
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
难度偏低,游戏性还可以 不过属于那种打完了就没什么好玩的了的类型,四个角色应该可以玩三天吧。(那个亚索真的很好玩
fun game but they made it too easy
Оценка по параметру: СЮЖЕТ - 5 из 10 (Не особенно зацепил) ГЕЙПЛЕЙ - 6 из 10 (Неплохая) ВИЗУАЛ - 10 из 10 (Пиксел арт, моё почтение) МУЗЫКА - 5 из 10 (Просто окей) БАЛАНС - 3 из 10 (Если кратко, каждый герой имба) РОГАЛИК - 0 из 10 (А где он?) Комментарии: Прошел 100% на все ачивки, игра не идеальное, ещё сыроват и это не рогалик, больше похоже на приключенческую и тактическую игру, более одного варианта босса нет какой ещё рогалик.
Media

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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
Amazing into the breach like! Gameplay is simple but quite addicting. The pixel art hits the spot perfectly. One distinction from rougelike/lite is that you kinda can grind through the whole map before advancing which I don't know if it's intended that there is no sense of urgency with the metaprogression upgrades. One can just almost clear the whole map every time. It's nice for "perfectionists" but less like a choose your route roguelike that depends on your choice. If any improvement to be made I would say enemy and boss variety, clearer description of different locations, more environment interactions and abilities. I was expecting to see some ability to pull instead of push, or jump to other grid. So far the hirelings are also simplified versions of the heroes. Would be nice to have more Darkest Dungeon like mechanics, where you have a more unique team every time. Last but not least hope to see the steam deck/ controller support. Now it's a bit awkward to play on steam deck where one just clicks with the pad. Anyhow, the game has a lot of potential and I enjoyed it a lot. Hope to see more update from you guys!
Неплохой рогалик в духе Into the Breach, понравилась идея, особенно полёты на корабле, единственное что довольно коротенькая и слишком легко собирается имбалансный билд, а так, в остальном неплохая игра
В целом, игра понравилась. Не сложная, но если ты один раз ошибся, то ты ошибся. Лично мне не хватает активностей: квесты в городе, разные уровни "моря", это как пример. Тут разгуляться есть где.
Quite fun for a little game. The pricing is fair and square. I've given the game a few hours and I believe I'll come back later to play few hours more. I would definitely come back if there is content patch or a pack of gameplay improvements. The roguelike aspect is enjoyable and does its thing. The gameplay itself feels clear and polished, though lacks depth. Combat feels too much of a glass cannon exhibition, later in the game the luck component pulls the blanket too hard. Trailer is lowkey misleading, there are no story and characters behind the game. Pixel-style is on point and decision to go with hand-drawn comics in a trailer definitely a shot missed.
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.
It's very good. It's a rougelite with Xcom/Into the Breach style combat, as well as an rpg since you gear-up and level-up your hero. You fly your ship around to pick fights with pirates, though tbh that aspect of the game becomes trivial after a few meta-upgrades. I've only played a couple of the heroes, but their styles are very different, and their capabilities morph considerably throughout the runs. Only real complaint I have is that fights can get cluttered. It takes awhile to figure out which enemy is doing what attack when they all overlap on the same few tiles. But I did get used to it after awhile. Also, idk what is up with the cover art, but it does not match the vibe of this game lol. It's definitely more darker/serious. Not that it really matters, the story is not too involved, nor is there much in the way of dialogue.
[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.
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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