
Survive to escape the horrors of Callisto and uncover the dark secrets of Jupiter’s dead moon.
Modeled estimate, not a reported figure. How we estimate →
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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*, Korean*, Polish, Portuguese - Brazil, Simplified Chinese*, Spanish - Latin America, Russian*languages with full audio support
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 636 reviews with recorded playtime.
Reviews
Themes across 636 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
Jogo muito repetitivo!!!!!
Потраченных денег конечно жаль
sub 20 frames any time theres more than 1 enemy
死亡空间续作,据说是死亡空间开发人员参与的,剧情很好,恐怖氛围也到位。刷怪摒弃了传统的通风管道大法,更多要操作和解密与智斗。流程短了点,但是很精致,比传统的恐怖游戏又臭又长边走边刷怪不一样,不知道那些差评的到底想要什么,只能说在死亡空间下面说因为怪物爆了头居然不死而差评的人又开始不如意了。
Ein unfassbar geiles Horrorspiel wenn man Dead Space mag. Hab es auf der Xbox plus DLC schon durch und werde es irgendwann nochmal auf Steam durchspielen.
НЕЗНАЮ ПОЧЕМУ НО ДОЛГОЕ ИНТРО 3 ЧАСА ЖДАЛ ТАК И НЕ ПОИГРАЛ
Had a lot of fun playing this game. Played using an xbox controller. Nice mix of combat, having to stealth and using environment to kill enemies. Some jump scares but nothing to OTT. Only gripe about the game is the weapon change system, I would have preferred it if you could assign a weapon to each of the directional arrows on the controller.
baba
Не мёртвый космос, конечно... На разок пройти, пойдёт
Where to begin? I suppose it's only fair to admit that my initial disposition towards The Callisto Protocol was unfairly tainted by the poor reception it received from some of my closest friends, whom I would trust above most other people's opinions when it comes to horror games. In light of that and having finished the base game - I think TCP is at its core a phenomenal tribute to Dead Space. The atmosphere, characters, tension and evnironments all harken back to the good old days of Isaac Clarke and the horror of the markers. Hell, even some jumpscares were so close to the iconic ones from DS that you could predict them from a mile away. The combat is weighty, hits hard and had me open-jawed chuckling at the sheer brutality of some of the finisher animations that Jacob has. Which is why I think splitting the combat between a satisfying beat-stick and mediocre-at-best firearms is... not that good. The modularity of the weapons you can unlock is very satisfying but the meaningful upgrades are quite costly - meaning you can only really commit to fully upgrading one weapon tree (if you're also maxing out the stun baton, which you absolutely must, in my opinion). The problem I have with this is that finding a new weapon schematic feels like a reward for careful exploration. It feels like another small weight lifted off your shoulders against the hordes of aggressive monsters. But in actuality it is anything but that; the newly unlocked weapon is more of a burden than just sticking with the hand cannon and stun baton for the entire game. Since you can only really commit to upgrading ONE weapon tree, you will more than likely be stuck with a half-upgraded new gun that is poor at everything and outclassed by the gun you've already committed to. None of this would be much of a problem howeve, if unlocked the new schematic didn't automatically split the ammo pool drops between all your guns. Using the hand cannon and not much else? Oh well enjoy your five stacks of gun 2, two stacks of gun 3 and 15 stacks of tac pistol ammo that you'll never use. So now you have to pay the credits you could have used for another upgrade to craft handcannon ammo instead. Neat! And while the basic monsters are perfectly adequate to keep the tension high in the first half of the game, when the second half rolls around you've practically turned yourself into a walking armored tyrant that can bash through near any wall of flesh dumb enough to stand in your way. This is by far the thing that takes the most away from TCP being a "good horror" game. To me, TCP is more of an action-adventure game with horror-lite elements, which is perfectly okay. In fact I quite enjoyed being able to fight back against the things that made me feel anxious and afraid before. But one massive complaint I want to point out is the Two-Head. As a unique miniboss it is phenomenal. The fact that it doesn't allow you to just bash it over the head repeatedly but instead requires you to have a stockpile of ammo is a stark reminder that not every enemy can just be piledriven into the ground by smashing M1 and holding A/D. Unfortunately.... The game decides that the Two-Head is not just a memorable, unique miniboss - no it has to throw this annoying thing your way 4 or 5 more times just to artificially pad out the difficulty of the second half of the game. This makes the enemy annoying. Tedious. Obnoxious. Unwanted. I had strongly considered just dropping the entire game outright when I saw the third "Kill the Two-Head" quest box pop up on my screen. Overall, I'd give TCP a solid 7 out of 10. The story is excellent, the characters are interesting and varied, the early combat is fun and weighty. But in the latter half TCP gets bogged down by unnecessary repetitions of miniboss-esque mobs, weapon unlocks that can't be sold back or disabled which force your ammo pool to split between them and the gun you actually want to use, and it feels like the developers seemingly forgot about a handful of plot hooks that felt really compelling halfway through. The invisible spider monsters are never explained or explored further, the stupid little jumping parasites feel like someone sprinkled confetti over a finished product just to give it a little extra "pizzaz" and by god the final bossfight felt so out-of-pocket. No explanation for why the second half was as it was, no precedent set for it either in the game before. We see small mutations in enemies yeah but never have we seen something change so completely and violently into a... useless hunk of meat that took me less than half as long to kill as a single Two-Head encounter did.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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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