
Join The Division in this open world tactical shooter. Engage in intense cover-based combat, team up with friends, and build your ultimate agent to save Washington, D.C.
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.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 1878 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Awsome Looter Shooter Game
哪個流派強,就砍哪個 DLC BOSS無敵護甲遠距離一槍打爆你護甲,近距離一管掃爛你,然後仗著無敵護甲瘋狂貼你臉,要解無敵護甲門都沒有,BOSS瘋狂貼你臉怎麼解
[h2] 이 게임의 모순점은 게임 설명 중 '궁극의 요원을 양성하여 워싱턴 D.C를 구하세요'라는 부분인데 [b]어떻게든 별의별 부스러기들과 사실상 이상현상을 집어넣어 절대로 워싱턴 D.C를 구할 수 없다는 점입니다.[/b][/h2] 좋게 말하면 어떻게든 이 게임을 돌리기위한 의도로 볼 수 있지만, 결국은 우리만 계속 뺑이치는 것입니다. 나름대로 룩딸에 맞게 여러 외형들을 넣어주었지만, 정작 비율은 공익인 저랑 맞 먹을 정도의 중장년들 몸매의 베테랑 요원들이며, 헬멧도 안쓴 적들에게 총알 수십발을 박아도 탈모가 오는 유저와는 별개로 머리털 하나 빠지지 않는 적들과의 싸움에 제 갑빠와 멘탈만 깨지기 연속입니다. 그리고 게임의 스토리를 얼추 깻다면 이제 여러분이 할 것은 뺑뺑이-> 무기, 장비 파밍 -> 심화에 쓸 재료로 바사삭 -> 반복 이 짓거리를 계속해야 합니다. 그런데 열 받게도 디비전2가 나온지 2019년, 즉 7년이 지났는데도 계속 시즌 업데이트를 해준 덕분에 게임에서 억까로 죽을때마다 나오는 탄식과 분노 속에서도 눈은 이 게임을 갈망하고 있습니다. [b]그리고 저는 6년째, 이 게임을 하고 있습니다.[/b]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 1: 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.
Latest in each market: best JP #52, worst US #99 · 12 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 12.89/day in the week to Aug 4 → 22.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
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*, Japanese*, Korean, Polish, Portuguese - Brazil*, Russian*, Simplified Chinese +2 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
เป็นเกมที่เล่นได้เรื่อยๆ
『ディビジョン2(Tom Clancy's The Division 2)』のレビュー荒廃したワシントンD.C.の世界観、極上の銃撃戦とハクスラ要素、そしてガチャ要素を一切排除した骨太なルートシューターとしての圧倒的な親切設計が完璧に融合した、ユービーアイソフトが贈る最高峰のオープンワールド・オンラインRPGです。類似にDestinyシリーズやボーダーランズがありますが、アクション性と戦術的なカバーシューターの深みは、リアルなミリタリー装備の厳選やクラス(特殊技能)を組み合わせたビルド構築に重くを置かれている分、勝っています。感染症と内戦によって崩壊したアメリカの首都の街並みと、フォトリアルなグラフィックによる圧倒的な没入感が重なり、プレイしているだけで世界を立て直す「ディビジョンエージェント」の主人公になったような体験が味わえます。また面倒な迷路のような謎解き要素がなく、フィールドは純粋な戦闘と探索の舞台のみです。基本が敵の群れを戦術的に制圧する銃撃戦とハクスラに置かれているので、ミリタリーと装備掘りが好きな分にはどっぷりハマります。音と演出で魅せる「スキルコンボ&アーマーブレイク」タクティカルバトルとブラインドファイア(隠れ撃ち)という敵の攻撃時にタイミング良くカバーを移動すると、重厚な銃声と金属音が鳴り響き敵の猛攻を完璧にいなすシステムが秀逸。戦闘の中だるみを多彩なガジェット(ケミ化学ランチャーやシールド)の運用で補っており、敵の弱点を突いてアーマーを剥ぎ取り、一斉に制圧した瞬間に最高レアの装備がドロップする瞬間は、画面いっぱいに大迫力の快感が広がります。ガンスリンガー、タレント、ブランドセット、そして特性の再調整(リキャリブレーション)を組み合わせてキャラクターをビルドする果てしない奥深さがあります。またこの手のゲームではガチャや課金システムがどうなのかということがやはり焦点になりますが、強さに直結するガチャシステムは一切存在せず、本編や拡張パック「ウォーロード オブニューヨーク」の購入だけで全てのコンテンツを楽しめる完全買い切り型に近い安心設計です。 そして武器や防具のドロップシステムがあり、神ロール(最高数値のステータス)を求めて高難度ミッションやダークゾーンを周回するハクスラ要素(いわゆる目当ての品が出ない物欲センサーや厳選作業)はありますが、カウントダウンやレイドをこなせば狙ったビルドを着実に強化していけます。さらに定期的なタイトルアップデートやシーズン要素で新装備や新たな脅威が追加され、遊びごたえは常に進化し続けています。しかしライバルのシンプルなシングルゲームに比べると、ビルドの複雑さやエンドコンテンツの歯ごたえは初心者お断りの側面が多少ありますが、その分仲間と協力して難所を突破したときの達成感があるのでそれほど大きなストレスは感じません。ガチャいわゆるランダムな強力装備やキャラクター排出のガチャなどは一切なく、純粋に敵の討伐とハクスラ、そしてビルド構築だけでエージェントを最強へと育て上げる環境が整っています。PvP要素(ダークゾーンやコンフリクト)だけでなく、ソロでも最大4人の協力プレイ(Co-op)でも自分のペースでじっくり遊べるため、シューター初心者からガチのハクスラ廃人まで誰もが安心して崩壊した首都の探索に没頭できる一作です。
IMO best third person shooter in 8th Gen
the build crafting is great
i love the game its open wprld just love the vibe and looting
Wonder why you guys are 1-2 billion in the hole for this year...........
Jouez y.
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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