
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.
About
Genres
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 973 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Отличный иммерсив-сим, Шариф - жадный ♥♥♥ с носом горбинкой, мог бы платить и побольше, сучара.
Я бы порекомендовал бы эту игру другим!
O jogo é bom, mas tive um problema de memória no finalzinho, o qual não me permitiu terminar o game
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.3M | 2.5K | 84% | $16.99 | |
| $1.3M | 2.9K | 91% | $19.99 | |
| $1.3M | 1.1K | 92% | $29.99 | |
| $1.3M | 4.3K | 95% | $19.99 | |
| $1.3M | 4.5K | 91% | $14.99 | |
| $1.3M | 2.3K | 82% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 42.3K | 76% | $2.99 | |
| $148.6K | 4.7K | 37% | $1.49 | |
| $334.9K | 15.7K | 95% | $0.90 | |
| $462.2K | 2.5K | 57% | $6.99 | |
| $15.9M | 32.2K | 94% | $19.99 | |
| $11M | 13.9K | 85% | $29.99 |
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 978 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Still super good. Played loads of it on xbox. UI gets tiny beyond 1080p and theres stutter issues at high framerates. But it's still a great game.
Киборг-убийца
je le joue a la manete xbox . J,avait déja joué sur la xbox 360 . Un très bon jeu ...bon concept comme aucun autre jeu ne fait .
good pew pew game really fun
Es un juegazo Entretenido y cumplidor.
Есть игры, которые проходишь ради геймплея. Есть игры, которые запоминаются сюжетом. А есть Deus Ex: Human Revolution. И спустя годы понимаешь, что она была не о будущем. Она всегда была о нас. В первый раз я видел в ней хороший стелс, интересную прокачку и красивый киберпанк. Во второй раз начал замечать детали. Разговоры с NPC, письма в компьютерах, выпуски новостей, случайные диалоги на улицах. Этот мир живет своей жизнью и постоянно задает вопросы, на которые не существует правильных ответов. В основе сюжета лежит вечная человеческая мечта стать лучше. Избавиться от болезней, преодолеть слабости, жить дольше, быть сильнее. Но Human Revolution очень быстро показывает, что проблема никогда не была в технологиях. Проблема всегда в людях. Любое великое открытие можно использовать во благо, а можно превратить в инструмент контроля. Именно поэтому игра так цепляет. Она не делит мир на добро и зло. Здесь почти каждый персонаж искренне считает, что поступает правильно. Одни готовы пожертвовать свободой ради безопасности. Другие готовы принести тысячи жизней в жертву ради "светлого будущего". Кто-то продает свои принципы за влияние, а кто-то настолько верит в собственную правоту, что перестает замечать последствия своих решений. И невольно начинаешь спрашивать себя: а как бы поступил я? Сюжет постоянно отсылает к философским вопросам, которые человечество обсуждает уже сотни лет. Где заканчивается человек и начинается машина? Можно ли изменить тело, не изменив личность? Если прогресс требует отказаться от части своей человечности, остается ли это прогрессом? В этом легко увидеть отголоски идей Ницше о сверхчеловеке, древнегреческий миф об Икаре, который взлетел слишком высоко, библейскую историю о Вавилонской башне, где стремление людей превзойти самих себя обернулось катастрофой. Даже название Human Revolution звучит двусмысленно. Это не революция машин. Это революция самого человека. Особенно интересно, что игра вышла в 2011 году. Тогда многие идеи казались чистой фантастикой. Сегодня мы живем в мире, где искусственный интеллект пишет тексты и создает изображения, алгоритмы формируют общественное мнение, а крупнейшие корпорации знают о нас больше, чем многие близкие люди. Из-за этого некоторые сцены воспринимаются почти как документальное кино. Отдельного уважения заслуживает саундтрек Майкла МакКэнна. Это не просто фоновая музыка. Она становится частью атмосферы. Спокойные синтезаторы в исследовании города, тревожные мотивы во время принятия решений, величественные композиции в кульминационные моменты делают мир одновременно красивым и тревожным. Даже спустя годы достаточно услышать первые ноты, чтобы снова оказаться в Детройте или Хэнша. Именно такие детали делают Human Revolution особенной. Она не кричит о своих идеях. Она предлагает остановиться, посмотреть вокруг и подумать. Не только о будущем человечества, но и о собственных ценностях. Сегодня многие игры стараются удивить масштабом, графикой или количеством контента. Deus Ex: Human Revolution удивляет другим. Она уважает игрока. Не дает готовых ответов, не говорит, кто прав, а кто виноват. Она просто задает вопросы. И, возможно, именно поэтому спустя столько лет о ней хочется не просто вспоминать, а снова пройти. Настоящая классика, которая с каждым годом становится только актуальнее.
I have an ex that absolutely loved that line in the intro where Adam sarcastically says “I like everyone Dr Reed.” She thought it was the funniest thing ever and that was my benchmark for this game. That, and the sick trailer where Adam is being dissected in his dreams by Renaissance dudes. I pretty much got what I expected, looking back on my experience with the game. Except now I’m really great at finding vents behind vending machines… on with the review then! [h2] THE VIBE [/h2] This is the game’s biggest strength. You might find the gunplay boring, the narrative confusing, or the upgrades meaningless, but the vibe [b]is[/b] immaculate. I’ve been listening to ambient DXHR videos on YouTube constantly since playing the game, and I recommend you do too if you need background music to get some work done. In each new location, I spent ages absorbing everything the level designers had left for me; in-universe print ads, office cubicles littered with notepads and teacups, plants in lobbies and up-town apartments, and so on. I simply couldn’t help myself. There’s always something cool to examine, like weird light fixtures or needlessly detailed scientific equipment that you can’t even interact with. And all of it is coated in a gold glow that reminds me this is the future (and piss-filter era of gaming). I feel like every manufacturer on the planet decided to use those dreamy, old, yellow halogen bulbs instead of LEDs, which is yet another layer of juxtaposition that goes with the dirt and grime present everywhere in this sleek, cutting-edge future. Wow, I can’t believe I wrote that sentence without any help. I also felt really cozy when I recognised the influences of what’s now called the ‘Frutiger Aero’ aesthetic. This game was produced at the height of Frutiger Aero’s power in the late 2000s and so, there’s corporate branding everywhere with thin, sans-sarif (oops, I mean serif :P) fonts that invoke the aesthetic. They use harsh whites on distinct oranges for the LIMB clinic too, and I wonder if any new near-future games have these Frutiger Aero traces sprinkled into their gritty technoscapes (I’ve not played Cyberpunk.) It’s clear I’m becoming more of a vibes-based gamer as I get older, since I’m less obsessed with chasing achievements and action setpieces. Instead, I enjoy strolling, looking, and enjoying my time. It’s such a special thing for storytelling that we, as a human race, can create these worlds and make them interactable. It’s what can elevate games above films or TV for me, and although the ‘interactivity’ of DXHR’s world seems pretty shallow compared to today's standards, it’s awfully magnetic. Just look up once and a while when you’re walking around Hengsha. So awesome. [h2] THE PERFORMANCES [/h2] Corr, Adam is cool isn’t he? Sunglasses that retract into his skull, aggressively shaped haircut, and a gravelly voice to tie it all together. On paper, that sounds like a lame OC but Elias Toufexis brings it home with every line read. It can be snarky back and forths on the comms with Prichard or philosophical debates with any named NPC, I don’t care, I just love hearing him talk. Perhaps 15 years of “I never asked for this” memes warped my brain. I won’t pretend like nostalgia isn’t a factor. Adam is such a noughties protagonist, there was probably a big Minority Report poster in the writing room. He’s mean, he’s edgy, he cares a lot about his dead/alive girlfriend/wife/kid, and this messed up sci-fi world is gonna have to get outta his way. It’s comforting to see characters like this brought to life so passionately. I never feel that the game is ashamed to have this edgelord leading the narrative and, again, Elias makes it work so well. I could go on about Sarif, Prichard, Malik and the rest of the cast who make me feel things, but I want to highlight a special someone - Eliza, played by Kim Bubbs. It’s currently 2026 and I can easily see future games using a real generative AI text-to-speech model for an AI character like her. Fortunately, this game released in 2011 and so, Eidos-Montréal had to find someone that could believably perform an emotionless, yet iconic news bot. Yeah, Kim smashed it. There’s something about Eliza that keeps me glued to the screen. Which is good because she’s a news reader in-universe, she has to be presentable, interesting, and not-annoying by default. I feel she speaks intimately (it’s obvious Eliza [b]really[/b] likes Adam) but still coldly. How do you achieve that when you’re playing a lady made of code? I have no idea but Kim did it. She’s on this exact 50/50 precipice where you can feel care and longing, without any feelings going on behind the scenes. I’m sure these two are developed more in Mankind Divided. They better be. [h2] GAMEPLAY [/h2] I opted for a stealth-focused playthrough, mainly because I expected some kind of guilt trip down the line if I started piling up bodies. Games like Bioshock 2, Metal Gear Solid 3 and Dishonoured have trained me well. I don’t think I killed anyone (sans bosses) until about halfway through the game when I punched through a weak wall that had an enemy standing on the other side. Adam automatically snapped the poor bugger's neck and that told me all I needed to know about the weight of NPC’s lives. Despite there being an achievement for completing the whole game without killing anyone (sans bosses), this isn’t MGSV or Dishonoured or Undertale. There’s no adaptive enemies or chaos score or fourth wall guilt trip waiting for you. Prichard called me Gandhi for doing the first level without any kills and I think that’s as far as the game goes when it comes to your choice of lethal/non-lethal methods. You can kill every civilian you see if you want, the game will still play out the same way. Fortunately, I had no expectations going in so this didn’t bother me too much. I still appreciated the different paths when it came to navigating these levels. Mind you, I’m an immersive sim layman so every discoverable, re-used ladder shaft to air vent secret entrance made me feel much smarter than it would to a normal gamer. All in all though, I had a fun time. I played on the hardest difficulty so getting caught meant instant death (I didn’t have any armour upgrades). This had me reloading saves, completing most levels as stealthily as possible. I defeated a fair few mini-bosses with an invisible punch to the face, even though I was given epic weapon after weapon. I never used the laser rifle or grenade launcher. Man I suck. [h2] WRAP UP [/h2] I watched the Hbomberguy video and I essentially feel the same way all the comments do. I agree with everything he says, but I just generally liked the game more than he did. Probably because I never played the original Deus Ex. You’ll notice I forgot to mention the narrative in this review even though it’s, like, one of the main marketing points of the game. I’d have to play the game again before I could give it the analysis it deserves. I’m a bit of an idiot and feel like I missed a lot of nuance and clever setup in the story (or maybe I didn’t and the story sucks!) That’s probably not a satisfying thing to read in a review but oh well. I chose the truth ending, letting the broadcast go out into the world with the full, unedited confession from Darrow. I have faith we can rebuild, knowing the mistakes of our past, but I doubt this is the canon ending for the sequel. Oh and that last level introducing what were essentially zombies was very fun. Made me want to play The Last of Us 2 again. Even if the final boss was a 5/10 in my books. For one of the huge 7th-gen releases that I missed, Deus Ex is alright. The humans look just as I’d expect from 2011, if not a bit better, and the atmosphere really is lovely. A great gem that I’m glad I missed as a kid. Child me would not have liked how much talking there was. I wanna have another go round with a rude, gun-toting Adam now. Brb.
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.