
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
Российский into the breach.
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.
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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
I do not know how to explain it but the intro music slaps, its like preparing for an adventure that give off some odd nostalgia, games of the old. A simple and straight forward game, add it to you collection if you have the money Combat : Okay Art :Great Music: Great Characters: Likeable Game Cost: Affordable Replayability : Yes Difficulty: Depends Story: Simple and straight forward Character Progress :Average
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
Проект сейчас кажется сыроватым. Боевка хорошая, прокачка позволяет почувствовать мощь персонажей, команду мечты собирать прикольно, но я честно не знаю, зачем игра хочет быть роглайтом, если от него только метапрогрессия, затрудняющая первые прохождения. А так, хорошо вложившись в мету можно увидеть все возможные острова и их ивенты за одно прохождение, отчего уникальность каждого забега, который так часто ожидают от роглайгов, проявляется лишь в выбранном персонаже и текущей прокачке метапрогресса. Маловато. Тем не менее, игра затягивает. О проведённом времени не жалею. Пара апдейтов с увеличением разнообразие и этот палец будет поднят вверх.
I love this game. It is Fire Emblem combat, a RPG, and a rouge-like all in one. You command a air ship to fly around and find POI's. These can be random events, items, or just combat but even the combat can be manipulated before you start. Combat is turn based and you have the environment to help or hurt you. Enemies can alter the environment and you can use that against them. Enemies are predictable but smart so you think you got it down just to die in one turn from full health. Die and you get meta progression. Solid story and beautiful graphics.
[h1] Smol review [/h1] I found this to be a very nice and comfy tactical turn-based combat experience. I like the unraveling story and adore the art, the sound and the music. It isn't without some flaws, but it did not stop me from enjoying the experience. I can see some people finding the combat encounters being repetitive, but I still liked them as they felt varied and required some thinking. [h1] Gameplay overview [/h1] [h3] Heroes [/h3] You play as one of several heroes (most of which you unlock by progressing through the game), with the primary and noble goal of cleansing the world of vile eeeeeeeeeeeeeeeevil. To achieve such noble goals, you will likely navigate through the clouded yet open skies, beat up most of the hostile residents of each and every occupied isle, hire then fire a bunch of mercenaries to form your perfect killsquad, realize you are running low on oil, replenish your oil via peaceful (and not so peaceful means), accidentally cause an oil crisis once, because you bought the entire supply of it apparently and rinse and repeat until you find yourself dealing with the heretics in the span of a few (or less) turns and their captain's in charge in a matter of *checks notes* more or less than an undisclosed number of turns (at least more than one). [h3] Villains [/h3] Thus far in my several ventures I had encountered 3 different factions of hooligans. The difficulty in fending them off differs from straightforward to "damn, I forgot to read, what this one does" or "damn I forgot to check what order of turns these guys follow". The first lads are easy enough to deal with. They attack after the player's turn finishes. The second lads are the same (though some can use moves, that are executed during their turns upon the player's characters). They also introduce several new types of lads to deal with and will start using skills and attacks that will require a bit more caution when facing them in combat. Once you get the idea for their movesets, you will sail as smoothly as the flying Dutchman. And then there is the third faction. They essentially share many of the traits of the previous faction. Just as the previous (faction), they introduce some additional types of enemies to deal with, which provides some nice variety. However, unlike the other factions, they can execute offensive moves during their turns without showing any indication of it, which can provide a false sense of security. I personally liked them, as I believe, their introduction had made me more cautious of who I am dealing with exactly and the importance of proper positioning (except for that one specific type of unit, that is preferable that you kill it fast). [h3] Equipment (and skill tree) [/h3] You can spend as much time as you want dealing with each faction until the boss fight (as the player is the one that decides if they are willing to proceed further). I think it is nice, because as you find yourself clearing out the different isles, you will be managing resources and gaining loot that can be used by your hero and the crew. The loot you get has tier quality. This applies to weapons, armors, accesories and consumables (the last two of which share the same slots for usage). Not all characters have the same slots available and some may not even have the slots required for the usage of specific weapons (because those can often occupy 2 slots). I personally think, that there are not that many different item types or slots available to make some experimental builds with (at least I found myself giving some crew members (aside from the heroes) the same item combinations multiple times, because I found their provided skills to be quite useful in the long run). With that being said, with what I got to experiment (in my 4 playthroughs), I have certainly had quite a bit of fun (it is fun giving a gunner push range 2 while they have a hammer that allows them to YEET people off the isle or the deck). There is also the skill tree for which you accumulate your experience through encounters (and it becomes easier with more playthroughs). They help make your runs a lot easier and allow you to unlock the full potential of your hero and the crew you play with. Not all of the things unlocked in said tree were statpoints. Some can be some new an unique traits or even abilities that can be used in combat (though frankly one of the branches remains locked until you meet a certain requirement) so you are left with 2 to play around with in the beginning. [h1] The visuals, the sounds and the music [/h1] I think the visuals for the game are wonderful. I really like the art for all of the characters (i. e. the portrait art and the overworld design). The different environments are quite interesting and varied. All nicely accompanied with different sound effects and music, that contribute to the overall atmosphere and add some extra charm (like some sounds enemies make when taking damage or falling down the abyss). The music is really nice as it changes according to what is going on in-game. I would not mind bit more variety during longer sessions, but I still really like the tracks, so I am not complaining. [h1] Feedback [/h1] If I were to leave some feedback, I'd say I'd wish there was a bit more visual clarity for combat encounters (i. e. it is harder to identify sometimes on which tiles is it safe to place a unit, when multiple enemies are attacking; some enemies can block the view of other entities which makes them hard to see unless you specifically decide to hover over them (or you unintentionally kill them) (as an example, had a several tentacles block the view or crates and some enemy units); the visual indication for certain skills or traits isn't always clear (i. e. the units from the third faction appear to emit an outline that I initially thought indicated some form of a stat boost, but it was simply an indicator of them planning to use a specific skill); it is not always clear whether or not a unit will be thrown into a pit or not on certain maps (i.e. the color indicator for a falling entity sometimes appears to blend with the color of the background, while in other cases, certain isles that have gaps in the middle of the map, don't come off as gaps on first glance); on the first encounter of the final boss I realized far too late about an alternate way of dealing damage to it, because the description for dishing out said damage only appeared on enemies, that look similar to the ones you may or may have not encountered before. I know this sounds a bit picky, but I also wish there would be an "Unequip item" option, since there is an option to equip items and loot (in order to unequip them, you need to either drag them out or drag another item or loot in). [h3] Small note [/h3] I apologize if this review has any grammar mistakes. Edit 1: Fixed some grammar errors and added one more point to feedback. Edit 2: Removed the additional point of feedback, because it was already in place and I missed it. Apologies.
[h3]即使敌众我寡,也能一个一个把哥布林做掉 [/h3] 《Dead Weight》(死亡重量)是一款像素风蒸汽朋克的战棋回合制游戏,此外还融入了飞艇探索的玩法,氛围感和策略性并重,玩起来挺有意思的。玩家开局操作的英雄叫做“阿恩”,在一位叫做“因西德”的女神指引下选择面对无法逃避的命运,驾驶飞艇在云端世界寻找浮岛,大战哥布林。 游戏非常重视策略性,所以来自各种机制的压力颇多。首先移动工具一定需要动力来源,我们的飞艇自然也需要燃料,你在地图上探索的过程中几乎无时无刻不在耗费燃料,仅有在岛屿上空时可以避免。但非常可以携带的燃料是非常有限的,一旦耗尽就会进入不可预测的漂流状态,开始随机前往新的目的地。 当然补充燃料的方式的确不少,包括在码头购买、在特殊岛屿上获取以及随机事件和战斗的奖励等等,但除了能随身携带的燃料桶以外,你难以找到其他即使的恢复手段。当没有燃料桶傍身时,眼看着燃料一点点消耗总是会给你带来难以言喻的紧张感。 与此同时,你长时间的在空中漂流和探索岛屿还会增长你的疲劳值,一旦疲劳值累积到10点就会让你的冒险告一段落,等待下次重新开始。你只有通过回到城市的酒馆花费金币,才能稳定的降低危及整个计划的疲劳值。这意味着你得在探索途中多次往返城市和其他岛屿之间,所以你还得细致的规划每次行动大致会消耗多少燃料,要在几次行动后回归城市,这种燃料和疲劳值相互捆绑的机制,需要玩家有不错的资源管理能力才能统筹全局。 就我个人体验来说,本作的战斗内容才是真正的特色。区别于大部分战棋回合制游戏的大地图,《Dead Weight》的战场却限制在范围非常小的岛屿或者飞船表面。而且还由此催生出了将敌人击退至地图外直接秒杀的机制,只要利用好这个规则就可以通过走位把敌人勾引到危险的位置,轻而易举的战而胜之。 战斗部分并没有速度来影响行动顺序,每次来到新的战场都会有敌人率先行动。不过可以放心,他们并不会马上对你发动攻势,而是在移动后的下一回合才正式攻击,而且会显示出攻击范围,帮助你更好的走位来躲避。更有趣的是,每一个我方角色在单回合内都可以行动两次,你甚至可以让一个角色行动一次后,切换至另一个角色行动,以此来打出配合。另外,游戏内的技能不分敌我,当敌人的远程技能瞄准你时,你还能通过移动让他击中你身后的敌军,让他们自相残杀。 当积累经验值让角色升级后,还有天赋树可以加点,让每次进入战斗之前拥有更大的优势。不过受限于前期角色的属性确实较低,疲劳值和燃料也没那么容易控制,有限的资源和非常高的失误代价会经常让你陷入重开的困境。你在这一局里辛苦收集的装备、水晶、道具,瞬间就会付诸东流。幸好你在局内的每一次优异表现都被诸神看在眼里,他们的认可会在你坠入深渊时转化为神赐,来为你提供额外的局外加成。 另外,城市内的各个功能性建筑都需要你完成一些任务才会解锁,不过建筑的解锁都是永久性的,不会随着一次游戏的失败被再度封印。 总体而言,在我几个小时的体验里,游戏内的剧情完全无关紧要,实际内容大概以战斗70%探索30%的比例分布。随着流程的推进,你的操作就会慢慢简化为移动飞船→进入战斗,然后不断操控角色移动、攻击、结束回合的循环,整体的难度并不会很高,在适应后就可以从容应对全部情况。如果你想要寻找一款比较轻松的战棋回合制游戏来体验战术的魅力,《Dead Weight》是个不错的选择。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
Dead Weight is a positional turn-based tactics game centered on yeeting dudes out of the map in a manner that calls to mind the most gratifying bits of [i]Fights in Tight Spaces[/i]. Sign me up immediately. This game has a lot going for it---notably, it has some really impressive pixel art and a pretty satisfying gameplay loop. On a tactical level, there's decent variety; however, Dead Weight is never particularly difficult---the most challenging part of the game is figuring out how some of the unintuitive and unexplained gameplay mechanics work, and once you do, every bit of it becomes trivial. At the end of the day, I got a good 20+ hours out of Dead Weight, and I'm glad I picked it up. Recommended.
Steampunk Into The Breach
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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