight camera issues, especially when close to higher elevations also pop up, slapping a mountain in your face and blocking your view. Hopefully, both things can be corrected down the line. Enemies come in various cultist forms, including a few zombie versions, and a couple of different bosses. The humanoid enemies have a pattern of attack, and can dodge and block, depending on what weapon they’re wielding. But they’re not the ones you need to fear, with a bit of practice they become predictable. Fear the wild boars stalking the woods, drooling and heedlessly charging you as soon as they smell you, usually in packs. They will overwhelm you if you don’t pay attention. Combat is simple, and consists of blocks, dodges, and parries. There are also a few ranged weapons. I haven’t quite figured out the parry timing, and I’ll assume it has one since there’s a stat that boosts riposte damage, but I found it’s better to go for a dodge strategy. A stamina bar, which is a change from Dysmantle, tries to shake things up, limiting you in actions when empty. But I don’t think it’s a great choice here, it’s clunky, slows the combat, and the block and parry system would work even without it. Just let this be an action game, not everything needs this particular soulslike component. The boars might need a bit of toning down, but then again, I’ve never met one in real life, their power might be true. The visuals don’t differ much from Dysmantle, and are still bright and colorful, adding to the cozy vibe. The overall, almost charming, ambience still works well to convey the abandoned worlds, with creepy towns and ruins overrun by cultists, but now with an added fantasy filter. The map, and the mini map, are great, detailed, and visually very helpful since they show the world as it is, so you can orient yourself easily. There’s one choice I find questionable, an option to enable AI generated voices. It’s not surprising in today’s climate, but it’s completely not needed, and it ruins the charm more than it adds anything significant. Around 60% of the game is completed, the latest patch added a fourth world, and game difficulties, but more importantly, corrected a lot of issues. There’s a lot to do here already, but expect plenty of things to be added, changed, tinkered with, and hopefully improved. The developers ironed out Dysmantle to the last bit, they’re responsive, and listen to feedback. For now, I have no doubts this will get the same treatment, so consider this an early sneak peek into an already good cozy, light survival and crafting game in spite of all the critiques. [quote]Find more quality curios and pieces over at [url=https://store.steampowered.com/curator/41449676/][b]Summit Reviews[/b][/url].[/quote] [quote]More off the beaten path games, wonders and failures at the [url=https://store.steampowered.com/curator/37838664/][b]Cabinet of Curiosities[/b][/url].[/quote]
I love Dysmantle and have beaten it in local co‑op multiple times, which is exactly why I wanted to try this one. Unfortunately, it feels like a downgrade in several ways. Splitting resources in local co‑op doesn’t make sense. Only the first player’s level actually matters, yet the second player still has an independent level. The strange part is that the second player can’t unlock any tech on their own—they inherit all tech from the host. That completely undermines the point of splitting resources and giving the co‑op partner a separate level in the first place.
Same problem as Dysmantle....just a single boring loop over and over. Same terrible level design too; more frustration than clever-fun. So far, 30 hours in, the game is just simply annoying, through and through. None of the numbers of weapon damage to capability match up to the world. Copper axe can supposedly do enough damage to cut tires, nope. Lies. Just make the next one up. The levels are annoyingly large and hard to traverse. There's never enough marble to make way points or repair all of the ones on the map. Literally every "safe" place you go to the waypoint, fire, and storage, are all broken and need fixing before you can use them to save the game. Annoying.
[h3]日本語化MOD[/h3] リリース版までの繋ぎとして日本語化MODを作成してみました✨ 導入するには手動で設定ファイル(.xml)を編集する必要がありますのでご注意ください⚠️ 詳しくは、ダウンロードしたファイルに同梱されているテキストをご覧ください。 [url=https://sites.google.com/view/chocolat-workshop/]配布サイト[/url] [h3]レビュー[/h3] DYSMANTLEが楽しかったので購入してみました! DYSMANTLEの続編ではないようなのですが、システムは似ていているのでプレイ済みであれば違和感なく理解できるかと思います。 ほぼ何でも壊せるのが楽しい!今作の世界観はファンタジー寄りでその中に現代の物が紛れ込んでいるという設定のようです。 まだ始めたばかりなので武器やツールはそれほど発見できていませんが、バールは是非使いたい! 今作のスキルはレベルアップしただけでは覚えられず、必要な素材を使って解放する必要があります。さらに解放したスキルを習得するのにも素材が必要なので、無計画にクラフトで使ってしまうと後で後悔します。
A great follow-up to the excellent Dysmantle title. I really enjoy the combination of good world building, fun exploration and combat, and of course destroying stuff. It also means a lot that the devs push a lot of quality of life type fixes; they are listening and making it better every week.
I love it, I've been waiting for so long for something like Dysmantle to come out and this is super similar. It does have some glitches here and there but it has just been released so I expected that. I enjoy running around killing monsters and destroying everything I can haha.
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This is a tentative review based on the current version I am playing which is 0.7.4.2. Please take this review with a grain of salt as someone who beat Dysmantle and looked forward to playing Dysplaced made by the same company and engine. It is not Dysmantle. It may have elements that are similar; but is in whole different from. Beginning from the start; the game starts you off destroying everything for materials, experience, and to clear up areas to progress. It stops needing you to do that very quick unless you're trying to get current iron gear which requires a substantial 40 levels (at the moment) to learn how to craft. You venture through not one, not two, not three, but at least five islands (counting the initial one) doing quests and various oddjobs for people as you learn what the main villains are; what they are doing, and how to stop them. Along the way, you build warp portals, storage chests (all linked, yay), campfires, and more bridges than in most architect games. This is unfortunately about as complex as it gets at the moment. Enemies are a bit lackluster; while some variety exists; can easily be taken down from close range or afar. Enemies (Purple Variety) respawn on corrupted soil which means a power source is nearby. Something you learn very quickly how to destroy and unless you're farming the [Redacted Item Name Here]; you don't need to worry as Helios Island offers an infinite amount of them to currently slay. Enemy shots can be dodged without much issue and if you play it smart; will make most boss fights very simple. Items are unforunately very one dimensional even with the "dismantle and reassemble" system they cooked up. Currently beyond adding a dash of column a bonus and b bonus; I did most of the game with a standard mace/hammer while upgrading it's quality accordingly. Suggestion to developers is enemies need a type of weakness. They take a small amount more damage from a type. It would at least add a reason to switch up weapon types mid combat if you know some mobs take more damage from blunt weapon rather than sharp. The game quests are somewhat interesting but feel very unrewarding. For example, one person has you hunting a slew of his chickens. The reward is a recipe for food and a potential upgrade if you so choose. His chickens are spread across HALF THE MAP. After literally gathering his chicken hordelings and bringing it back; getting a recipe card and not even some of the ingredients of the recipe felt very.... light as a reward for something taking 25-30 minutes to complete. Now the game as it stands right now is buy it if you want a few good hours of gameplay and a dozen or so hours of mediocre gameplay. I kept running into walls preventing progress due to the game currently being incomplete and you may as well. But I can see it being worth picking up on a sale for $15 as it stands right now. I'll definitely amend my take on the game once more comes out; but yeah. I'll give it a 6/10 atm. A time waster that is at least not very buggy and in a good playable state.
A great start to an early access game, imo. Not too grindy and the stuff you do grind for is almost right at hand. Later in the game it will need more searching, by then you'll know if you want to continue: I certainly do. Fairly straight forward learning curve. Nice graphics. Easy to control. Quests and side missions. Multiplayer/co-op/local co-op. No need to change anything from their previous games. If it isn't broke, you don't need to fix it.
They are making another banger with this one. I like that they added character customization! Its a small factor but it really adds. They way they are doing skills is a much better improvement. Altho i do miss when you level up you would get to pick a perk. I recommend it!
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Concurrent players on Steam, sampled daily since tracking started.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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