
Grenades are holy relics. Shotguns are spellcraft. In this top-down survival action-RPG, discover a fantasy realm invaded by modern world and destroy nearly everything. Scavenge artifacts, forge weapons, build outposts, brew potions, and hunt the corruption devouring the land. Play solo or co-op.
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): 0.57/day in the week to Aug 31 → 0.57/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
DYSPLACED is a top-down survival action-RPG set in a fantasy realm invaded by modern objects leaking in through cracks in reality. A faction called the Watchers has summoned you as their Guardian to hold back the corruption devouring the land. Break down nearly everything, scavenge dysplaced artifacts - grenades, shotguns, mines, baseball bats, traffic cones, and stranger things - alongside forged steel and arcane brews. Build outposts, craft custom weapons, hunt the Eternals, and shape your hero across a vast open world. Play solo or co-op, online or local.
The realm has a leak.
Something in the fabric of this world has come loose, and modern objects are seeping through the cracks - firearms, landmines, busses, things that have no name in any language spoken here. The locals call them magic. The wiser ones know it's worse.
The Watchers, an old order who have studied the cracks longer than anyone alive, have summoned you as the Guardian to fight back the corruption devouring the land. The villagers welcome you with open arms. The Eternals - ancient, hungry, patient - seem almost to have been waiting.
💥 Break down nearly everything - Trees, wheelbarrows, plows, barrels, houses. Survival here means demolishing the scenery, and the scenery has plenty to give.
🔫 Scavenge Dysplaced Artifacts - Firearms, mines, baseball bats, and stranger things from a world that isn't this one. Locals call them magic. Some are.
🔨 Forge modern weapons from ancient materials - Once you understand the artifacts, you can craft local copies. A bronze-age blacksmith's take on a fragmentation grenade can be concerning though.
🧱 Two worlds of materials - Forge bronze ingots and hardwood planks alongside paracord, carbon fiber, and salvaged electronics. The recipe book reads like two civilizations arguing.
⚔️ Build a hero from scratch - Sword and shield, spear, bow, or scavenged tech in a leather holster. Mix and match modern artifacts with forged steel.
🏕️ Build outposts, campsites, and houses - Your creations will be a mix of two worlds - modern and ancient.
🧭 Explore a vast, beautiful, dying realm - Hunt wildlife, farm herbs, fish murky lakes, find hidden quests, brave wonders and horrors.
🩸 Brew potions and cook meals - Tactical advantages, vigor, boons. The cooking pot and the alchemy bench might be your greatest weapons.
🙎♀️ Meet the denizens - Help them survive what's coming. Some of them know more than they're saying and some of them welcome the chaos.
🧛♂️ Fight the Eternals - Corrupted, ancient, patient. They have been part of this realm longer than anyone can remember - except for the Watchers.
🤝 Solo or co-op, online or local - Bring a friend into the dream-infused world. Or don't. Some things are better witnessed alone.

Scavenge the world for Dysplaced Artifacts — modern items that have seeped from our realm into theirs. Some are incredibly powerful, and the locals mistake them for magic. You can even learn to craft local counterparts, like grenades forged in copper or bronze casings.

Nearly everything in this massive world is destructible: trees, wheelbarrows, plows, barrels—even houses. Gather materials to learn new skills and craft a wide array of items. Use your axe, hammer, sword or powerful modern tools to destroy nearly everything!

Craft and customize a vast array of weapons, armor, and tools to grow stronger. Create gear that fits your playstyle: block and parry with sword and shield, hurl deadly spears, or strike from afar with a bow. Spice it up with scavenged modern artifacts — grenades, mines, and shotguns — or build an anvil to mix and match blades and hilts for unique weapon combinations.


Once equipped for the journey, a vast and enchanting realm awaits. Gather resources, hunt wildlife, farm local plants gather herbs, shrooms and berries, uncover hidden treasures, complete mysterious quests, and brave awe-inspiring wonders and dangers alike.
Make a campfire, build a workbench, forge, or even a teleporter — or craft a full house! Venture further by establishing campsites and outposts along the way. A well-equipped outpost can make all the difference when facing the challenges of this strange new frontier.


As you arrive, a sinister force consumes the realm—spreading chaos and driving its people into exile. They are called the Eternals, and you have been called to fight them. Are you ready to steel yourself against the scourge devouring these lands?

You can conquer this strange new world alone—or bring a friend. Prepare for a shared experience in a dream-infused world where everyone can find both tranquility and adventure.

The game already has the majority of features and a large part of final content at its current state. The main thing in development is the rest of the content (~50-60%). During early access we plan add rest of the content. We also plan to add features and functionality not specified here yet - what we add depends on the feedback during the Early Access.
In our experience the Early Access model will result in a better game: We'll have more time to develop the game together with a more extensive audience than we can reach with our internal testing. We will create the remaining part of the game in any case, so it's better to create the rest of the game with more feedback.
Early adopters tend to be the most passionate and vocal players — their feedback on things like difficulty balance, progression pacing, and missing quality-of-life features is invaluable and hard to replicate internally.
We'll be actively present on our Discord server and Steam forums, listening to player feedback and engaging in discussion. We update the game regularly, and our in-game changelog keeps the community informed of every change.
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A complete downgrade from Dysmantle. Every good game mechanic from their first game was removed and replace with something tedious and generic. It's baffling to me. No sir, I don't like it.
[quote]A blinged-out screenshot version of the review can be found at the [url=https://summitreviews.biz/article/90/dysplaced-early-access-review][b]Summit Reviews website[/b][/url].[/quote] Review based on an Early Access build 0.7.1.2. 10tons Ltd has a pattern, but it’s a pattern they seem to iterate on quite successfully. Dysplaced upgrades and expands on Dysmantle, upping the ante with some more narrative driven beats, base building, and multi world hopping, while retaining all the environment destruction and cozy survival vibes which made the first one so well liked. And this one features online co-op, so you can share the coziness. Where Dysmantle went for a bittersweet, lonely man in the bunker apocalypse, Dysplaced goes for a modern fantasy, multiverse savior spin. You’re displaced from your home by an unknown encroaching threat, and saved by a ghostly lady who whisks you through a magic portal. Cue in a tale of cultists, an imprisoned god, an unwitting hero in the making, and a reknitting of the universe. It’s not terribly original, but it’s engaging enough to move the narrative forward, and there's a reasonable amount of collectibles to go with it that expand on the lore a bit. The crafting and light survival loop is still the main draw here, and is as addictive as it was back then in Dysmantle. You can break and collect almost everything, the only limit being the quality of your equipment. You’re also constantly searching for ingredients and materials, with the game slowly feeding you new items and upgrades. A great addition is a buildable recycle bin, allowing you to break down old tools and recover materials. Most of the systems are in place already, even in this Early Access stage, but there are a few road blocks with quests and sealed off areas where current maximum upgrades don’t cut it. In the beginning, the story slowly funnels you through tutorials in the first world, but quickly gets to opening up the other three. With four worlds at your disposal, the free roam exploration truly begins. Considering not all materials are available on all worlds, you’ll wear out your shoes quite fast, at least until you learn to repair world waygates, and build portals. Some of the later materials, especially ores, are well hidden and will require some diligent exploration to find. Base building is a welcome new addition, but doesn’t really work with one central base mechanic. You can build one, or a few, for roleplay reasons, and it’s easy to get back to them via portals, but you need one for each world since portals don’t work across different worlds. Instead the game encourages you to build small bases and crafting stations as you progress through the story, and before boss fights. The ancient storage boxes placed across the world that serve as inventory hubs can almost be considered subtle hints for your campfires. All of your equipment can be upgraded, and there are multiple tiers. Weapons and tools can even be broken down into components like handles and blades, which have different bonus stats, and you can mix and match them. Almost every action also gives experience, and levels unlock new skills and abilities, which are then purchased with materials connected to those skills. Don’t expect to outpace the story here though, or do some power grinding sessions. It’s all neatly tied together to prevent the standard grind mindset. This might be an issue for some, but I find it breaks up the grind into smaller, more bearable chunks, while propelling the story forward. Just like in Dysmantle, there are still no survival needs, Green Hell this isn’t. And it’s a good thing you’re not required to micromanage your basic needs meters, because it would slow the upgrade progress to a crawl. Food and potions only heal you, and provide additional buffs. You only lose a part of your inventory when you die, but you can just saunter to your marked corpse and pick it all up, even multiple times. The enemies don’t respawn when you rest, which was a mechanic in Dysmantle. This works well with the rebuilding of the worlds story angle, with villagers returning as you clear out cultist lairs, repair bridges, and restore world connections. Certain things can only be obtained if you help the people, and the land. The worlds themselves feel much more vertical than in Dysmantle, and more interconnected with caves, ancient elevators, and even upturned trees that serve as bridges. Restoring the ancient technology also opens up a lot of shortcuts, making return trips easier. You can now also jump, but it has a weird tiny sliding feel to it, just enough to cause needless grief when least expected. That same sliding feel sometimes happens with movement as well, just a little ice slide, but it’s much more pronounced in jumping. Slight camera issues, especially when close to higher elevations also pop up, slapping a mountain in your face and blocking your view. Hopefully, both things can be corrected down the line. Enemies come in various cultist forms, including a few zombie versions, and a couple of different bosses. The humanoid enemies have a pattern of attack, and can dodge and block, depending on what weapon they’re wielding. But they’re not the ones you need to fear, with a bit of practice they become predictable. Fear the wild boars stalking the woods, drooling and heedlessly charging you as soon as they smell you, usually in packs. They will overwhelm you if you don’t pay attention. Combat is simple, and consists of blocks, dodges, and parries. There are also a few ranged weapons. I haven’t quite figured out the parry timing, and I’ll assume it has one since there’s a stat that boosts riposte damage, but I found it’s better to go for a dodge strategy. A stamina bar, which is a change from Dysmantle, tries to shake things up, limiting you in actions when empty. But I don’t think it’s a great choice here, it’s clunky, slows the combat, and the block and parry system would work even without it. Just let this be an action game, not everything needs this particular soulslike component. The boars might need a bit of toning down, but then again, I’ve never met one in real life, their power might be true. The visuals don’t differ much from Dysmantle, and are still bright and colorful, adding to the cozy vibe. The overall, almost charming, ambience still works well to convey the abandoned worlds, with creepy towns and ruins overrun by cultists, but now with an added fantasy filter. The map, and the mini map, are great, detailed, and visually very helpful since they show the world as it is, so you can orient yourself easily. There’s one choice I find questionable, an option to enable AI generated voices. It’s not surprising in today’s climate, but it’s completely not needed, and it ruins the charm more than it adds anything significant. Around 60% of the game is completed, the latest patch added a fourth world, and game difficulties, but more importantly, corrected a lot of issues. There’s a lot to do here already, but expect plenty of things to be added, changed, tinkered with, and hopefully improved. The developers ironed out Dysmantle to the last bit, they’re responsive, and listen to feedback. For now, I have no doubts this will get the same treatment, so consider this an early sneak peek into an already good cozy, light survival and crafting game in spite of all the critiques. [quote]Find more quality curios and pieces over at [url=https://store.steampowered.com/curator/41449676/][b]Summit Reviews[/b][/url].[/quote] [quote]More off the beaten path games, wonders and failures at the [url=https://store.steampowered.com/curator/37838664/][b]Cabinet of Curiosities[/b][/url].[/quote]
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love Dysmantle and have beaten it in local co‑op multiple times, which is exactly why I wanted to try this one. Unfortunately, it feels like a downgrade in several ways. Splitting resources in local co‑op doesn’t make sense. Only the first player’s level actually matters, yet the second player still has an independent level. The strange part is that the second player can’t unlock any tech on their own—they inherit all tech from the host. That completely undermines the point of splitting resources and giving the co‑op partner a separate level in the first place.
[h3]日本語化MOD[/h3] リリース版までの繋ぎとして日本語化MODを作成してみました✨ 導入するには手動で設定ファイル(.xml)を編集する必要がありますのでご注意ください⚠️ 詳しくは、ダウンロードしたファイルに同梱されているテキストをご覧ください。 [url=https://sites.google.com/view/chocolat-workshop/]配布サイト[/url] [h3]レビュー[/h3] DYSMANTLEが楽しかったので購入してみました! DYSMANTLEの続編ではないようなのですが、システムは似ていているのでプレイ済みであれば違和感なく理解できるかと思います。 ほぼ何でも壊せるのが楽しい!今作の世界観はファンタジー寄りでその中に現代の物が紛れ込んでいるという設定のようです。 まだ始めたばかりなので武器やツールはそれほど発見できていませんが、バールは是非使いたい! 今作のスキルはレベルアップしただけでは覚えられず、必要な素材を使って解放する必要があります。さらに解放したスキルを習得するのにも素材が必要なので、無計画にクラフトで使ってしまうと後で後悔します。
Leider ist das Spiel in jedem Aspekt weniger als Dysmantle. Die Story ist den Namen nicht wert, nach der ersten Stunde lechzt man immer nur dem einen fehlenden Material hinterher, dass, wenn man es dann schließlich in ausreichenden Mengen gefunden hat, keinen erwähnenswerten Vorteil bringt. Das Spiel bietet eigentlich für nichts Motivation. Erforschen belohnt nicht wirklich. Kämpfen bringt wenig und ist langweilig. Die Item upgrade, um neues Zerstören können Spirale ist so zäh und frustrierend, dass es dem Spiel den Boden unter den Füßen wegzieht und es einfach nur nervig macht. Crafting ist ein schlechter Scherz. So sehr ich Dysmantle mochte, so wenig kann ich Dysplaced empfehlen, Schade drum.
ver.0.7.11で可能な限りマップを埋めた時点でのレビュー。 日本語化MODあり。 〇おすすめな人…クラフトゲーの整地やお掃除ゲー等の地味な作業が好き ×おすすめでない人…緊張感のあるサバクラがやりたい 基本的な部分は前作DYSMANTLEとだいたい同じ。 ほとんどのオブジェが破壊可能。 アーリーの現在、作れる装備に限界があり、まだ壊せない物もあります。 腹は減らない、喉も乾かない、装備は壊れない、眠くもならならず無休で活動も可能。 敵が近くにいる時のみスタミナがあるようになったが、戦闘はおまけのようなもので、バカみたいに突っ込んで囲まれたりしない限りまぁ死ぬことはない。 レベルアップするとポイントで強化を振り分けられるようにもなった。 アイテムボックスは全て繋がっていて、拡張の必要があるが手持ちのインベントリと違って何万個でもスタック可能で実質四次元ポケット。 クラフト要素が増え家も建てられるようになったが、襲撃等もないし現状自己満以外で建てる意味はない。 足場を作ってショートカットや無理やり高い場所に上がる等には使える。 ファストトラベルとアイテムボックスを、ほぼどこにでも無制限に近い数を設置可能で、移動やアイテム管理が楽になった。 相変わらずやれることや素材の種類は少ないのに対して無駄にマップは広い。 同じような地味な作業をひたすら繰り返すことになり、隅々まで探索しても箱から出るのはほぼ見飽きた素材。 派手さやレアドロップで脳汁ドバーとかはない。 なのにその地味な作業が止められなくなる。 前作が楽しめた人なら今作も楽しめるはず。 前作未プレイなら、セール時には千円以下になるので、まずそちらからどうぞ。
Same problem as Dysmantle....just a single boring loop over and over. Same terrible level design too; more frustration than clever-fun. So far, 30 hours in, the game is just simply annoying, through and through. None of the numbers of weapon damage to capability match up to the world. Copper axe can supposedly do enough damage to cut tires, nope. Lies. Just make the next one up. The levels are annoyingly large and hard to traverse. There's never enough marble to make way points or repair all of the ones on the map. Literally every "safe" place you go to the waypoint, fire, and storage, are all broken and need fixing before you can use them to save the game. Annoying.
This is a tentative review based on the current version I am playing which is 0.7.4.2. Please take this review with a grain of salt as someone who beat Dysmantle and looked forward to playing Dysplaced made by the same company and engine. It is not Dysmantle. It may have elements that are similar; but is in whole different from. Beginning from the start; the game starts you off destroying everything for materials, experience, and to clear up areas to progress. It stops needing you to do that very quick unless you're trying to get current iron gear which requires a substantial 40 levels (at the moment) to learn how to craft. You venture through not one, not two, not three, but at least five islands (counting the initial one) doing quests and various oddjobs for people as you learn what the main villains are; what they are doing, and how to stop them. Along the way, you build warp portals, storage chests (all linked, yay), campfires, and more bridges than in most architect games. This is unfortunately about as complex as it gets at the moment. Enemies are a bit lackluster; while some variety exists; can easily be taken down from close range or afar. Enemies (Purple Variety) respawn on corrupted soil which means a power source is nearby. Something you learn very quickly how to destroy and unless you're farming the [Redacted Item Name Here]; you don't need to worry as Helios Island offers an infinite amount of them to currently slay. Enemy shots can be dodged without much issue and if you play it smart; will make most boss fights very simple. Items are unforunately very one dimensional even with the "dismantle and reassemble" system they cooked up. Currently beyond adding a dash of column a bonus and b bonus; I did most of the game with a standard mace/hammer while upgrading it's quality accordingly. Suggestion to developers is enemies need a type of weakness. They take a small amount more damage from a type. It would at least add a reason to switch up weapon types mid combat if you know some mobs take more damage from blunt weapon rather than sharp. The game quests are somewhat interesting but feel very unrewarding. For example, one person has you hunting a slew of his chickens. The reward is a recipe for food and a potential upgrade if you so choose. His chickens are spread across HALF THE MAP. After literally gathering his chicken hordelings and bringing it back; getting a recipe card and not even some of the ingredients of the recipe felt very.... light as a reward for something taking 25-30 minutes to complete. Now the game as it stands right now is buy it if you want a few good hours of gameplay and a dozen or so hours of mediocre gameplay. I kept running into walls preventing progress due to the game currently being incomplete and you may as well. But I can see it being worth picking up on a sale for $15 as it stands right now. I'll definitely amend my take on the game once more comes out; but yeah. I'll give it a 6/10 atm. A time waster that is at least not very buggy and in a good playable state.
전작 해본 사람은 번역없이도 충분히 뭘 어떻게 해야할지 감이옴 비슷하면서도 약간 확장판 같음 영알못도 충분히 감으로 할 수 있지만 한글판나오면 더 재미있을것 같고, 더 몰입이 될것 같음 전작도 한글 해줬는데 이번게임도 해주시라....
A great follow-up to the excellent Dysmantle title. I really enjoy the combination of good world building, fun exploration and combat, and of course destroying stuff. It also means a lot that the devs push a lot of quality of life type fixes; they are listening and making it better every week.
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.
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