
HELLDIVERS™ is a hardcore, cooperative, twin stick shooter. As part of the elite unit called the HELLDIVERS, players must work together to protect SUPER EARTH and defeat the enemies of mankind in an intense intergalactic war.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
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.
About
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; PlayStation publishes 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 | 33.4Kreviews | 90% | — | $14.9M |
| $19.99 | 62.1Kratings | 90% | — | 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 918 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So much better than the current state of Helldivers 2
[h1]Узаконенный мазохизм: Игра, которая ненавидит соло-игроков и ваше время[/h1] HELLDIVERS™ Dive Harder Edition — это игра, которая на бумаге обещает эпичные кооперативные сражения во имя «Управляемой Демократии», а на деле превращается в душный, хаотичный и недружелюбный симулятор ходьбы под огнем собственных союзников. ☠️ Френдли-фаер и хаос ради хаоса Главная «фишка» игры — отключение огня по своим — на практике работает как главный источник раздражения. Вы будете умирать не от жуков или киборгов, а от случайно прилетевшего стратагема сокрушителя, шальной пули союзника или падения припасов прямо вам на голову. Когда это происходит в первые пару часов — это вызывает улыбку. Когда вы сливаете получасовую миссию на эвакуации из-за того, что рандом под ногами не заметил вашу позицию и бросил туда бомбу — хочется просто удалить игру. 👥 Без сыгранной пати делать нечего Игра абсолютно не адаптирована для одиночной игры и ужасно раскрывается с случайными игроками (рандомами). Играть с ботами или в соло на высоких сложностях — это чистый мазохизм, где вас просто заваливают ордами врагов. А поиск адекватной команды в подборе — отдельная лотерея: вас либо кикают прямо перед эвакуацией, либо вы попадаете к новичкам, которые не знают комбинаций стратагем и постоянно уничтожают свою же команду. 📺 Общий экран и неудобная камера Top-down изометрия с фиксированным общим экраном на всю команду — это устаревшее и удручающее решение. Вы буквально заперты в рамках одного монитора со своими сопартийцами. Если один человек застрял в текстурах или решил пойти в другую сторону, тормозит вся группа. В критические моменты из-за ограничений обзора вы регулярно будете получать урон от врагов, находящихся за пределами экрана. 🔄 Бесконечный и однообразный гринд Все миссии строятся по абсолютно одинаковому шаблону: приземлился, нажал пару стрелочек на терминале, захватил точку, вызвал эвакуацию, отбился. Прогрессия завязана на нудный фарм образцов и опыта. Чтобы открыть нормальное оружие и улучшить стратагемы, вам придется сотни раз делать одно и то же на одинаковых, сгенерированных без какой-либо фантазии процедурных картах. 📝 Итог HELLDIVERS™ Dive Harder Edition может подарить удовольствие только в одном случае: если у вас есть ровно три сыгранных друга с железными нервами. Во всех остальных ситуациях это унылый, гриндовый и невероятно токсичный опыт, от которого получаешь больше сгорания, чем веселья. Оценка: 4/10 падающих на голову капсул
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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 14: 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.
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*, Japanese*, Russian*, Swedish, Danish, Finnish, Norwegian, Polish +7 more
Hours played at review time, across 922 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I can no longer play this game knowing that it would support the company that protects doxxers.
esta muy bueno actualmente no puedo jugar el 2 pero ya pronto
Купил первую helldivers и теперь я понял что играть в шутеры с видом сверху и коопом это то еще удовольствие, когда запрашиваешь боеприпасы или хочешь возрадить союзника то капсула обязательно должна попасть в тебя, иначе былое удовольствие пропадает
不拉屎专员少贪1%军费后的浅兵 be like
actually fun unlike helldivers 2 right now
[h2] I would like to first point out that this game is NOT Helldivers 2. Helldivers 2 is the direct sequel to this game, and I will be comparing it to HD2 for that reason. However HD1 and HD2 are VERY different games. [/h2] [h2] Camera: [/h2] The camera is shared between all the players with it being centered between them. To move, all the players must move at once. You cannot go outside the cameras sight, unless you are downed for some reason. This can result in players being trapped behind a group of enemies, unable to escape even though a viable escape route is behind them, the camera simply does not allow it. A breakdown in communications between players can very easily lead to a TPK if "Camera real estate" is not managed properly. Stratagems aimed near the edge of the camera will kinda just flop to the ground at the feet of the helldiver, I have no idea why. It is also very easy to lose track of where your player is. While you are looking at the other side of the map and shooting your player can wander off or other players can wander in, causing you to lose track of where your player is and you then walk off the nearest cliff while thinking you are actually a different player. Accidental friendly fire can occur if a teammate walks in between you and the enemies you are shooting at on the other side of the screen, or you could walk into a teammates fire as well. You can only really look in one place at once, and you have to constantly look back and forth between you, the enemies and your crosshair to make sure your aren't about to shoot a teammate or get shot yourself. [hr][/hr] [h3] Extracting: [/h3] If you die before you extract, you fail the mission even though you completed all your objectives. After you complete all the main objectives extract becomes an objective, so if you die you fail the mission. One of the few things Helldivers 2 does better is not failing the whole mission if you die before you extract. Having to repeat a mission 2-3 times can become incredibly frustrating and tiring when you keep dying at extract. There is also no auto RF, so if everyone dies without calling in a RF the mission ends and you have to restart. [h3] Infinite enemy soup: [/h3] It is incredibly easy to create an infinite soup of never ending enemies, especially on higher levels or Illiminate. New patrols will stroll into the ongoing battle and call in more enemies. This usually results in a death spiral, unless you run across half the map to let the enemies despawn. [h3] Diving: [/h3] Diving is a large part of HellDIVERS, but its kinda bad if I'm being honest. Diving takes has a super long recovery time, and can sometimes just not work. You will dive, and for some reason your helldiver will just get back up again with no input from you. You also cant use any weapon, even your pistol; even though you can use your pistol while downed. The only thing diving really does is move you out of the way of an explosion that you can easily just walk away from, or allow you to avoid gunfire from the ONE faction that uses guns(and then a hoard blueberry muffins walk up and beat you to death before you can recover). [h3] Cursor: [/h3] A minor thing: the cursor will turn into a crosshair wile ADSing, otherwise it is a transparent gray dot that is very easy to lose track of. IMO it should be a crosshair 24/7, or at least a regular cursor. [hr][/hr] [h2] Loadouts: [/h2] [h3] Stratagems and stratagem complexity: [/h3] The stratagems you bring actually matter a lot. The only meta is really still the supply pack, but barely. Your stratagem loadout allows you to bring multiple of the same stratagem, for multiple cars or offensive stratagems. Or just bring a full loadout of nukes if you want, its up to you. HD2 for whatever reason does not allow this, even though it 100% should. Let me call in 4 napalm barrages please, I don't care if it crashes my game let me do it. Some of the stratagems, especially the more powerful ones have stupidly complex and unintuitive inputs. Some of them are seemingly random input spam. This makes throwing stratagems in a short time kinda impractical, and usually the enemies they are targeted against are gone or dead by the time the stratagem actually activates. HD2 fixed this by having an actual pattern to inputs for stratagems. This makes smaller "less powerful" stratagems really the only ones viable in combat, unless you can memorize the arbitrary inputs of the larger stratagems. [h3] Weapon design: [/h3] Weapon design is actually good and a lot of the weapons fill a specific role, and not just 5 variations of the same SMG. Upgrades for them actually matter, and actually make a real difference in how the weapon functions instead of playing the minmax numbers game with an attachment system. Shotguns are overpowered as ♥♥♥♥ and actually clear hoards of enemies, and assault rifles are good at accuracy. The guns do feel powerful(even if the sound design needs a little work), and you can actually use them to clear without relying on stratagems(looking at you HD2 and devs). I have gone entire missions without using a single offensive stratagem, that's how good the weapons are. The only stratagems me and me teammates really need are quick area of denial or quick anti tank for tank chaff. [h3] Boosters: [/h3] The booster you pick is also important, and has a real tangible impact instead of providing a small boost to stamina or health, or giving you the supplies that you should have started with in the first place(I mean come on is it that hart to just give us supplies?), or make your Hellpod a little gassy and more of an inconvenience than a benefit. Heavy armor slows you down, but protects you from a lot of chaff enemies. The stim boosts health recovery and recovery time. Stratagem priority drastically lowers stratagem recharge and call in time. All terrain boots prevents hinderance from snow and water. They actually make a difference instead of being a slight stat boost. oh yea, you also get [b] 3 SAVED LOADOUTS [/b] for use on the different factions, so you don't have to select the same loadout every mission. Plus there is a random loadout option for extra XP gain. [hr][/hr] [h2] Repeatability issues: [/h2] Missions consist of several objectives to complete, with usually a good spread of different objectives. Sometimes there can be up to 3 of the same objective in a mission. There are only about 5-6 standard objectives that are shared across all factions plus 1-2 faction specific objectives. This results in missions all feeling the same, especially on higher difficulties where you can have 7 or so objectives to complete. Objectives start to repeat over and over and the game feels like the same mission over and over again. This is probably my main issue with this game. HD2 missions have a single large objective to complete and some mini side objectives. The single objective takes usually most of the mission to complete, along with all the other side objectives. The side objectives also have an impact on the mission. SAM sites shoot down dropships, SEAF artillery can be called in, LIDAR reveals side objectives. Only one objective in HD1 really has any impact on gameplay, allowing the use of stratagems again within a small area. The rest of the objectives just turn into a long laundry list of things to do that have little to no impact on mission gameplay. HD2 missions don't feel as repeated because it takes so long to complete one mission objective, while HD1 missions are a bunch of smaller objectives that take 30 seconds to a few minutes to complete with no overarching goal. HD2 missions feel like I accomplished something when I finish them. HD1 missions kinda start to feel like chore simulator after a while.
quite a fun game. i still play even though the second came out, as it has a more arcady feel in my opinion, which i like
超级气球是投注
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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