
“Probably the best downloadable title on the market right now.” 9/10 – Eurogamer.se
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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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
Reviews
Themes across 815 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Мне нравятся качественные проекты про зомбиапокалипсис, и этот, в целом, такой. За исключением пары раздражающих мелочей в гейм-плее на протяжении всех уровней, кроме последнего, игра очень даже хорошая, и история интересная. Вот что раздражало - это часть прохождения в конце игры, в последнем уровне: солдаты глухие и слепые, раз игнорируют скрежет ворот, падающие бочки и так далее. Пару раз из-за управления не успевал прицелится и выстрелить в преследователя. Ну и вишенка на торте - решение, которое он принял в самом конце. Я терпеть не могу такую фигню. Тем не менее, игра, в целом, очень понравилась, так что рекомендовать могу. Особенно если словить скидку. На метакритике поставил 7 из 10.
Man I stumbled over this when reorganizing my library and I had absolutely 0 clue what game this is until I saw the screenshots on the store page. I remember this having stunning atmosphere back in 2012. I just looked really cool. But that is about all I remember of it, which should speak for itself as far as the story and the depth of gameplay are concerned. Story evidently not memorable, gameplay iirc some light push this, pull here, climb up there puzzle solving. Worth a few bucks on sale for the atmosphere. Though at this point in time, any RTX game can surpass the lighting that made this game look so atmospheric in 2012.
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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 9: 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Italian, Spanish - Spain, Japanese*languages with full audio support
Hours played at review time, across 815 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很久很久以前,我还在上大学的时候,用我的破笔记本电脑下载过一次盗版,那时候一打开这游戏,电脑风扇转的惊人,画面也卡的不行,后来,我也断断续续的玩过几次,有时用的还是我的破笔记本电脑,有时用的是家里的破台式电脑,那台电脑玩植物大战僵尸都卡的很,后来由于糟糕的体验,我就放弃玩这款游戏了,不过这游戏还是存在我的记忆里,我心里一直想把这款游戏玩通关,毕竟当初也就玩了第一关,卡的不行就放弃了。 今天我把这款游戏打通关了,2026年7月25号,凌晨2点,怎么评价这游戏呢,手感挺差的,尤其是人物的跳跃,你很难操纵人物往前跳还是往上跳,究竟是抓住头上的窗台还是直接越过去,砍僵尸特别困难,僵尸在脸上都砍不到,这个体验可以说是糟糕至极,回想十几年前我用破笔记本电脑玩也是这样,我当时还以为是我的笔记本性能不行,所以人物动作特别僵硬呢,看来就是游戏本身不太行。 不管怎样,游戏本身素质还行,放在现在肯定是不太行的,但放当年确实是精品的小游戏,故事稍显老套,可能是用现在的眼光看老套了点,当年应该还行。想一想我当年玩过了不少小游戏,那段时间让我特别快乐,所以直到现在,当我自己配了好电脑了,我一定要重新把当年没打通的游戏都玩一遍。 至于本作,打通故事之后还解锁了个噩梦模式,但是鉴于人物僵硬的手感,我还是不折磨自己了,单纯故事模式,这个人物的动作都有点拉我的血压。
This game captures the exact energy of Limbo, specifically echoing the Xbox 360 Live Arcade era when it originally launched for $15. Today, it goes dirt cheap during Steam sales. It is a super short experience, but it features solid voice acting and incredible environments; the city design alone makes the game worth looking at. I think this game absolutely nails its aesthetic. You can feel that it was meant to be so much more, and that the developers had to pull back while still pushing the absolute limits of what they could create. Having access to the Director’s Cut on Steam is a huge win for me, as I love diving into the developer logs, inspirations, and concept art. The game excels at making you feel the despair of its world, keeping you fully aware that everything is going to be awful and a constant struggle. At the same time, it features some very dumb action set pieces, alongside checkpoints where you hear the exact same voice line every single time you respawn. Ultimately, this game deserves to be held up right next to—if not higher than—Limbo. Both share the same fundamental mechanics, but the depressing world combined with more character agency puts this game above Limbo for me. I believe if you are going to have a character that speaks, then give him something to say, and this game makes me wish that it was longer, which is a rare feat nowadays.
I played and finished this back in 2016, and had a good time. Not sure why so many thumbing it down now in 2026. Perhaps they should thumb down Windows 11, and not a game that ran for me effortlesly 10 years ago.
Отец знакомого работает в министерстве обороны. Вчера ночью его срочно вызвали на объект. Вернулся бледный, велел запастись водой, консервами и патронами. Сказал, что в городе что-то не так - связь прервана, а на окраинах видны огни и дым. Сегодня утром уехали на дачу, но по дороге видели military грузовики и людей в противогазах. Не знаю, что происходит, но мне кажется пачалось...
Deadlight is a game that prioritizes atmosphere and pacing over complexity. It presents a post-apocalyptic world that feels grounded and oppressive, without relying on excess or spectacle. The tone is consistent from beginning to end, and that coherence is one of its strongest points. The gameplay is built around simple platforming, environmental puzzles, and avoidance rather than direct combat. This design choice works well within the context of the game. You’re not meant to feel powerful — movement is deliberate, sometimes even a bit heavy, reinforcing the sense of vulnerability. There are moments where the controls feel slightly rigid, especially in sequences that demand precision. However, this rarely breaks the experience; it just requires a bit more patience from the player. Narratively, the game is straightforward. It doesn’t aim for deep character development or complex twists, but it maintains enough tension to keep you engaged. The story unfolds in a controlled manner, with just enough ambiguity to support the overall tone without becoming confusing. Visually, the silhouette-based art style is effective. It’s minimal, but highly intentional — the environments communicate mood and danger without needing excessive detail. Combined with the sound design, it creates a consistent and immersive setting. Deadlight is not trying to redefine the genre. It delivers a focused experience, with clear design decisions and a strong sense of identity. For players looking for a short, atmospheric journey with light mechanics and steady pacing, it works well.
This game is ♥♥♥♥♥♥♥ trash. Deadlight is the epitome of an unfun game. It sucks to play. The controls are obtuse and unintuitive, and the gameplay somehow manages to be both brain-dead and confusing at the same time. For example, there are ladders you can’t reach with a running sprint jump. Instead, you have to stop holding all inputs, stand directly underneath the ladder, and press jump. When zombies are chasing you, you’ll naturally try to sprint and jump—only to repeatedly fail, die, and wonder why the ladder wasn’t the intended path. The game gives you no feedback and no grace—just punishment. Another example of terrible design is the power swing with the axe. It can kill zombies, but it requires you to hold the attack button while standing completely still. You cannot be moving or pressing any directional input. Again, when you’re running from zombies or trying to adjust your swing direction, this makes no sense. I can’t charge an attack and reposition myself without completely wasting the already-limited stamina required to perform the move. You’ll also have tools removed from your toolbox and not returned, purely for story reasons that make no sense. On PC, things get even worse. Rolling requires hitting four keybindings at the same time, which is borderline unusable without rebinding—and even then, the game uses the dumb “Accept button at the bottom or your bindings won’t save” system. You will die constantly. Not only does this completely remove any tension from what’s supposed to be a “horror” game, but the death animations are so long that dying becomes annoying on top of being entirely unearned. To be frank, I’m not even sure what genre this game was aiming for, but whatever it was trying to be, it misses the mark entirely. The game is frustrating to play. I cannot overstate how little fun I’m having. The only thing I genuinely liked was the visual presentation. The aesthetics—music, art direction, sound design, and voice acting—range from fine to genuinely good. And that’s what makes this so frustrating: the presentation is solid, but the actual game underneath it is a complete mess. I cannot recommend this game enough not to play it. Please don’t play it. It is not a good time.
Empfehlenswert!
Divertido plataformeo zombie, la historia me recuerda un poco a The Last of Us, igual es porque, si mal recuerdo, salió poquito antes del primer TLOU allá por 2012 y siempre quedó en mi lista de pendientes. Para pasar unas horitas está bastante bien!
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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