
In a city driven by corruption, three hardened citizens rise to uncover a conspiracy threatening its fate. Define your playstyle and engage in lethal high-octane combat, or keep out of sight in gripping stealth action.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 12 → 0/day in the week after.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.59−90% | 133reviews | 72% | — | $3.3K |
| $1.59−90% | 106ratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't know... I don't see an incentive to play further. Seems to me like there's nothing beyond the story, but the top-down stealth-shooter gameplay. Which I don't find very compelling... The story seems mature and well-written, but the gameplay seems like something you find on a Nintendo DS/ 3Ds title aimed at a younger audience. Reminds me of TRON: Evolution for the DS, matter of fact...
If you want to make a stealth or combat game, buy Disjunction – it'll show you everything not to do.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 3 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese
| $15.99 |
| 71ratings |
| 82% |
| — |
| not modelled |
| $1.89−88% | 49ratings | 72% | — | not modelled |
| $15.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not very interesting. The gameplay is kinda primitive and repetitive. Not a lot going on. The story delivery is done through huge blobs of text across the entire screen (very uncomfortable to read) or just plain multi-page lore pickups. No voice over.
The pixel art, music and atmosphere are cool, but the story is very slow moving, all told through wordy text boxes and after over 2 hours, hasn't gotten compelling or interesting. Every mission is old school stealth, using the Metal Gear Solid vision cone concept. I don't mind this, but there's no margin for error and even though you can engage in combat if necessary, you characters all go down in a couple of shots and it's clearly not what things were designed around. There's only one checkpoint in each level and if you respawn at one, it's with whatever amount of health you had when you activated it so if you didn't have much, be prepared to potentially start multiple levels over again. Enemies all patrol in set patterns, meaning everything can be beat with memorisation if you are willing to put in the time. This will definitely appeal to certain kinds of players, but even as a big fan of anything cyberpunk and someone who doesn't tend to quit games once I've started them, I just couldn't do any more of this one.
[h2] По скидке — да, за фуллпрайс — нет [/h2] Простенькая во всех аспектах. Сюжет звезд с неба не хватает. Персонажи и их мотивация довольно шаблонная. Выборы в игре ни на что не влияют (за исключением финального, на нем завязано 4 ачивки). "Разные способности" для персонажей не такие уж и разные. Сомнительные решения в виде долгих загрузок между локациями (каждый раз смотреть одну и ту же сцену утомляет) и наличием всего одного чекпоинта на весь уровень (по-началу это не вызывает проблем, но на последних локациях заставляет вас тратить кучу времени из-за ошибки, не всегда по вашей вине). Лучшее, что есть в этой игре — это пиксельарт.
скуууууучно, поиграйте лучше в intravenous 1/2
Политика — управление общественными делами ради выгоды частного лица. (Амброз Гвиннет Бирс)
Disjunction, developed by Ape Tribe Games and published by Fireshine Games, is a cyberpunk-themed stealth action RPG set in a dystopian vision of New York City in 2048. Built around a pixel-art aesthetic and top-down gameplay, it presents an intricate world of corruption, corporate power, and personal morality. The narrative unfolds through three protagonists—Frank, a private investigator seeking truth; Joe, an ex-soldier fighting for family honor; and Spider, a skilled hacker navigating the underworld of the city. Each character’s story connects to a broader conspiracy involving a powerful drug known as Shard, forming a narrative web that explores themes of addiction, power, and resistance in a collapsing society. The most striking element of Disjunction is its atmosphere. The developers successfully capture the oppressive beauty of cyberpunk dystopia through richly detailed pixel environments illuminated by neon and shadow. Every district of the city—from decaying industrial zones to high-security corporate compounds—feels alive with texture and unease. The art direction mirrors the best traditions of retro-futuristic design, blending the grit of old-school 16-bit visuals with modern polish. The synth-heavy soundtrack reinforces this ambiance perfectly, maintaining a sense of urgency and melancholy that keeps the tension constant. It’s a world that feels cohesive and deliberate, where the player is always aware of the social decay beneath the flashing lights. Gameplay is where Disjunction finds both its strength and its limitations. The game’s core mechanics focus on stealth and tactical movement, requiring the player to navigate hostile environments without detection. Each level is carefully designed around patterns of guards, surveillance drones, and traps, demanding patience and planning. Players can choose between silent infiltration and direct confrontation, but the balance leans heavily toward stealth. Combat is punishing, and an aggressive approach often results in quick failure, pushing players to rely on gadgets, distractions, and timing. The tension of sneaking through corridors while monitoring enemy vision cones evokes a sense of strategy reminiscent of the classic Metal Gear titles, though with a more minimalist approach. When the systems align, the satisfaction of executing a flawless infiltration is undeniable. Each of the three protagonists introduces unique abilities that give the gameplay a layer of variety. Frank’s investigative tools allow him to disable technology and manipulate his surroundings, Joe relies on brute strength and close combat enhancements, and Spider excels at hacking and mobility. These differences encourage experimentation and create a rhythm of alternating playstyles as the story shifts between characters. Progression is handled through an upgrade system where you can enhance skills, improve gadgets, and adapt abilities to your preferred approach. While these RPG elements add depth, they are limited in scope; the customization options provide incremental improvements rather than fundamentally altering playstyles. This simplicity makes the game accessible but may disappoint those expecting a more expansive progression system. The story of Disjunction is one of its most ambitious features. Its branching narrative is shaped by player decisions that carry real consequences for each character and the overarching plot. Choices about morality, loyalty, and violence determine not only how scenes unfold but also which allies or outcomes remain available later on. This choice-driven storytelling adds replay value and reinforces the moral ambiguity at the heart of the cyberpunk genre. The writing is functional and thematically consistent, though not always emotionally gripping. Some dialogue sequences can feel dense or procedural, reflecting the game’s noir inspiration but occasionally breaking pacing. Still, the intertwining arcs of the three leads give the story a sense of scope uncommon in indie stealth games, and when their paths converge, the payoff feels earned. In terms of performance and design, Disjunction is technically sound, though not without flaws. The fixed top-down camera, while consistent with its retro aesthetic, limits the player’s field of vision and can lead to frustration when planning stealth routes. The AI can be unforgiving, instantly reacting to small mistakes, which enhances tension but also highlights the game’s narrow margin for error. Some players may find this punishing design invigorating, while others may feel it clashes with the otherwise methodical pacing. Despite these rough edges, the game’s polish in presentation and control responsiveness demonstrates a clear commitment to craftsmanship by its small development team. What stands out most about Disjunction is its sense of identity. It knows exactly what it wants to be: a tightly focused, atmospheric stealth game that draws inspiration from cyberpunk classics while delivering a personal, morally complex story. It is not an open-world RPG or a fast-paced action experience, and it doesn’t pretend to be. Its compact scope works to its advantage, allowing the player to immerse themselves in a carefully constructed world of shadows and decisions without unnecessary padding. The relatively short campaign—lasting roughly eight to ten hours—ensures the pacing remains tight, though it also means the experience ends just as its systems feel fully mastered. Disjunction is an example of how ambition and restraint can coexist in indie game design. It captures the essence of cyberpunk through art, sound, and tone, while grounding its gameplay in precise, challenging stealth mechanics. Its narrative, though familiar in theme, is told with enough conviction to remain engaging, and its characters are distinct enough to carry the weight of its intersecting storylines. It is a flawed but admirable piece of work—sometimes uneven, occasionally frustrating, but consistently compelling in its mood and vision. For players drawn to deliberate stealth gameplay and the atmosphere of neon-lit decay, Disjunction offers a tightly woven, thoughtful experience that lingers long after the final mission ends. Rating: 7/10
Good short and sweet game. It gets pretty easy when you get used to it and get some of the upgrades, but it's worth it for the cool art, music and decent story. Make sure that when you play, you enable Simple Lighting from the settings. It makes the game so much fast. It's like half the fps without this setting even on a powerful PC for some reason.
На эту игру я наткнулся совершенно случайно, но меня сразу привлекли киберпанк сеттинг и приятная пиксельная графика (с нормальными читаемыми шрифтами и адекватным разрешением!). Тем не менее, непосредственное знакомство с игрой началось с разочарования. В Disjunction заявлена полная совместимость со Steam Deck, но играть на нем невозможно. Прицел двоится-троится, а кнопки на экране не прожимаются. Однако я решил дать игре второй шанс, запустив на компьютере. Disjunction предлагает игроку, выбирая между двумя типами прохождения (агрессивный и стелс), зачищать довольно небольшие локации, чтобы, по факту, пройти из точки входа к точке выхода. Попутно захватив какой-нибудь предмет для прокачки. В этом же и кроется основная проблема. В игре кроме этого ничего больше нет. Мирная зона между миссиями - квартира ГГ, где можно взаимодействовать только с телефоном и кроватью. И то когда разрешат. Какой-либо интерактив, исследование мира или интересные диалоги с NPC тут отсутствуют. Стелс с каждой следующей миссией становится только душнее. Будь в игре возможность свободного сохранения, возможно я бы прошел игру до конца. Но в какой-то момент просто бросил, устав перепроходить однообразные миссии по несколько раз.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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