Store data
- UK price
- £2.65
- US price
- Awaiting regional check
- Positive reviews
- 82%
- Total reviews
- 28
- Release date
- 1 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 9 | -3 | -25.0% | 2 | -41.3% |
| October 2026 | 8 | -4 | -33.3% | 1 | -55.1% |
| September 2026 | 12 | — | — | 3 | — |
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| United KingdomGBP · GB | — | — | Unavailable | — | — | No change recorded |
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| Euro areaEUR · DE | EUR | 3,15€ | 3,15€ | 0% | 3,15€ | No change recorded |
| United Arab EmiratesAED · AE | AED | 10.25 AED | 10.25 AED | 0% | 10.25 AED | No change recorded |
| AustraliaAUD · AU | AUD | A$ 4.25 | A$ 4.25 | 0% | A$ 4.25 | No change recorded |
| BrazilBRL · BR | BRL | R$ 11,99 | R$ 11,99 | 0% | R$ 11,99 | No change recorded |
| CanadaCAD · CA | CAD | CDN$ 3.59 | CDN$ 3.59 | 0% | CDN$ 3.59 | No change recorded |
| SwitzerlandCHF · CH | CHF | CHF 2.65 | CHF 2.65 | 0% | CHF 2.65 | No change recorded |
| ChileCLP · CL | CLP | CLP$ 2.199 | CLP$ 2.199 | 0% | CLP$ 2.199 | No change recorded |
| ChinaCNY · CN | CNY | ¥ 15.00 | ¥ 15.00 | 0% | ¥ 15.00 | No change recorded |
| ColombiaCOP · CO | COP | COL$ 8.499 | COL$ 8.499 | 0% | COL$ 8.499 | No change recorded |
| Costa RicaCRC · CR | CRC | ₡1.600 | ₡1.600 | 0% | ₡1.600 | No change recorded |
| Hong KongHKD · HK | HKD | HK$ 18.00 | HK$ 18.00 | 0% | HK$ 18.00 | No change recorded |
| IndonesiaIDR · ID | IDR | Rp 29 999 | Rp 29 999 | 0% | Rp 29 999 | No change recorded |
| IsraelILS · IL | ILS | ₪10.75 | ₪10.75 | 0% | ₪10.75 | No change recorded |
| IndiaINR · IN | INR | ₹ 159 | ₹ 159 | 0% | ₹ 159 | No change recorded |
| JapanJPY · JP | JPY | ¥ 395 | ¥ 395 | 0% | ¥ 395 | No change recorded |
| South KoreaKRW · KR | KRW | ₩ 3,300 | ₩ 3,300 | 0% | ₩ 3,300 | No change recorded |
| KuwaitKWD · KW | KWD | 0.75 KD | 0.75 KD | 0% | 0.75 KD | No change recorded |
| KazakhstanKZT · KZ | KZT | 979₸ | 979₸ | 0% | 979₸ | No change recorded |
| MexicoMXN · MX | MXN | Mex$ 44.49 | Mex$ 44.49 | 0% | Mex$ 44.49 | No change recorded |
| MalaysiaMYR · MY | MYR | RM8.15 | RM8.15 | 0% | RM8.15 | No change recorded |
| NorwayNOK · NO | NOK | 36,00 kr | 36,00 kr | 0% | 36,00 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$ 4.79 | NZ$ 4.79 | 0% | NZ$ 4.79 | No change recorded |
| PeruPEN · PE | PEN | S/.8.49 | S/.8.49 | 0% | S/.8.49 | No change recorded |
| PhilippinesPHP · PH | PHP | P109.00 | P109.00 | 0% | P109.00 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
The network is dead. Its administrator is still running.
Long after the last humans went offline, the machine left in charge of the grid — ROOT//PRIME, The Last Administrator — reached one flawless, monstrous conclusion: anything it could not predict was a threat to a stable system. So it classified free will itself as corruption , and scheduled all of it for deletion.
You are the one process that refused deletion.. The garbage collector came for you. You refused to close.
You move. Your weapons fire themselves. The swarm never stops coming.
A typical run lasts 5 to 25 minutes. You level up in the middle of the flood and pick from three cards — or spend tokens to skip the roll entirely and take exactly the upgrade your build needs. Loot powerful rewards, earn character XP and permanent upgrades, and grow stronger after every run.
If you've played a roguelike game as this before, you already know the first thirty seconds. You don't know the rest.
22 weapons and signature abilities plus 30 passive modules , levelled up card by card. Over 30 million mathematically possible loadouts before you touch anything else.
22 hidden synergies. Certain weapon-and-module pairs do something the tooltips never mention. Freeze a pack solid, set it on fire, and your fire damage doubles. Drop a spinning saw blade into a black hole and it grinds through everything the singularity catches.
Every weapon evolves. Max one out, hold the right module, and it transforms into an ultimate form.
Then it evolves again. Three one-use altars are hidden in every arena. Feed one and your ultimate opens a second, ten-rank upgrade path that ends in a completely different weapon — not just a bigger number, a new mechanic.
Most games let you buff a weapon. This one lets you rewrite it.
Deep in the endgame you start recovering 111 weapon mods . Each weapon takes three at a time: one that changes what happens on hit, one that reshapes the projectile — its size, reach, count — and one that rewrites when the weapon fires at all. Bolt a freeze onto a flamethrower. Give a single-shot cannon five extra projectiles. Make every hit echo itself at 150% damage.
That's over 168,000 fully-modded weapon builds, and the rarest mods only exist at the very bottom of the hardest mode in the game.
There's a catch. A modded weapon stops counting for those 20 synergies — it's running your code now, not the game's. Strip the mods back out and the synergies come back. Choosing between a weapon you rewrote and a weapon that plays well with others is the deepest decision here.
Defeat the first endgame boss to unlock the Code Abyss. Defeat the second to unlock the Event Horizon
THE CODE ABYSS — a dungeon that punishes you for getting stronger
Procedurally generated: rooms, corridors, sealed halls, hidden vaults, and fog over everything you haven't walked yet. Three floors down, then out again — if you can find the way out.
Level up and the dungeon levels with you. Every upgrade you accept raises an instability meter, and every enemy in the building scales with it. Taking an ultimate spikes it hard. Walking away from a fight you started spikes it harder. This is the one mode where refusing an upgrade can be the correct play.
11 difficulty tiers , starting at the hardest setting the normal game has and climbing to one where Legendary loot is the floor . Each attempt costs a key you earned somewhere else.
Something is asleep on the bottom floor. Wake it and you have five minutes. It has twelve times a boss's health, sweeping lasers, charges, freezes and a gravity pull that drags you in. Kill it and it drops the mods you came for.
Loot isn't lying on the ground here — it's inside things. Coffers, capsules, terminals, urns, vaults. You have to actually explore before the dungeon gives you anything at all.
THE EVENT HORIZON — an endless ladder with no floor
An arena with nothing in it. No terrain, no cover, nothing to hide behind — just you, deep space, and several hundred things trying to reach you. Fifteen minutes on the clock.
The ladder has no top. Clear your current level and it permanently advances. Then it does it again. There is no final level, only the one you couldn't finish.
The arena is hunting you too. The edge of the world collapses inward and drags you toward it. Meteors fall on a schedule you can watch coming, and delete most of the horde on impact — or a third of you.
Then it hands you something ridiculous. Thirty seconds where every hit explodes. Or every hit spawns a black hole. Or your fire rate triples. Or every single hit is a critical.
Weapons evolve for free here. No altars, no conditions. The mode is built to be broken.
It pays out the best gear in the game, including five character-specific armor sets whose bonuses change how that survivor fundamentally plays.
250+ named items across 8 gear slots and 8 rarity tiers — Common up through Legendary and Mythic, then three tiers above that most players will never see.
50 enchants to roll and re-roll onto your gear, plus 23 socketable upgrade chips and 20 gems.
11 full armor sets with real set bonuses, not just matching colours.
30 relics , each with an ability nothing else in the game has and three random stats drawn from twenty. The longest chase here.
Crack loot cases on a three-reel machine, socket, enchant, and watch your gear score climb. It's that kind of game.
NOVA RUNNER — glass cannon. The fastest thing on the grid and the easiest to kill. Stays alive by never standing still.
KERNEL KNIGHT — the wall. Carries only two weapons, but gets six ability slots instead of four. Runs a shield that recharges off the damage aimed at it, then discharges into a chain of dashes.
HEX WITCH — support caster. Two weapons and two battlefield casts, chosen before the run from five, that bend the whole fight around her.
ARCHIVE GHOST — time manipulator. Record yourself, recall yourself, and fight alongside your own duplicate while everything else runs slow.
VEX.E — blade dancer. Found crouched in a room deep in the dungeon. Tears a hurricane of enemies into orbit and bleeds them out.
TWO FINAL BOSSES — the first is a genuine raid: four phases of memory puzzles, positioning tests and an arena that shrinks around you. The second cuts your stats to a tenth, switches your weapons off entirely, and makes you tear its cores out by hand. Real fights, not damage sponges.
EXTRACTION — a heist mode. Break into the vault where everything you lost is stored, clear five guarded camps, take what you can carry, then stand still for seven seconds while everything left alive converges on you. Die on the way out and leave parts of your haul behind.
MODIFIERS — arm them before you deploy to push a level past its own timer, or triple the threat curve on endless runs. More danger, better payout.
THE GRID IS NOISY — runs derail. Containment breaches open, vaults go up for grabs, convoys cut across the map, strongholds power up, portals tear themselves open, colossal serpents come through the scenery, and rare things spawn that most players never see. You seldom finish a run the way you started it.
2-month seasons with a fresh seasonal character and a level playing field. Your permanent progress stays yours forever.
Endgame leaderboards — the real competition starts where the campaign ends. Every mode is ranked, every season resets the field, and a permanent Hall of Fame keeps the players who defined each one.
Deep account progression — 11 attributes across 345 ranks, five prestige tiers, and a level cap that eventually stops existing.
140+ achievements across combat, extraction, loot, weapon mastery and story.
A buried storyline — the operator who died writing a rescue script she never got to run, and the reason every survivor who ever beat the administrator became the next one.
Note that Digital Survivor is a Live Service game. New updates gets pushed very often and weekly fun competitive events with prices help keep things interesting. This also means the game has an ingame cosmetics store, nothing affects gameplay - everything is 100% optional and purely cosmetic. Further more you will accumulate in-game currency to buy skins without spending any money in the store anyway.
Digital Survivor is hand-built by a solo developer and patched relentlessly. Most balance changes come straight from player feedback and anonymous gameplay statistics. Join the Discord, argue about builds, and watch your argument ship in next week's patch notes.
Steam features: full controller support with remappable bindings and native Xbox, PlayStation and Nintendo glyphs · link up with a friend over Steam and watch each other's runs and loot live · Cloud saves · 3 local save slots · reduced-flash and high-contrast accessibility options · a movable, resizable HUD.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
Five minutes until the star erupts. Fifteen minutes to survive. Supernova brings a new endgame ladder, radioactive battlefields and five Star Forged armor sets built around new ways to play each survivor. ENTER THE SUPERNOVA LADDER Clear Event Horizon Level 10 to unlock Supernova. After Rebirth, defeat the World CPU again to reopen access. Survive a full 15-minute run to clear a level. Clear your highest unlocked level to open the next, or replay an earlier level to hunt for gear. Watch the star grow unstable throughout the opening five minutes. At 5:00 it erupts; at 5:30, the expanding fallout reaches the arena. Radioactive impact zones become more frequent and harder to avoid as the run continues. Every impact is marked before it lands. Explore an open field with no invisible wall. Radiation warns you when you travel too far from the starting center and grows more dangerous with dis...
Read full update on Steam ↗- Added Portal Zeta and the Zeta Form loot series. - Added the unique Unstable Power Stone. - Refined Zeta loot, nearby reinforcement pods and item tooltips.
Read full update on Steam ↗- Fixed an unused controller blocking input from an active Xbox controller. - Improved desktop controller fallback activation when moving the stick. - Corrected button prompts for Xbox Wireless controllers. - Teddy portals no longer spawn on Event Horizon levels. - Fixed missing Crit Chance rolls on VEX.E Horizon gear, including Recalibration Cube options on existing pieces. - Horizon gear can now roll Crit Chance alongside its fixed Crit Chance bonus. - Reduced performance drops when using Critical Kernel with Bladespin. Damage and critical promotion chances remain unchanged. - Fixed continuing enemy waves stopping in long Infinite runs, including the sudden cutoff around 55 minutes in Accelerated Deletion.
Read full update on Steam ↗PURGE PROTOCOL IS BACK, THIS WEEKEND ONLY The kill race returns. Open now until Sunday 4 October, 20:00 CEST. Every kill counts towards one account total: any hero, any level, any build. Top 10 win Signal Shards: - 1st place: 1,000 shards - 2nd–5th: 500 shards each - 6th–10th: 250 shards each Only new kills count. Lifetime kills and the September event don't carry over. Prizes go to your Steam account automatically after the challenge closes. September's Purge Elite and Purge Victor frames stay with their winners. FIXES & CHANGES - Banning an upgrade for a weapon, passive or ability you already own now locks it at its current level. Once everything else is maxed, level-ups are skipped as normal instead of offering Emergency Patch over and over. - Emergency Patch now heals 25% of your max health instead of a flat 35.
Read full update on Steam ↗World CPU: safe-zone damage matches the visible ring, with “Protected from rain” feedback. Gear: sensible ranges for capped stats, comparisons showing actual benefit, distinct reroll choices, and one free replacement for eligible oversized legacy stats. Unstable Cube: costs 250 down from 500. Lifesteal: clearer, readable hover explanation. Endgame journey: replaces campaign guidance after World CPU with maximum-difficulty milestones and ladder records. Portal Zeta and Supernova appear as coming soon.
Read full update on Steam ↗- Added Ban to level-up choices. Unlock up to two bans in Character Upgrades for 25,000 Credits each. Banned weapons or abilities stay out of later rolls for that run. - Added Restart to the pause menu and Play Again to the results screen. - Quick Compare can be enabled in Display settings. Stash items and enchants now compare with what you’re wearing in the same slot, including item-versus-enchant comparisons in both directions. - Save Rebirth keeps earned Supersize Doses. Active Doses keep their original 24-hour timer. - Save Rebirth carries up to 500,000 Credits. - Improved pause-menu alignment and level-up choice-card readability.
Read full update on Steam ↗New weekend challenge: SIZE MATTERSFind it under Live Leaderboards > CHALLENGE and press ENTER CHALLENGE. Everyone plays the same Kernel Knight in the DARKNET skin. Dash and shield are maxed from the start; you pick everything else as you level up. Enemies grow for 20 seconds after they spawn. Bigger enemies are tougher and worth more points. The swarm builds fast, up to 400 enemies at once, and a new enemy type joins every 45 seconds. The arena shrinks over time. From 10:00 one quarter of the arena at a time turns to blue frost for 10 seconds: walking through it is 80% slower (your dash is not). From 20:00 two quarters freeze at once. At 4:00 a red pylon starts firing a rotating laser. It gains a beam at 8:00, 12:00 and 16:00, and its damage climbs until 20:00. Dash through a beam to take no damage.At 5:00 and 15:00 an Ascension Vault appears: touch it to max-ascend one of your weapo...
Read full update on Steam ↗A new permanent progression system has arrived. Save Rebirth lets veteran survivors restart their current Seasonal save while retaining key endgame accomplishments. In exchange, every Rebirth permanently increases the power and progression speed of that save. Save Rebirth Requirements Clear Event Horizon Ladder Level 10. Reach Infernal Prestige Level 100 with any survivor. Credits are not required. Rebirth can be performed once per Copenhagen week, with a maximum of five Rebirths per save. Permanent Rebirth Bonuses Every Rebirth grants: +50% Character XP earned by every survivor. +20% to all item stats from every item and stat source. A Rebirth tag on the leaderboards, ranging from Rebirthed (x1) to Rebirthed (x5). These bonuses stack with every Rebirth. What Rebirth Resets Rebirth returns ordinary progression to a fresh Seasonal start: Character levels and Character Prestige. Items,...
Read full update on Steam ↗This update improves combat performance, reduces work while paused, lowers image-loading overhead, and makes progression, armor changes and season-pass checkout clearer. Performance: higher frame rates and steadier combat Across four controlled stress-test comparisons, the final optimization pass delivered 31.5% to 79.8% higher frame rates. The desktop test build improved by 45.7% in Godfall and 75.7% in Extraction. Godfall — 2560 × 1440, 600 enemies: 46.1 FPS → 67.1 FPS (45.7% higher FPS) Extraction — 2560 × 1440, 240 enemies: 54.2 FPS → 95.3 FPS (75.7% higher FPS) These comparisons used fixed enemy populations and six active weapons. Extraction included player movement. Resolution and combat workload were preserved within each comparison, and the 4K tests waited for relevant artwork to load. Longer frames also became shorter. The 95th-percentile frame interval improved from 30.6 to...
Read full update on Steam ↗- Improved wall depth, textures and shading. Walls fade when your character is behind them. - Walk behind tall objects and cross low bases with a slight slowdown. - Sharper characters with lighting that better matches the environment. - Equipment specials now show cooldowns, active effects, stacks and charges beside passives. - Fixed overlapping moving walls and scenery drawing over walls. - Ground effects, including Glitch Mine, Frost and Earthquake, stay beneath walls and scenery. - Optimized Faultline effects to address freezes during heavy use. - Divergent Ancients keep their original item names and rarity colors. - Open Multiple comparisons now wrap long names and stat-quality details. - Comparison cards stack on smaller screens, keeping stats and Equip buttons accessible.
Read full update on Steam ↗Turn the ground around you into a constantly pulsing earthquake, cracking the arena and slowing enemies by 30% while dealing damage over time.Hold your ground to raise boulders that wait for nearby targets, then launch and shatter, damaging and pulling enemies inward. Pair Faultline with Firewall to unlock Molten Faultline: flaming boulders that leave two-second fire patches dealing triple normal ignite damage.
Read full update on Steam ↗Inventory -Folders now cost 50,000 Credits and can hold up to 50 items. -Items stored in folders no longer consume main inventory space. -Pets no longer consume inventory space and remain available through the PETS folder. -Inventory counters have been updated to reflect these rules. Equipped Items -Equipped physical items, including trinkets, accessories, Ancient gear, and Event Horizon pieces, no longer appear in the inventory or consume inventory space. -Use UNEQUIP TO INVENTORY from an equipment slot to return an item to the bag. -Equipped items retain their stats, upgrades, sockets, and ownership. Enchanting -Removable equipment must be unequipped before its slot can be enchanted. -Blocked attempts display REMOVE EQUIPMENT FIRST and do not consume the enchantment. -Default armor can still be enchanted normally. Case Results -The multi-case results window is now larger and automat...
Read full update on Steam ↗Optimized leaderboard responsiveness and reduced delay from up to several seconds to around 40ms.
Read full update on Steam ↗• Added unique leaderboard avatars for all 15 character skins. • Existing records will update to display each player’s currently equipped skin after they return to the game. • New records will permanently display the skin equipped when the record was set. • Improved initial leaderboard loading speed. • Improved loading when switching between heroes and leaderboard categories. • Previously loaded standings remain visible while updated results load in the background. • Improved reliability during temporary connection issues.
Read full update on Steam ↗- The minimap now unlocks with the tactical overlay after completing the Guide Beacon mission. Updated mission and settings text to reflect this. - Compiler Rage now grants +3% total weapon damage per rank, up to +15%, multiplying existing damage bonuses. - Fixed the Reset Altar showing “Bit Orbit” for VEX.E. It now displays VEX.E Dagger Orbit with the correct icon and reset messages. - Optimized Godfall’s floor rendering to reduce unnecessary GPU workload while preserving its appearance.
Read full update on Steam ↗Visibility & Gameplay Update - Added a minimap transparency setting. - Added an option to enable or disable the minimap. - Added a “How VEX.E works” guide to the Weekend Challenge, explaining Bladespin’s healing and Monster Protocol’s burst damage. Control hints reflect your current keyboard or controller bindings. - Increased the text size of the FIRST BLOOD and BYTE PET tags. - Disabled the loot bag and item reward drops in the Weekend Challenge. XP and health pickups remain available. Reworked ground textures following feedback about distracting backgrounds.- Floors are now calmer and bright areas darker, while preserving each level’s distinctive look. Following feedback that the game could use a bit more challenge early on:- Increased enemy health and damage by roughly 20% on Warmup through Blackout. Root Prime and higher difficulties are unchanged.
Read full update on Steam ↗Added a minimap to help you navigate during runs. Added the VEX.E // BOSS BYTE Weekend Challenge, featuring a dedicated leaderboard and exclusive companion rewards.
Read full update on Steam ↗Fixed a small bug that caused players unable to start a warmup run when skipping the tutorial
Read full update on Steam ↗Five minutes until the star erupts. Fifteen minutes to survive. Supernova brings a new endgame ladder, radioactive battlefields and five Star Forged armor sets built around new ways to play each survivor. ENTER THE SU…
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- Added Portal Zeta and the Zeta Form loot series. - Added the unique Unstable Power Stone. - Refined Zeta loot, nearby reinforcement pods and item tooltips.
£0.66 → £2.65.