
You play Adam Jensen, an ex-SWAT specialist who's been handpicked to oversee the defensive needs of one of America's most experimental biotechnology firms. When a black ops team breaks in and kills the very scientists you were hired to protect, everything you thought you knew about your job changes.
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.
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.
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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 957 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As good as it was on the 360 15+ years ago. These deserved so much more love. Eidos is a ♥♥♥♥ company for leaving this series dormant and on a cliffhanger.
it wont launch
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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 10: 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.
Reviews, worldwide (the counter carries no country): 3.89/day in the week to Aug 4 → 4.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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**languages with full audio support
Hours played at review time, across 962 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Seriyle ilk kez Mankind Divided(MD) oynarken tanışmıştım ve o oyunu her hatırladığımda direkt olarak midem bulanıyor. Bu sebeple Deus Ex serisinin olayını asla anlayamamıştım. Tabii ki MD'ın serideki en kötü oyun olduğunu biliyordum ancak kötüsü bu kadar kötüyse iyisi ne kadar iyi olabilir ki diye düşünüyordum. Ancak bu oyunu oynadıktan sonra bir tık haklarını yediğimi anladım. Oynanışı çoğu bölüme bir çok farklı yönden yaklaşmanıza izin veriyor. Bazı yerleri diyalogla geçebiliyor, bazılarında hacking yapıyor, bazılarında hackleyemediğiniz bilgisayarların şifresini arıyor, bazılarında açtığınız skillerden yararlanarak alternatif yollar bulabiliyor, bazılarında ise dümdüz önünüze çıkan herkesi döverek ilerleyebiliyorsunuz. Yalnız her bölümde her yetenek işinize yaramıyor, dolayısıyla tamamen hacking yaparak ilerleyeceğim tarzında bir kafa yapısı kurtarmaz. Oyun saf bir rpg değil. Ancak bundan çok da rahatsız olmadım. Bu, beni yeni şeyler denemeye itti ve her bölümde zaten tecrübeli olduğum bir yöntemi tekrarlamaktan alıkoydu. Ayrıca her oyuncunun oynayış tarzını bir miktar kesiştirmek, Jensen için canon bir kişilik oluşturmakta yardımcı oluyor bence. Ama ne kadar her yetenek her yerde işlemese de bir koridoru geçmek için en azından 3-4 farklı yolunuz oluyor diyebilirim. Oynanışın bazı kısımlarını hiç tatmadım ve bu bir miktar benim suçumdu. Oyunda bir sürü silah var ve bunların modifikasyon sistemleri var. Ayrıca bazı ofansif skiller ve mayın, bomba gibi teçhizatlar da mevcut. Ben bunların hiçbirini kullanmadım çünkü ilk oynayışımda direkt pasifist oynadım. O yüzden pasifist rotanın kısıtlı olmasından şikayetçiyim. İnsanları öldürmenin 48 farklı yolu var ancak öldürmemenin 2-3 yolu vardı sadece. Ya arkadan boğacaksınız ya da 2 tane bayıltan silahtan birini kullanacaksınız. O kadar. Buna rağmen pasifist rota, oyun tarafından çok ağır bir şekilde teşvik edilen bir rotaydı. Birilerini hayatta bırakmak inanılmaz derecede daha fazla xp veriyor, hikayede daha iyi sonuçlara yol açıyor ve bir de pasifist başarımı var. Dolayısıyla oyun beni oraya doğru itiyor gibi hissettim ve bana bu seçenek verilen çoğu oyunda da pasifist oynarım zaten. Lakin dediğim gibi bunun cezası, çoğu oyuncakla oynayamamak oldu. Ayrıca oyun boyu karıncanın kılına zarar vermeyip boss fightlarda adamları reçel yapma zorunluluğu da saçmaydı. Hikayesi iyiydi. Çooooook derin ve etkileyici bir şey değildi ve bazen tahmin edilebilirdi ancak MD gibi bir fiyasko olmadığı da kesindi. Yalnız seçimlerinizin hikayeye çok bir etkisi olmadığını söyleyeyim. Sadece diyalogları etkiliyorlar ve toplasanız 2 seçim falan önemlimsi aslında. Yine de hikayeyle etkileşime geçme illüzyonunu satmakta başarılılar. Oynarken Jensen gibi hissediyordum ve 1-2 diyalogluk bir fark da olsa kimseyle aramı bozmak istemiyordum. Yine genel atmosfer de güzeldi. Bazen MD flashbackleri yaşayıp irkilsem de oyunun evreni bariz bir orijinalliğe sahip. Ve bunu daha iyi satacak türlü yan görevler de sunuyorlar. Bu görevler basit de olsalar ana hikaye süresince iyi bir dikkat dağıtıcı oluyorlar ve yan görev hikayelerini de yeterli buldum. Son olarak oyunun yapay zekası absürt derecede iyi bir görüşe sahip. Ben onu görebiliyorsam o beni zaten görmüş oluyor. Hatta çoğu zaman ben onların varlığını bilmiyorken onlar beni görüyordu. Ayrıca görüş mesafeleri de çok uzak. Hiçbir oyunda kafamı siperden çıkarmaktan bu denli korkmamışımdır. Bu durum belki gerçekçi olabilir ama burada mı gerçekçi olasınız geldi cidden? Sürekli save reload yaparak oynamak zorunda kaldım. Bu sebeple oyun, kendini bir fps olarak oynatmamaya çalışıyor gibi hissettim. Çünkü siper sistemi, fps kamerasıyla çok kötü bir sinerjiye sahip. Eğer ki oyunun istediği tuşa tıklayıp third person kamerada duvara yapışırsanız siper sistemi iyi çalışıyor. Etrafı da third person kamerada olduğunuzdan rahatça görebiliyorsunuz. Ancak ben böyle oynamak istemiyordum. Sürekli fps kamerada olayım istiyordum. Sağ olsunlar, seçim sunmadılar. Bir de tutorial kısımları bir kadının sallana sallana mekanikleri anlattığı sinematiklerle verilmiş. O kısımlar da can sıkıcıydı. Ancak şikayetlerim bu kadar. Özetle beğendim. Orijinal Deus Ex'i oynayanlar bu oyunu kötü görürken casual oyuncular ise anlam veremediğim derecede fazla beğenmişler. Ben biraz daha ılımlı bir görüşteyim ve ikisinin ortası gibi sanki. Ancak Deus Ex ip'sine olan merakımı körüklediği kesin. Orijinal Deus Ex'e de bir şans vermeye bu oyun ile ikna oldum ve belki Mankind Divided'a bile yeniden bakabilirim. 8/10
Незважаючи на все, прошу офіційно додати українську мову🇺🇦 Despite everything, please add Ukrainian language🇺🇦
I believe this is an excellent game that may sometimes fly under the radar. It has an expansive, meticulous world that feels more than just a limited plane behind a screen. Reading the emails from each person's computer and discovering correspondence through books, news, and pocket secretaries gives a story to each person you meet. However, the world similarly remains restrictive, perhaps akin to real life, where you can't go traversing around to locations willy-nilly, forcing you to decide how you will elect to reach a target, while simultaneously giving you many options to do so. The characters are memorable, with strong, authentic voice acting which clearly embodies what the writers had in mind for each person. The path the story takes is not obvious, and demands that you continue exploring to discover more. The protagonist, Adam Jensen, is certainly one of the era's greatest, as he is neither entirely what YOU make of him, nor is he just some guy you control. He is both of those things, amplifying the game's immersion and the insight you have into the man you play as. Decision making is vital in this game. There are times where you may realize that you forgot, or failed, to save certain people, but as the game progresses, you will become more aware of these opportunities and perhaps choose to take them. Some of these rescue decisions may impact the overall conclusion, as well, but ultimately, it is up to you. The art direction of this game is memorable, and beautiful, yet again contributing to this game's elaborate detailing, this time when it comes to stage and character appearance design, as well as the iconic "gold" filter, giving the entire game a yellowish tint. Thinking of how much you experience in this game, it is evident how much work was placed simply into creating the spaces Jensen occupies. On the topic of art, and as a musician, this game also features a rich cinematic score by Michael McCann, which is ranges from haunting, tense, energetic, to solemn. DXHR has its share of monolithic vistas, which demand an atmospheric accompaniment, which McCann delivers. As for how the game performed, I encountered no issues or frame drops, while still enjoying all the beauty that was offered. I played this on my daily office PC, the specs for which I attached, just in case you're not sure if your computer will run this game well. It should, theoretically.
¡Gratamente sorprendido! La propuesta expuesta (que, en mi experiencia, al venir de la entrega original del 2000 e Invisible War de 2003) me ha dejado gustoso por el hecho de vivir un juego de la saga con un enfoque mas “moderno” (ignorando claro, que es un juego con ya mas de 15 años en su espalda). Human Revolution es una obra que brilla por su historia y peso narrativo. Poseyendo un desarrollo en su trama que engancha con el argumento y sus puntos de vista de múltiples perspectivas; aun detrás de lo que parece “mas evidente”. El trasfondo ideológico, las posturas sobre el transhumanismo (y porque no, aplicado también como símil a cualquier “x” tema que se pudo/puede tener en la historia humana, hasta nuestros días, en la vida real), la ética de la tecnología y los matices de las expectativas humanas… enriquecen el juego de sobremanera y convierten cada decisión en algo importante. [Además Adam Jensen destila alta facha]. El diseño de niveles es digno de mención lleno de recovecos, rutas alternativas, cambios en el flujo de juego que incentivan la exploración y recompensan la curiosidad. Esto a través de un sistema de sigilo (O combate, totalmente a elección del jugador) que ofrece múltiples formas de abordar cada misión. Y aquí es cuando debo mencionar que, si bien el árbol de habilidades mediante el cual nuestro personaje va adquiriendo diferentes capacidades: es ÚTIL, y se le halla mucho valor a la larga... por muchos otros momentos es LIMITANTE, que hasta parecen absurdas ciertas mejoras (y por momentos... si, lo son) sin embargo, hay múltiples ocasiones cuando tener alguna habilidad en específico, cambia la forma de sortear el escenario, enemigos y/o hasta la trama. Que supongo, se puede decir es un sistema de progreso “medido a cuenta gotas”, que roza con joder al jugador... o darle poder. Transmitiendo una sensación de inutilidad por momentos, porque muchas mejoras no se sienten relevantes hasta que se acumulan VARIAS. Y eso si, el inventario es ¡horrible! Resulta engorroso y frustrante el “ordenado” automático. Las “proporciones” de las armas quitan mucho espacio, no hay un almacenaje extra como para CONSERVAR las armas que quieras para un futuro o simplemente para HACER ESPACIO. Luego, ciertas animaciones (como la de caer de un lugar alto, o al veces minúsculamente alto) son cansinas a mas no poder. Porque “reproduce el video/animación” del personaje cayendo en lugar de -SOLO HACERTE CAER en tiempo real-, rompiendo totalmente el ritmo. En lugar de un movimiento fluido, el jugador se ve obligado a presenciar una secuencia que se siente innecesaria. Pero bueno, Deus Ex: Human Revolution – Director’s Cut es una obra que tiene un nivel espectacular en muchos de sus apartados (a pesar de tropezar en detalles que a la larga se hacen muy notables). Pero el como es capaz de enganchar por todo lo bueno que ofrece ha sido sin dudas, algo que vale mucho la pena experimentar. Recomendado. ¡Adelante, probadlo, intentadlo!
This game shows its age. And a bit too much at that. Might include spoilers. Difficulty was set to "Give me a challange" + Very cool universe that is scarily close to our society in the close future. + Augmentations changing gameplay makes you feel like you are actually better and "augmented" than others. + Some augmentations opening up different gameplay choices and mechanics is really cool to see on the map. - Main character Jensen is such a shallow vessel as a main character. He has no ideas of his own, no reactions unique to him, nothing. He just goes from point A to point B and saying what needs to be said while hearing what needs to be heard. Even after finishing the game, I still have no idea what Jensen likes or dislikes. At one cutscene he is swearing by the augmentations he has, at the other he is ridiculing and swearing at them. Yes you can choose the dialog options but it doesn't shape his character. You can swing him left and right without any consequences which just feels terrible for his character. Does Jensen love being an aug or not? Who knows. I sure as hell don't. - There is absolutely 0 side characters to focus on. There is Pritchard who has 3 to 4 funny quips to throw at Jensen (which are the most fun I had in this game, I love the dude) but has nothing built on him. What he likes, what role he plays on the plans, what are his thoughts. Nothing is built on him. He is just there for the funny quips which is such a shame. There could have been so much more including him. There is Malik. She flies you around. That's it I guess. They tried doing something with her past within a side quest but it literally does complete air for her character. There is only Jensen. Jensen this Jensen that. And when the main focus of your game is an empty vessel, story becomes an empty canvas to stare at. His main drive being the love of his life, only for her to appear in 2 cutscenes and give no resolution to nothing at all is just a cherry on top. - Oh the gameplay. This game aged like milk. Like yes, the gameplay was probably never the focus but dear god. I tried doing everything stealth non-lethal just so I didn't have to interact with the combat of the game. All the boss fights, all the forced combat sequences were by far the worst I have ever had to experience. It was just a staredown while chugging what meds you find around the map all around. Stealth takedown animations are edgy but gets repetitive after the 20th time you watch it. Overall aside from the AI of the enemies during stealth, which is remarkable to its time, there isn't anything positive I can say about it. + AI is really good at stealth gameplay. They track your last known position and take cover against it, group up and try flushing you. Really cool stuff for an old game like this. - The social hormone augmentation completely ruins what this game could have had as consequences go. During some missions you go into this Danganronpa 1v1 try to persuade the opposition battle thing which shows you the oppositions general stats and characteristic traits. You would think you need to do your choices according to these but hey. Only for 2 praxis points, you can bypass this entire gameplay section by using charismatic hormones to completely nuke the opposition to your favor. This augmentation makes you ALWAYS choose the best option regardless of what you do within the quest which completely removes ANY consequence you might have had if you chose incorrectly. This is by far the single augmentation I wished I never picked up because it completely ruined several choices for me. I picked wrong choices which should have given me worse outcomes just for the hormones to be able to save the situation. Such a terrible addition. I was very hyped to get into what people call the second coming of Christ as RPG games go. I did not find what I was looking for here.
horrible port, stutters like crazy on a gaming pc over 10 years newer than this game, no proper UI scaling for modern resolutions, game breaking bug that prevents you from finishing the game. don't play this version
- Мам можна мені Cyberpunk? - Ні, синку - в нас вже є Cyberpunk вдома. "тим часом Cyberpunk вдома"... А якщо серйозно, то це було охуєнно! По особистим відчуттям гра максимально приємна: це саме та гра, яка тебе не напрягає від слова взагалі (хіба в декількох моментах бою з боссами); в іншому ж вона вас НЕ підганяє, НЕ ставить жодних лютих таймінгів, НЕ ставить якихось рамок - в цю гру ти заходиш ніби вийшов на прогулянку (за умови, що завжди тримаєш пістолет на поготові (і то NPC вам спочатку зроблять декілька зауважень, і вже після почнуть вести з вами бій)). Щодо самої начинки внутрішньоігрової механіки, то тут зрозуміло все: понятне діло стелс та стрільба це база; щодо прокачки імплантів гг - розібратись можна майже зі старту (головне читати, який імплант за що відповідає (половина застосовується автоматично, щоб не було лишнього гємора запам'ятовувати багато кнопок - а їх там вистачає я вам скажу)); по суті гра представляє з себе опенворлод - можна залізти всюди (ну звісно ж окрім чітко поставлених кордонів карти), тому і варіативностей проходження як по стелсу так і ведення бою досить багато. Сюжет: моя повага - ця історія заслуговує на те, щоб про неї говорили, і говорили в реальному житті, оскільки те, що було зображено на екрані тісно пов'язується з нашою реальністю з кожним днем. Чого коштує тільки тема про ЗА і ПРОТИ ставлення людей щодо подібних інновацій (звісно ж що тут є як мінімум 2 базові лагеря серед суспільства щодо погляду на це). Тай тема самого гг варта неабиякої уваги: з чувака зробили кіборга і воскресили, для того щоб він далі продовжував працювати на улюбленій роботі. -_- А якщо серйозно то тіп помімо того, що займається своєю професією паралельно вишукує злодіїв, які його вбили... Звучить кншн... Також в нашого гг є яка-не-яка та й любовна лінія: мадам яку втрачає з самого початку гри і думає що вона вже ггвп, а потім дізнається, що "А ніхуя") P.S. в Cyberpunk'у такого не було, ага. Доп. квести теж є досить приємними та короткими від чого і самого геймплею більше і ти не втрачаєш суті самого сюжету, і кожен з них відрізняється та запам'ятовується без лишнього напряга (деякій студії повчитись би в цих хлопцив (не будем показувати пальцем, і так зрозуміло про кого ми))). Босфайти тут також відрізняються один від одного: кожен бос має свою специфіку ведення боя; локації суттєво відрізняються (на деяких з них можна залізти в ничку і на крису настрілювати їм по шапці) ну і відповідно до кожного з них потрібна своя тактика та зброя, а тому більшість з них уже заставляє вас троха піднапрягтись. В підсумку хочеться тільки сказати те, що гра справді варта уваги, і якщо вам набридли всі інші жанри, то щоб розрядитись - вам сюди. Троха не забув) окремої уваги також варте й OST - хоч бери й окремо завантажуй в свою бібліотеку.
I never asked for this
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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