
Face the Ancient Gods! Set the sails of your flying pirate ship and embark on a roguelite adventure in the steampunk world of Dead Weight. Explore floating islands in search of loot. Choose a class and enjoy turn-based tactical combat on tiny battlefields where every step matters.
Modeled estimate, not a reported figure. How we estimate →
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About

A marvelous steampunk adventure awaits you in the roguelite world of Dead Weight. Board a flying ship, stock up on fuel, hire a trusty crew and get ready to explore dangerous islands and fight the Ancient Gods in turn-based combat. Unlock new skills, characters, get stronger and uncover the darkest secrets of this world.
Face the Ancient Gods
The world is rapidly changing and you will have to change with it. Mighty creatures have risen from their eternal slumber. Will you fight them or follow them in pursuit of forbidden knowledge?
Enjoy Turn-based Combat
The battlefield is tiny. Think ahead if you want to survive.
Get Stronger
Upgrade your ship and train the crew. An extensive skill tree, 4 characters with unique gameplay. Combine different equipment to create a build that fits your playstyle.
Explore the World Full Of Danger
Travel across the skies on your swift ship. Find ancient ruins and uncharted islands scattered across the steampunk world.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese
Engagement
Reviews
Themes across 469 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Поиграл чуть-чуть, ну, что я могу сказать. Рисовка симпатичная, детали прорисованы хорошо, музыкальное сопровождение имеется. С топливом конечно задумка забавная, но как будто его прям всегда не хватает катастрофически (где-то я уже такое наблюдал, интересно, где), из-за чего исследовать всю область не предоставляется возможным. Пытаешься быстрее добраться до цели конечной. А я, например, люблю поисследовать всё. И ещё, что хотелось бы отметить, в событиях легко теряются деньги, у меня отняли почти 500 золотых, а на экране усталость 8/10, получается проиграл, по крайней мере как выбраться из такой ситуации не понятно. После победы над первым боссом начинается какой-то ад. Как будто уровень сложности включили на хард. У каждого врага есть контратака (кстати, не увидел, где это отображается, вижу только сам каст), не понял как это доджить, ты просто убиваешь себя с одной попытки о врага...и всё...заново...и уже как будто не особо и сильно хочется лупить снова гоблинов и первого босса. Так как герой открыт лишь 1 (милишник). Я понимаю, что есть механики, это проходится и побеждается всё, но нет второй попытки. Только игра сначала. И не понятно сколько таких "сначала" нужно сделать, чтобы понять как оно работает. То есть да, хардкорно, круто, но цена ошибки слишком высока. Может можно как-то было переиграть, но у меня не вышло. Это я всё к чему? Ну, сидишь такой, играешь час-другой, стараешься, а потом умираешь за одну ошибку. В общем продукт однозначно интересный, любителям тактики стоит попробовать. Но я, пожалуй, пока наигрался. P.S. Жаль, что нельзя поставить среднюю оценку. P.SS. Ну, и конечно же да, я нубас, новичок и т.п., поэтому пишу со своей колокольни.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 470 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Things the store page says I'll get to do and shows me: -play as an airship engineer with a gun Things I actually get to do while playing the game: -play as... some fighter guy with a sword -deal with managing resources and cargo space -run out of money to clear the fatigue meter because it costs a ridiculous amount -unlock the airship engineer with a gun but have no way to put her in the party, apparently? Not really what I was looking for, and not really what I was expecting from the screenshots or the summary. Maybe there's a more interesting game somewhere in there, but with very little plot to speak of, I'm not sure what's going to motivate me to find it.
Так и не разобрался, где в игре хентай с тентаклями, но как походовый рогалик - отличная вещь !
купил кучу бочек топлива - спровоцировал топливный кризис - жыза
So positives first: Sound and music are pretty good. The pixel art of the backgrounds and character designs is great, but most of your time is spent in combat with a far less detailed version of your character. It is still decent, but not anywhere as good... The Game has two main mechanics: Exploration & Combat. The better of the two, Exploration, runs on Fuel, which limits reach and is refilled after combat. Which means to use it efficiently you always wanna go as far as possible before engaging in combat. You can also find little Events which offer minor decisions. The game also has a Fatigue system that allows you to engage with 9 Events or Combats before having to turn back to town to rest and reset, so you wanna leave some Combat Islands behind to guarantee your return trip. The map itself resets after you die or after you clear a chapter. You clear a chapter by finding and defeating a boss island. On my first chapter I cleared most islands while on my second one I found the boss after just half of my first fatigue bar. Since I cleared the combats on the way there and would have cleared the rest in the vicinity on my return trip, I had a choice to make: I could have turned around and come back later using Fuel Barrels, a resource purchasable in Town for these Situations, after looting and grinding the rest of the chapter map or I fight it immediately. Since the Combat was already annoying me at this point, for reasons I will get into, I chose the latter option. So far so okay. I am fine with it honestly, not a ton of depth, but serviceable. Now the Combat... Well, I guess the best thing one can call it is simple... If you consider that a good thing in a Tactics RPG, which I don't... The basic principle is that your enemies always go before you and wind-up their strikes, leaving you to react. Unfortunately your possible reactions are VERY limited. You have your main character which has an attack, movement and one special abilities plus any equipment you can get and equip. You can also hire different mercenaries who are the same, except no special ability and less equipment capacity plus lower base stats. Even after unlocking more characters it doesn't look like you can have more than one of them at a time... You can upgrade your character with different trees for VERY minor changes in how they behave during combat. Movement, attacks, equipment abilities and special abilities all draw from the same pool of action points, limiting your decisions further. Most turns in any fight basically come down to: hit the enemy and get out of their attack range, in either order. This leads to even simple fights being excessively drawn out and boring as you lack any more interesting responses and your enemy always maintains the initiative and dictates the pace of the fight. Combat damage is maintained between fights and healing resources are limited, especially if you don't wanna run back to town, which you can't afford to do anyway. Side note: It also repedeatly happened that I ran into a fight only for the random layout I spawned on and the first attacks to make it impossible to survive the first round no matter what I did. In that case your only option is to quit to the menu and load again, hoping you get a doable layout this time. Each chapter also introduces new game mechanics and those were what tipped the fights from boring into frustrating and extremely boring. All enemies in Chapter 2 get a self-buff that let's them immediately counter melee damage during your turn. It is important to mention here that the first main character you play as, the big huge barbarian warrior, starts with 3 max health and only has a melee attack by default... the first mercenary I got had 1 max health by default. And as I said healing between fights is limited... That buff has a 5 turn cooldown, which seems like you should just wait for them to use it and then attack them when it's down right? Well the buff also lasts those 5 rounds or until it activates... which essentially lead to melee attacks being functionally useless as a a strategy. The enemy health also doubled from the first chapter, while each of my warriors could still only reliably do one damage each turn... luckily, I had gotten ranged weapon equipment for both of them, meaning each fight turned into an annoying exercise of slowly widdeling the enemy health pool down and dodging out of the way... Oh, and remember how I mentioned unintentionally rushing the boss of chapter 2? Yeah, it wasn't a problem, I killed it without taking a single damage, while being way underleveled, it just took a while... And in Chapter 3 the special mechanic was another self-buff: every second turn the enemies could make it so their next strike would hit immediately on their turn instead of having wind-up, ignoring the main mechanic of this game's combat entirely... After the run, you get to unlock new abilities in a rogue-lite style system and that's probably what makes progression possible, but at that point I stopped caring. If you prefer to grind in order to beat a challenge, rather than figure out a character build or a working strategy to win, I'm sure you can have some fun with this game. Personally I don't consider this game to be a Tactics RPG at all, I consider it Dead Weight.
This game feels very....average. It's not great, but it's not terrible either and it's somewhere in the middle. The fuel mechanic just felt annoying, same as the fatigue meter, but those things didn't dissuade me from playing. The biggest problem is that the combat didn't feel that good and it felt like you're dodging more than you're actually attacking most of the time. Maybe this is a progression issue and things open the later you go, but the beginning was so boring that I returned it before I could find out. Again, the game isn't terrible, but maybe pick it up if there's a sale or you're desperate for something.
Я не изучал историю разработчиков, но по тем шортсам, что попались мне в Ютабе, предположу, что это одна из первых их игр. Если рассматривать ее с этой точки зрения, то как первый опыт - это очень хорошо. Как и умный, хитрый пиар. Я заочно похвалю, в надежде, что игру доработают со временем. Во всяком случае игра меня быстро затянула, и на работе в свободное время я не мог отлипнуть. Молодцы! О плохом. Игра очень однотипная, в ней очень мало контента, буквально из забега в забег ты делаешь одно и тоже, отличается только твой ГГ. Оружие одни, враги не меняются, боссы не меняются, нет вариативности. При этом любой герой может шотнуть босса если раскачать ему ветки талантов. Я все еще не понимаю, как навык щита стакает урон на союзниках на Жрице, я выдавал ей под 50 урона, что просто гигантское значение в этой игре.
游戏是个好游戏,但是有BUG,很多技能和强化不生效,比如深渊馈赠中的“城市”的最后一个天赋“城市居民”,还有英雄阿嗯的技能“复苏之风”都没效果
Российский into the breach.
I'm a little conflicted on this as I did have some fun. First of all, I don't really have a problem with the fuel or the fatigue systems, they do make clearing the whole stage more tedious in that you have to keep returning to the town to rest but it's just annoying not hard. You can run out of fuel fine and just keep going from another island. By a few islands in you can get enough money to buy fuel barrels and it's never an issue again. Upgrades do make this better but they're 'QoL' upgrades just to make it less tedious. My main problem is the combat is too easy and repetitive. Each character has a base set of skills and then can acquire more via items. They also have a set of skill trees that you can use to alter how they work, but they kind of always just play the same. The items can add some synergistic abilities but tend to be 'do damage in some way'. The armor and trinket items are a little better but are still just boring; Extra move, extra exp, extra health, survive 1 fatal blow, extra damage, extra wep slot, etc. The battles just tend to devolve into 'Move, Attack, End' over and over with little thought. And if you want to clear the whole screen in every act you are doing a whole ton of these battles that are over in 2-3 turns and have played out almost the exact same time every time. Maybe I should have been speed running to make the latter stagers harder because every time I get there I just completely stomp. The only unit losses I have are when I forget an enemy unit has retaliate. There are a couple mechanics to make the game harder. The first being the Madness mechanic that once sufficiently high replaces enemies with stronger versions and adds tentacles that block edges. However all this seemed to do for me is make the battles take longer and can be almost completely avoided via resetting madness with gold at the town. The other is when you complete a run you get a curse on future runs, but I cannot bring myself to continue unlocking these so I can't say much for them. Compared to the combat of Into the Breach there's just less of everything, nothing to defend so you never need to make sacrifices, less interactivity with battlefield manipulation or position mixing, encouraging pure dps over utility. No special terrains/hazards or battle effects, only 3 types of battle; Island, Ship and Boss. Also the events are all boring spend resource to gain thing or heal or refuel. Nothing unique or interesting, Multiple duplicates per act too so not a lot of variety. I really wanted to like this, and I was hoping for more advantage of the theme to be taken, like ship to ship combat and upgrades. Or more mission types like escorts, heists or bounties on unique pirate bosses. Instead it adds nothing new or exciting to the genre. It does look pretty though. Perhaps I'm being too harsh but It just felt like playing a game that wants to be an rpg with multiple heroes and skill trees but it didn't have enough content or story so it just became a subpar roguelite.
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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