
DEATH STRANDING DIRECTOR'S CUT
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About DEATH STRANDING DIRECTOR'S CUT
As Sam Bridges, travel across a devastated America and connect its remaining survivors to bring hope to humanity. Steam players rate it 91%% positive from 50,897 reviews. The Steam PC version supports Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Arabic, Czech, Dutch, Greek, Hungarian, Japanese, Korean, Polish, Portuguese, Portuguese-Brazil, Russian, Spanish-Latin America, and Turkish. Released March 30, 2022.
Credits
Lowest recorded in 36 months
$7.962026-02-10 · GameBilletBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 17 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Arabic | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Dutch | Yes | Yes | — |
| Greek | Yes | Yes | Yes |
| Hungarian | Yes | Yes | — |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | Yes |
| Portuguese | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
| Spanish-Latin America | Yes | Yes | Yes |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-13
02Before you buy
Mode and controller
The Steam PC version is single-player and has full controller support.
Language
English has full audio and subtitles. Other listed languages include interface support; some have subtitles only.
03Frequently asked questions
What is the goal?
As Sam Bridges, you connect the last survivors of a devastated America and bring hope to humanity.
What PC features are included?
The PC version includes high frame rate, photo mode, ultrawide monitor support, and crossover content from HALF-LIFE and Cyberpunk 2077.
Does it have an online feature?
The Social Strand System connects you with players around the world.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I know that I must be the minority. I accept that. For me this game is like all of the things that you usually take advantage of in a game (like being able to store ridiculous amounts of inventory) and making those things THE GAME. In most games you climb mountains with loads of gear virtually unencumbered. In this game, keeping up with all of that stuff and trying to balance it. Most of the time you are racing a clock. Rain is killing your gear. BT's are attacking you. MULES are pinging you and the bike is useless off a trail or beaten path, even a liability. I was taken in by the beautiful graphics and design. The story and cast were a plus. But I've decided I just don't like Hideo Kojima's video games. He is brilliant. He has clever ideas. But they don't end up being FUN for me. I admire the artistic merit and the ambition, but I end up fighting tedium and constant cutscenes and far too long watching exposition rather than playing a game. I wanted to like this, but I got too frustrated. Maybe I just needed to get gud. But I prefer games like Mass Effect, Horizon Zero Dawn, Half Life, etc... I'm just an average gamer and not the elite, woke, "I get it" gamer. I'm an old fart gamer and I can accept that. You may love this game - good for you. It isn't for me. I'm just sharing my opinion so that others like me can have a heads up. I was surprised that I didn't like it based on the reviews, but it isn't for me.Show moreShow less
“I’m very prone to loneliness,” said Kojima. “I think there are similar people around the world — especially gamers. … When they’re alone playing video games in their living room, they don’t feel like they fit into society or their community. So when people play this game they realize people like them exist all over the world. Knowing that even though I’m lonely, there are other people like me — and that makes you feel at ease. That’s what I want people to feel when they play this game.”Show moreShow less
I really tried to like this game, but I just can’t finish it. There are simply better games to play that aren’t this frustrating to control. The storytelling feels aggressively pretentious, filled with constant, on-the-nose metaphors desperately trying to be deep and thought-provoking, but ultimately coming off as written by a fart-smelling prima donna crying while applying black lipstick. The third-person shooter mechanics are clunky and underdeveloped, which is especially painful when the game forces combat sections that feel completely at odds with the rest of the experience. Vehicle physics are awful. Terrain traversal is already tedious on foot, which I get is intentional, but vehicles somehow manage to make it worse instead of better when you hit a rock. I understand what the game is trying to be, and I respect the ambition, but ambition alone doesn’t make something enjoyable. Between the horrible pacing, constant cutscene interruptions, awkward combat, and an exhausting number of poorly executed systems, this ended up being one of the most baffling and exhausting experiences I’ve had in a game. It clearly resonates with some people, but for me, it’s an interesting idea buried under layers of frustration and unnecessary excess.Show moreShow less
I could write you a meme review: "Norman Reedus and the Amazing Feetus Reconnect America's Internet One UPS Package At A Time." I won't. Not after the last two days. I want to tell you a story about a motorcycle and the Waystation at the End of the World. (spoiler free) I had just moved on to the second map chunk of the game and as I steeled myself to set out into new territory I stopped to check communal equipment locker. A motorcyle had been left behind by another player, Logick: Logick's long-range reverse trike. With 15 or fewer hours on my save file, I pulled it from the shared garage, thinking about my good fortune. A ready-available bike with a double-size battery. Surely it would serve me well for a few runs before I swapped it out with something else. I would go on to put a total 90 hours on my save file, and cross the largest, most varied map of the game over and over and over on Logick's trike, secure in the knowledge that it would get me to where I was going and back home every time. You can give "Likes" to other players' equipment and structures to show your appreciation, and Logick earned over 3000 likes from me through the trike alone. It would become the single vehicle I used the most, by an enormous margin. The moment I lost Logick's trike was heart-wrenching. I was attempting a risky river crossing, sure as I had been every time before that Logick's trike would see me through. I failed. I lost Logick's trike and my cargo to the river's current, and as I scrambled to recover my load from the current, Logick's trike was gone without a trace. This piece of essential equipment I had borrowed from a stranger I would never know, that had carried me through hours of gameplay, was gone in an instant. I pressed on. There wasn't anything else I could do. About ten minutes later, a notification appeared on my screen: "A reverse trike has been recovered from a river". I opened my map to the discovery that Logick's trike had found it's way to the shore, and while it was in very bad shape, it still had a mostly full battery. I couldn't spare the time to turn around, so I would have to trust that it would be there when I returned. The better part of an hour later as I tore across the landscape on foot, no cargo to weigh me down, Logick's trike came into view, smoking, on the riverbank where I had attempted the crossing. Nearly broken, but with a full battery. I coasted into the nearby distro center on single-digit durability, and finally let out a sigh of relief. Logick's trike was back in the garage, safe and repaired, ready to go on the next delivery with me. That one trike, in theory entirely replaceable, was my second most valuable piece of equipment. On the final trek back across the whole of the map, I rode Logick's trike in a reverse-tracing of the path I had first taken while riding west. With it's unfailing reliability, it brought me the whole way back. I crossed the map perhaps dozens of times, hurtling through some of the worst hostile territories in the game, over mountain foothills and rivers, on that one trike. I couldn't take it any further than the mountains, but it would be waiting for me for the return trip. As I approached the end of the game, beyond the reach of Logick's trusty trike, after hiking through the worst terrain the game had to offer with the singular largest load I had ever moved as part of one of the story-line related deliveries, sneaking through an enemy camp and even being shot at, I finally reached my objective. Sitting there, listening to the game's soundtrack, I looked around the area. Scattered over the immediate vicinity was a safe house, a charging station, and a shelter, each built by a different player, with materials contributed by who knows how many others to help upgrade and repair them. We, as a community, had put together a waystation, here at the end of the world. One last stopping point before the final push, a chance to breathe easy and ready up. Every single one of those structures had been brought here, through hostile territory, by players spending their own precious materials, knowing full well they would likely only benefit from this effort for a few minutes at most. They did it anyway, because they knew it would be there for the others who came after them. We were all just ships passing in the night, unable to interact beyond simple expressions of thanks, notifications reading "Player _______ has used your structure and sends their appreciation. __ Likes received" in the bottom left of your screen, and yet we had provided for each other nearly everything you could have needed, then and throughout, be it a trike, a charging station, shelter from the rain, or something as important as a place to rest and repair your vehicle. It's all just zeros and ones, code and pixels, and maybe it's silly, but knowing that there were people who went out of their way to help those who would come later, and being able to be part of it, contributing materials to that waystation, to roads, and building a zipline network that would become a highway, it reminded me of the good there is is the world. This game, and its community, will help rebuild your faith in humanity if you let them. I cannot recommend this game enough. And Logick, if you find this, thank you. Your trike carried me through so much of this game. It took its lumps traveling with me, but I made sure it always came back, same as it did for me, and I made sure to store it in the garage after that last ride.Show moreShow less
I can't recommend this game to an average player. It's by no means a bad game, but it just isn't typical, and I'd daresay not fun. It's was such a bizarre experience. The core gameplay loop is delivering cargo, mostly on foot, to and from points of interest. It is incredibly boring, and it's a chore. At the same time, it's a deeply intimate story, and it needs that menial work to really send home the story beats that are supposed to hit hard, be those explosive action scenes or the more quieter story developments that build the characters. Do I recommend it? No. Is it a good game? Without a doubt. At the same time, there are flaws. Looking past the core gameplay loop, the story and cutscenes absolutely should have been trimmed down. There is a lot of redundancy and reiteration, too much. Some characters would repeat themselves or take turns saying the exact same thing! The dialogue and writing could have used a couple more looks to refine it. Where writing is concerned, the delivery of the story and theme of the game is nothing short of heavy-handed. There were topics within the game that, I think, would've had a greater impact if they were left to player interpretation. Additionally, the many themes within the game are in your face too often. It's almost as if the game didn't trust the player to come to their own conclusions, which is disappointing. For players who do end up giving this game a shot, it's a real slog. While it does pick up at the end of episode 3, if you hate the fetch quest and delivery gameplay, the rest of the game is not going to be enjoyable. There's a whole lot of backtracking, too, which gets tiring later in the game. There is combat, but don't expect a lot of it. It's not the best either, but it's not the focus of the game. With all of this in mind, make your decision. It just might be your kind of game, like it was mine. I really enjoyed it, despite my initial reservations. You may enjoy it as well. If you've got the time and money, why not give it a shot?Show moreShow less
who the actual ♥♥♥♥ plays this on the go?Show moreShow less
Death Stranding is a game which accurately emulates the life of a delivery person, where in you get a maximum of 2.5 stars rating for the delivery even if you delivered life saving medicine to the customer. Jokes aside, the graphics, the acting by actors, the voice acting, the lore, the music used are fantastic. The story of the game is a bit convoluted but good. However I feel like this game is not recommended for most players. I enjoyed the first 30 hours of gameplay, trying to maximize overall delivery ratings for each npc before I got tired of it. There are some complaints about the game that I feel is justified according to me at least. 1. Too much repeating dialogues by npc 2. Vehicle control is really bad unless you are on the constructed road and even then its passable. 3. Cover shooting didn't work correctly and then I figured out you would get two cross hairs when in cover. The closer cross hair should not point towards the cover and the farthest cross hair should be red when pointing at enemy to hit them. This make the cover pretty much useless as you have to move away from cover, which would allow the enemy to hit you. 4. There are two types of enemies. Human enemies and BTs. If you kill Human enemies, voidout (games definition of a nuke) is caused and the area is now a crater (which possibly resets, however I didn't test this). So you need to take the humans bodies to the incinerator if you don't want to cause a voidout. Thankfully, there are weapons to incapacitate them. BTs are another story. The first few times they are alright to fight. But then it becomes just annoying. Also the rewards are not that great for killing BTs. Going to a BT area and getting caught is nice way to summon a boss, kill it and clear the area temporarily, but this never worked for me. The BT area would get refreshed within 1-2 mins as far as I observed. 5. Construction takes a lot of materials. But other players can help you build structures as the structures are shared across worlds. Easy way to get materials is to raid human enemy camps. Just incapacitate them and then loot the area. Downside is it takes a while for the enemies to wake up and the area to get refreshed for loot. So building things alone is a sure way to play this game for hundreds of hours. 6. There are gameplay sections in some chapters after reaching the snowy mountains where you are forced to explore that region. Those missions are mandatory. Walking is a pain in that region and takes a lot of time and as I have said previously vehicles are jank outside the roads. This is not just 1 or 2 missions but a whole lot of them. On top of that there is a mandatory mission where you have to take a fragile anti matter bomb to a far location through the snow mountains. Vehicles cant be used because the container can be easily damaged. Lots of damage to the container can cause the bomb to explode. So you are forced to walk here. 7. Vehicles freeze when reaching BT which was the highest cause of me being forced to fight across the region. Reloading the save and moving around the area is time saving. This wouldn't have been a problem if the fight was fun or rewarding. 8. Lots of times you are forced to stop what you are doing and listen to npcs talking through a call. It would have been better if the dialogue was in background. 9. You get lots of emails from npcs that you have connected. Most of them felt like fillers when I read them which might have caused me to miss some important lore when I stopped reading emails mid way through. 10. Lots of cutscenes. I mean lots. Some are way too long too. Most of the time its characters just repeating things already said previously by other characters. 11. Unskippable end game credit sections. This is by far the worst thing in the game. You are required to walk around for a long time to progress with the story. 12. I wont complain about the UI but its only ...acceptable 13. The Higgs boss fight was downright bad 14. The gameplay section where you had to go one end of the map to another end without fast travel. Thank god I got a vehicle some one left there. Otherwise I would have just quit right there. 15. The character loses his balance really easily. No idea how he became a porter. 16. The access violation error that prevents the game from even starting. 17. The needless exposition dumps and transition cutscenes everywhere. 18. Mindless amount of clicking required while accepting and making deliveries. There are so many other things that are downright annoying or bad decision as gameplay perspective and I think listing them all will make the reader lose interest in the review just like what happened for me with regards to the game. I feel that this game is not for an average gamer or to someone who doesn't have lots of time. It would be better to just watch youtube videos if you want to know the story and that too will take up around 8 hours of your time with needless ♥♥♥♥♥♥♥♥. I think Kojima has some good ideas. But what he really needs is someone to manage him and not a yes man who agrees to everything he says. If you still want to play the game, I recommend doing the bare minimum to progress the story, then come back after the end of the game to do the rest if you are interested.. So I am not recommending the game even though the first few hours were fun. The gameplay loop is not fun after the novelty of it passes in a few hours.Show moreShow less
please just make it to the 2nd area and you'll be hookedShow moreShow less
There aren't words to encapsulate the shocking disappointment I had after playing for almost 70 hours, reading synopsis and watching videos to make sure I wasn't missing something. Now I'm just in awe at how ham fisted and pretentious this experience was. Reading positive reviews left me yearning for the experience my peers had with the joy of discovering the truth behind the Death Stranding and feeling emotionally connected to these characters. Instead I am left with a recommendation to others to pick it up for 15 bucks at most, and a desire to write this review and never touch this again. The experience of this game fails on two levels for me. The first is a story that I'm not going to summarize or explain, because trying to would either spoil it or fail to encapsulate the experience. If you're reading this then you probably have a shrewd idea of what the story is, so you either understand that it's complete and utter nonsense presented in such a pretentious and verbose shell as to obfuscate the terrible writing and game logic, or you have embraced Kojima as a genius capturing modern dilemmas of society in a digital communication and late stage capitalist epoc. These themes are interesting on their own, but are hammered into the player in apparent fear that we might miss the analogy if it isn't repeated at least 4 times by people named “Die-hard Man” or “Dead Man” whose names are equally clumsy. Descending into the second level of this mess is the loop of delivering packages. This can be fun if you ignore the mundane chore of transporting something from point A to B while avoiding the environmental hazards frustrate and prolong a fundamentally uninteresting activity. Boiled down, this involves accepting a delivery from point A to B, loading the package in a vehicle or on your avatar, then moving from point A to B. This can take a long time, with one delivery taking me about 30 minutes. This sucks. It also gets worse. If you are walking, which you will be for the first hours of the game, you have to worry about your stamina, which drains if you are doing anything strenuous. If you are climbing up a steep hill and you run out of stamina, you fall and your packages fall off. If you are swimming you get carried away and your packages fall off. If you guide your character over a rock while walking, you'll trip and have to catch yourself or, you guessed it, your packages fall off. This doesn't account for rain, which ruins your gear over time, or snow, which ruins everything over time but faster than rain. If you're at the point where you get a vehicle, then you move quicker. Until your battery runs out, which will happen shockingly fast. Or your vehicle breaks from the wind or snow, or running into too many pebble sized rocks. Vehicles are wonderful over flat surfaces. They control so poorly over uneven terrain that at one point I double checked my controller to make sure that it was working properly because the ♥♥♥♥♥♥♥♥ transporter wouldn't turn left until I had fallen all the way down a hill into a crevice. With all their quirks vehicles are still better because they are faster even with the poorly implemented driving mechanics, and can usually assist you in carrying more cargo. Vehicles also help you bypass hazardous areas inhabited by enemies that are either other worldly a-holes that will stop you in your tracks, pull you out of your transportation of choice, make you drop your packages, and then drag you into a boss fight a zip code away, or they are normal people who are addicted to stealing cargo. That is not hyperbole. They are addicted to stealing stuff in a post apocalypse. How do you fight these foes? With mid at best combat mechanics. There are guns, and they speed up the process of ending these encounters. You also have a rope that you can parry and tie up these animals that would steal your pizza for their own craven want. The otherworldly foes? You CAN shoot them, throw grenades at them, throw your urine, feces, and shower water at (not kidding), but the easiest method is just to find a way to avoid all of this all together by navigating around it. This is where the loop really starts to irritate, because the game never became fun building roads and discovering paths between point A and B, it became less irritating. Mitigating the irritation a gameplay mechanic or loop causes just makes a lower magnitude of irritation, it doesn't create enjoyment. I ended up spending hours accumulating resources to build roads in this game just so I didn't have to deal with a plethora of the awful game mechanics of being a delivery driver. Praiseworthy, however, is the addition of the multiplayer component that is thematically wonderful and helpful for those starting their journeys. Once a region is “unlocked”, you will get a smattering of structures and signs created by other players populating yours at no cost that are usually of great value in navigating the environment. Players helping each other whether on purpose or not is a great device and gives a sense of community, feeding into the main themes of the game. Falling flat are the deviations into forced combat sections that feel ripped from a different game. Once here, the player engages in an uninteresting third person combat game where faceless goons come at you in a poor simulacrum of stealth action boss fights from Metal Gear Solid. They act as a fantastic set piece on a stylistic and graphical scale only to be reduced to tedium as you scrounge guns and grenades from the environment to shoot up spooky ghosts and skeletons. Or you get to fight weird lions. Or whales. On paper this should be interesting, in practice after 30 seconds I was ready to get on with it. Deviations in gameplay are driven by three main plot points. The USA is fractured in the post apocalypse and delivering packages will help get everybody back on this world's version of the internet. Troy Baker is trying to extinguish all life on the planet. A Maads soldier says “Give me back my bb!” about 15 times per encounter. These threads are all related, but they shouldn't be. The connection between Troy Baker and a fractured USA is “Terrorism and I hate people”. The connection between Maads soldier and the USA is “you took my bb!”. Maads and Troy exist almost entirely out of the same game space, never the two shall meet unless a game of 6 degrees of separation are played. I spent an equal amount of time trying to figure out everything's connection, the significance of statements made both in cut-scenes and emails/data dumps given to the character, and by the time the curtain was pulled, I felt disgusted with myself for bothering to make an attempt. As a whole, this game would be best served as a video synopsis on youtube. There is little you gain from experiencing the story beats as they occur in game, and I never felt like something was more meaningful because it was earned or suffered for. As an actual game, the social experiment of having players exist in the same digital plane with each other and learn in a more rewarding Soulsborne sense is easily the most interesting part and is worth consideration. It's just a shame that it involves playing one of the most pretentious, dull, poorly executed projects in some time. I look forward to Kojima's next project, because he is clearly relentless in his design philosophy and even though I dislike this game, it elicited enough mental investment from me that I finished it. That's more than I can say for the pile of forgettable slop that is gaming.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
