
From the creators of Batman: Arkham, Suicide Squad: Kill the Justice League is a genre-defying third-person action shooter where the ultimate band of misfits must do the impossible: Kill the Justice League.
Modeled estimate, not a reported figure. How we estimate →
About
From Rocksteady Studios, the creators of the Batman: Arkham series, Suicide Squad: Kill the Justice League is a genre-defying third-person action shooter where the ultimate band of misfits must do the impossible to save the world: Kill the Justice League.
Join the newly “recruited” members of Amanda Waller’s infamous Task Force X (aka the Suicide Squad), Harley Quinn, Deadshot, Captain Boomerang and King Shark, as they set out on an impossible mission to Kill the Justice League. Drop into an expansive and dynamic open-world Metropolis ravaged by Brainiac’s invasion and terrorized by the heroes who once protected it.
Each Squad member brings their own traversal mechanics to help them navigate a sprawling and battle-torn Metropolis, combining free-roaming exploration and combat verticality for an unforgettable experience. Players are free to experiment with a variety of different play styles to unleash maximum damage on their enemies. Whether in single player or online with up to three of your friends, players can take on this suicide mission their own way.
Post-launch, players can expect a continuously evolving Metropolis with free new playable villains, environments, weapons, in-game events, and more, all included with purchase of the base game.
Genres
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*, Arabic, Korean, Polish, Portuguese - Brazil*, Simplified Chinese, Traditional Chinese, Japanese* +1 more
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
Hours played at review time, across 611 reviews with recorded playtime.
Reviews
Themes across 609 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
La historia es interasante, las misiones un poco repetitivas pero en general a mi ha gustado bastante
Je vais être honnête avec vous dès le début : j’en attendais beaucoup, surtout venant de Rocksteady, le studio derrière les excellents Batman Arkham. Et au final… c’est compliqué. Ce qui est bien L’univers et l’histoire de base ont du potentiel. Voir la Suicide Squad s’attaquer à la Justice League, avec des personnages comme Harley Quinn, Deadshot, Captain Boomerang et King Shark, c’est fun sur le papier. L’humour décalé et les dialogues essaient de capter l’esprit du film de James Gunn. La traversée de Metropolis est plutôt réussie au début, avec pas mal de verticalité. Graphiquement, le jeu est beau, surtout sur les nouvelles consoles. Ce qui pose problème (et là, c’est lourd) Le jeu est trop fouillis. C’est le gros reproche que je lui fais, et je ne suis clairement pas le seul. Comparé aux Batman Arkham, c’est le jour et la nuit. Les combats Arkham étaient précis, fluides et satisfaisants. Ici, on passe à un looter-shooter où on tire dans tous les sens, avec des ennemis qui absorbent énormément de balles. Ça devient vite répétitif et confus, surtout dans les grosses bastons. Les missions se ressemblent beaucoup trop. On court, on tire, on fait exploser des trucs, on ramasse du loot… et on recommence. Le côté « live service » (contenu saisonnier, grinding) pèse vraiment sur l’expérience. Le jeu manque cruellement de clarté dans son action. On se retrouve souvent au milieu d’un bordel visuel sans vraiment savoir ce qu’on doit faire précisément. Bref, là où Arkham était précis et maîtrisé, Suicide Squad donne l’impression d’un jeu qui essaie de faire trop de choses à la fois sans exceller dans aucune. Verdict final Suicide Squad : Kill the Justice League est un jeu moyen, qui oscille entre des moments sympathiques (l’histoire et les persos) et une formule de gameplay qui fatigue vite. Si tu es un grand fan de looter-shooter et que tu veux juste exploser du monde avec des potes, tu peux y trouver du plaisir un moment. Mais si tu viens des Arkham et que tu cherches la même qualité, la même fluidité et la même intelligence de game design… tu risques d’être déçu, comme moi. C’est un jeu qui avait de l’ambition, mais qui se perd dans son propre chaos. Dommage.
不知道為什麼,我在線模式切了一次離線以後,就再也登不進去在線模式......
Terrible experience so far. I have 3 hours played, and almost all of that was spent in the main menu. After accepting the EULA and choosing my settings, the game gets stuck forever on the "Just a sec..." screen. I still haven’t been able to actually play.
Gameplay is decent characters and story are fun and have some funny parts. Overall it's a bit repetitive but it's a good game.
Zdecydowanie odradzam gre nuda i tyle.
modo aventura
What can be said about this game? As part of the Arkham saga, it ultimately harms the franchise more than it expands it. At its core, this game feels less like a natural continuation of the Arkham universe and more like a chaotic shooter wearing the skins of iconic villains. If those skins were removed, what remains would resemble a generic action-shooter rather than a game rooted in the identity of DC heroes and villains. One of the biggest problems lies in the loss of coherence. This game contradicts not only elements of the Arkham universe it supposedly belongs to, but also fundamental rules that define the characters and world of DC. When a fictional universe stops respecting its own logic, it begins to weaken from within. Another element that weakens coherence is the sense that thematic messaging sometimes takes priority over character logic and world consistency. When narrative choices feel guided by external agendas rather than internal rules, immersion suffers and the world begins to feel constructed rather than lived in. Batman was once the peak of this universe, especially in Batman: Arkham Knight, which represented the culmination of tone, narrative consistency, and respect for its characters. Here, however, that legacy feels diminished. Instead of honoring the heroes and the world they built, the game often turns them into jokes, bordering on parody. The only moment that feels grounded and respectful is the Batman encounter itself — a segment where the Squad faces him and loses, as they logically should. In a more coherent world, that moment could have been the true ending, with the protagonists captured rather than the narrative forcing an unlikely continuation. Another major issue lies in how gameplay systems redefine character identity. The combat is frenetic, full of bright effects, constant movement, and explosive encounters. While mechanically energetic, it often feels disconnected from the essence of the characters themselves. Deadshot using firearms makes sense, but other characters feel disconnected from their defining traits. Captain Boomerang should rely primarily on boomerangs, not generic firearms, and King Shark himself is meant to be the weapon through his physical presence. When characters are forced into similar gameplay roles driven by loot systems and interchangeable gear, individuality fades and identity becomes secondary to mechanics. This shift also weakens immersion. A world built on recognizable heroes and villains should reinforce their uniqueness, not flatten them into interchangeable units defined by equipment tiers and cosmetic progression. The presence of gear systems often feels less like meaningful customization and more like a system designed to sustain artificial progression. When coherence disappears, something deeper is lost: credibility. Without internal logic, a fictional world stops feeling alive and begins to feel artificial. At that point, the narrative risks becoming a parody of itself rather than an extension of its own mythology. There is also a tonal shift that feels disconnected from the legacy of the Arkham series. Where earlier entries respected the seriousness and symbolic weight of heroes, this game often prioritizes spectacle over meaning. Bright effects, chaotic battles, and constant action dominate the experience, but spectacle alone cannot sustain immersion without narrative foundation. Despite these criticisms, it is important to acknowledge that the gameplay itself is energetic and mechanically responsive. Combat can feel satisfying in short bursts, and visually the game delivers moments of intensity and scale. However, these strengths feel misaligned with the universe they are meant to represent. Ultimately, this game demonstrates an important principle of world-building: no universe can survive without coherence. When characters lose their identity, when rules are bent without purpose, and when systems override narrative logic, the result is not evolution, but distortion. Rather than expanding the Arkham legacy, this title feels like a divergence from it. What was once a carefully built world risks becoming a spectacle-driven parody of its former self.
hmm
cant believe the riddler and captain boomerang r stuck behind a 70$ paywall not even autism could win me over with this one (buy this for 3$ and play with ur friends... and u will have fun trust)
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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