
In this retelling of Dante's origin story which is set against a contemporary backdrop, DmC Devil May Cry™ retains the stylish action.
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.
Reviews, worldwide (the counter carries no country): 4.71/day in the week to Aug 25 → 4.43/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.
About
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 1034 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Por mais que todos comparem com a franquia original, eu achei esse aqui fantástico. Aquela história de filme de tela quente, com ideias e designs bacanas, além do combate, que em minha opinião fica em segundo lugar comparando com todos os outros DMCs. Gostei da ideia de como os demônios controlam a sociedade, as fases, como o Dante e o Vergil se relacionam nessa nova história, tudo isso faz o jogo valer a pena. Nota: 8/10.
[h3]Если бы меня спросили, с какой игры началась моя любовь к серии Devil May Cry, ответ был бы прост - именно с DmC.[/h3] И, не смотря на все споры вокруг неё, для меня она до сих пор остаётся одной из самых любимых игр. Более того, я прошла её больше трёх раз, и каждый раз получала не меньше удовольствия, чем в первый. Главное, что меня зацепило, - это боёвка. Постоянно переключаться между ангельским и демоническим оружием прямо во время сражений невероятно приятно. Каждое оружие ощущается по-своему, а комбинации выглядят настолько зрелищно, что хочется экспериментировать снова и снова. Отдельный восторг вызывают уровни. Мир Лимбо постоянно меняется, ломается и буквально живёт своей жизнью. Особенно запомнился уровень в клубе - до сих пор считаю его одним из самых красивых и атмосферных эпизодов в игре. Музыка здесь - отдельная тема. Она идеально подчёркивает динамику боёв и происходящее на экране. Саундтрек настолько удачно вписался в игру, что многие композиции до сих пор периодически переслушиваю. Сюжет тоже понравился. Он держал интерес до самого финала, а боссы не просто эффектные, но ещё и очень запоминающиеся. Каждый бой ощущается как настоящее событие. Да, эта часть отличается от классических Devil May Cry, но именно она познакомила меня с серией. И я совсем не жалею, что моё знакомство началось именно отсюда. И если захочется - с удовольствием пройду ещё раз.
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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 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.
Genres
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*, Dutch, Polish, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its just so absurdly over the top and insane that i genuinely found it more entertaining than dmc 2-4, coupled with an actually pretty good soundtrack, gameplay that feels rather meaty (comboing feels slightly weaker than other games but enemy design is more varied so it balances out), and actually really interesting setpiece design in a lot of the levels.
весело, динамично, рок музыка вообще долбит нормально и входит, ну, в топ2 в серии, и месить чертей было одно удовольствие, да и наконец-то это можно было делать на клава-мыше, без каких-то изъebсtв быстро научишься. нормальная так-то игра, если оценивать её отдельно от основной серии. просто тут всё другое. другой стиль, вайб, меньше рофловости, но больше мрачности. это не девил май край, разрабы старались, но лучше бы показывали свой потенциал не здесь. конфликт двух братьев - полное гoвno и получается с пустого места, механика, что на разных демонов нужно разное оружие - тоже калл и прерывает динамику. да и вообще, почему вергилий выглядит, как егор крид в прайм эре?
Лучший DMC. Интуитивно понятная боевая система, один из лучших саундтреков в играх когда либо (в жанре слэшеров). Одна из лучших по визуалу именно в художественной составляющей, левел дизайнеры явно что то знают где достать. Одно из лучших переосмыслений когда либо. Одна из самых любимых игр из всех в которые играл. Прошёл на пс 3, пс 4, теперь и тут приобрёл на распродаже, что бы еще раз прикоснуться к шедевру от Ninja Theory. Жаль что продолжения игра не получила изза ноющих фанатов японского оригинала, с белой шевелюрой и убогими монстрами в духе DMC4, где на всю игру было 2-3 стильных противника. В этом DMC каждый уровень поражает полётом фантазии художников, дизайнеров и тд. Противники стильные, боссы по визуалу вызывают просто восторг, да по геймплею боссы проигрывают оригиналу. но вам никто не помешает поставить сложность по выше и кайфануть от происходящего на экране. Очень хотелось бы видеть продолжение этого перезапуска, как отдельной франшизы
《DmC:鬼泣》:一部被偏见淹没的ACT杰作 在电子游戏的历史上,很少有作品像《DmC:鬼泣》这样,承受着如此巨大的争议与不公。它有着Metacritic 86分的媒体均分,IGN 8.9分、GameSpot 8分的高度评价,全球销量突破数百万份——单看数据,这无疑是一款成功的作品。然而在很长一段时间里,它在玩家群体中却承受着远超其应得的恶评与排斥。有人称它为“不该叫鬼泣的好游戏”,有人说“如果不叫鬼泣的话是好游戏”。十多年过去了,当我们终于能够心平气和地回望这部作品时,或许该还它一个迟到的公道:《DmC:鬼泣》不仅是一款优秀的动作游戏,更是一部被偏见淹没的杰作。 革新而亲民的战斗系统 《DmC》最值得称道的地方,是它的战斗系统。 英国开发商Ninja Theory在继承《鬼泣》系列精髓的同时,做出了大胆而成功的现代化改造。最直观的变化是武器切换方式——以往切换武器需要按好几下切换键,现在直接R2/L2快捷召唤,天使武器和恶魔武器各归其位,方便至极。这个看似简单的改动,极大地降低了操作门槛,让更多玩家能够享受组合连段的乐趣。 游戏围绕天使与恶魔两种属性构建了完整的战斗逻辑。天使武器(镰刀、飞镖)擅长范围攻击与高速连击,恶魔武器(大斧、拳套)则以重击和破防见长。面对不同的敌人,你需要灵活切换属性——某些敌人只能用天使武器才能造成伤害,某些则必须用恶魔武器破防。这种“属性克制”的设计,让每一场战斗都充满了策略性,而非无脑的按键连打。 同时,《DmC》并没有因为简化而丧失深度。三把枪、两件天使武器、两件恶魔武器、一把大剑的丰富配置,配合钩爪系统——天使之钩将但丁拉向敌人,恶魔之钩将敌人拉向但丁——创造出了无数种连段可能性。有玩家评价道:“战斗已经丰富得不错……近战远程、单体范围、爆发持续,都涵盖。” 更重要的是,《DmC》做到了一个许多ACT难以企及的事情:让“手残党”也能打出漂亮的连段。相比正传系列极高的操作门槛,本作在保持可玩性的同时大幅降低了上手难度。正如一位玩家所说:“dmc这版最大的好处就是不用太苦练也能轻松无限空战,一下子观赏感就上来了。”这种“易上手、难精通”的设计哲学,让更多玩家得以领略ACT游戏的魅力。 天马行空的关卡与视听盛宴 如果说战斗是《DmC》的骨骼,那么关卡设计和美术风格就是它的灵魂。 《DmC》最令人拍案叫绝的创意,是Limbo(灵薄狱) 这一概念的引入。这是一个与现实世界重叠的扭曲维度,恶魔在其中操控一切。但丁在Limbo中战斗时,整个世界都在不断地扭曲、崩塌、重组——街道像纸片一样翻转,建筑像活物一样蠕动。这种设计不仅带来了视觉上的极致冲击,更赋予了关卡设计无限的想象力。 电视台BOSS战——整个场景变成一档荒诞的综艺节目;夜总会关卡——霓虹与火焰交织的迷幻舞池;水下世界——如梦似幻的沉浸体验。每一个关卡都是一次视觉奇观,每一场BOSS战都是一次创意盛宴。有玩家评价:“关卡设计很惊艳,美术风格也不错”;也有人直言:“个人心中最好的鬼泣,它可以不是动作系统最深的,也可以是美术风格最怪异非主流的。” 音乐同样是《DmC》的一大亮点。工业摇滚与电子乐的融合,与游戏的街头叛逆气质完美契合。有玩家感叹:“音乐完美,配合演出打斗很昂扬。”每一场战斗都像是一场混沌的音乐会,肾上腺素在鼓点与刀光中飙升。 Ninja Theory在播片演出上的功力同样不容忽视。有评论指出:“忍者理论做的鬼泣除了战斗没那么复杂以外,场景美术、播片演出、人设台词都比卡普空好了几个档次。”这种漫画式的、金属视觉系的画风带有鲜明的欧洲独立游戏气质,与日式动作游戏的古典美学形成了有趣的对照。它不是“更好”或“更差”,而是“不同”——而这种不同,恰恰为《鬼泣》系列带来了前所未有的新鲜感。 一部被误解的平行宇宙外传 《DmC》最大的争议来自它的“身份”——它叫《鬼泣》,但它不是老玩家记忆中的那个《鬼泣》。 但丁变成了黑色短发的街头小子,不再是那个白发红袍的优雅恶魔猎人。故事被彻底重启,设定被全面推翻。对于伴随系列成长的老玩家来说,这种改变无异于背叛。 然而,如果我们愿意放下先入为主的偏见,把《DmC》看作一个平行宇宙的外传——正如许多玩家最终所接受的那样——那么它展现出的品质是惊人的。它有着完整的叙事弧线、鲜明的角色塑造、一流的动作系统和令人过目难忘的视觉风格。它或许不像正传那样深邃、那样经典,但它同样诚意满满、制作精良。 更重要的是,《DmC》的探索并非毫无意义。事实上,《鬼泣5》中不少元素都借鉴了《DmC》的设计。Ninja Theory的这次“实验”,为整个系列注入了新的思考与可能性。它证明了《鬼泣》这个IP可以有不同的诠释方式,可以有更广阔的边界。 结语 2015年,《DmC:鬼泣 最终版》 登陆次世代主机,带来了1080p画面、60帧流畅体验、全部DLC以及全新的“Gods Must Die”超高难度模式。GameSpot给出9分,称其“不仅是一个更好的版本,更是一部货真价实的砍杀经典”;Game Informer同样打出9分,赞其“无论是新手还是忠实粉丝,这都是重制版的典范”。 十多年后的今天,当我们回望《DmC:鬼泣》,或许可以更公允地说:它不是正传的替代品,而是一部独立的、优秀的、值得被铭记的动作游戏。它有着顶级的关卡设计、惊艳的美术风格、革新而亲民的战斗系统,以及一颗敢于颠覆的勇气之心。 正如一位Metacritic用户所写的:“DmC: Devil May Cry是本世代最被低估的动作游戏之一。Ninja Theory承担了大胆的创意风险,交付了一部以惊人艺术性和现代风格重新构想整个系列的重启之作。 ” 它或许不是那个你记忆中的但丁,但它值得你放下偏见,重新认识一次。
This game was before it's time. Bad guys look like current US politicians to a tee. There is a Slurm from Futurama part to it that is a bit wack but, the boss fight at the end might be better than any I've ever played. God of War 3 could only compare maybe. I liked the Helios fight personally. The story is the best Devil May Cry ever had. Still haven't played 5, but 3 has the best plot of the mainline series, and that is just a brother versus brother story. I also genuinely like this Dante. Maybe Vergil is less enigmatic/aura-farmy, and the girl lead is a bit dull, but the dislike I remember this game got when it came out was a bit unfair. I'd take Trish or Lady over What's-her-name any day I admit. Give this game a try. It still works so far on Steam in 2026, and that makes it really impressive to me lately.
Infravalorado en su época, ojalá NT se anime a hacer una secuela, además, Kat mi vieja.
[h1] Adventure of young Dante. Decent combat with plenty of combos to pull out. Advanced scoring system and interesting plot. Level design is varied, plenty of exploration and combat. Grapple enemies and jump towards them or pull them towards your blade. A few weapons with different attacks and techniques to use. Overall complete package of action and one of the best combat systems available in history of gaming on this freaking planet! [/h1]
[h1] A ♥♥♥♥♥♥♥ beautiful bastard of a game that the internet tried to strangle at birth. [/h1] In order to keep the same tone, I’ll use the same potty language to think myself cool, but not as cool as this game really is. Back when this dropped, the horde frothed like it was the end of civilization. Everybody and their sad little cousin piled on, screaming “edgy pile of ♥♥♥♥” because the echo chamber demanded blood and they were too spineless to think for themselves. They ♥♥♥♥♥♥♥ hardest about Dante’s hair like it personally cancelled their virgin cosplay conventions. As if the original games didn’t have him being an absolute prick to everyone. This Dante starts as a mouthy ♥♥♥♥♥♥♥, sure, but he grows. He earns the hero bit. He becomes more human than the smirking white-haired caricature (which I also love) ever managed. And yeah, you get the proper Dante by the end, earned, explained without a single word of clunky exposition. Finish the ♥♥♥♥♥♥♥ game before you review it, you impatient goblins. The combat? Sharp as broken glass. No lock-on, yet you hit what you mean to hit because the game actually respects your intent. Shorter arsenal, but the combos flow like they should—natural, vicious, satisfying. Guns finally feel right: Ebony & Ivory hit like they matter, the shotgun kicks righteous ass. None of that DMC2 screen-clearing nonsense or the pea-shooter tragedy of the others. It’s tight, readable, and fun from the jump. You don’t need 2D fighter autism to feel like a god. They even took the best ideas here and fed them straight into DMC5 like the smart thieves they were. Platforming is the best the series has ever seen. Vergil’s DLC turns him into a beautiful, brutal storm once you chain the angel ♥♥♥♥ properly—faster and meaner than anything in 3, 4, or 5. The music? Combichrist murdering it. Industrial done right, not the dubstep blender-porn everyone made me fear, meaning that most people either didn't knew what dubstep was, or what industrial is. The language is grounded, funny, and human. No desperate edgelord spray of ♥♥♥♥♥ every line. It just works. Costumes? Weapon skins? All locked behind paywalls like some greedy prick is standing over the corpse of the game going “more.” The DMC3 Dante outfit clips like a cheap mod in cutscenes and you still see base Dante underneath half the time. You pay for the privilege of unlocking ♥♥♥♥ you should’ve earned by bleeding through the campaign multiple times. It’s the kind of cynical ♥♥♥♥♥♥♥♥♥ that Capcom does, and they were supposed to be better than them here. Still. I bought the bundle on deep sale. Got hooked, shrugged, paid the three bucks. Because the core experience is that strong. Ninja Theory took the messy soul of the series, trimmed the fat, and made something that actually hooked me harder than most of the originals. The level design, the key/soul hunting, the secret missions that don’t feel like punishment—it’s confident, interesting, good. Thirteen years later the haters are still crucifying it, and that’s why we’ll probably never get a sequel. ♥♥♥♥ ‘em. This game earned its horns. If you missed it, grab the bundle cheap and tell the echo chamber to choke on it. Worth every damn minute.
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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