
Battlefield™ 2042 is a first-person shooter that marks the return to the iconic all-out warfare of the franchise.
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.
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): 3.29/day in the week to Sep 14 → 5.83/day in the week after.
About



Genres
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, Epic, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−90% | 325.7Kreviews | 47% | — | $23.4M |
| $13.99−80% | 61.1Kratings | 63% | — | not modelled | |
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 1676 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Эта игра мне понравилась, народу мало.
me tank go boom
人机房满分,新手刷枪非常快乐。画面背景很清晰,容易找人。专家系统感觉不适合战地,一堆克隆人打仗。背景设定也有点迷。最大的问题就是人少而且基本全是老登,我这个拼好兵直接被捞到破绷。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 14: 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.
Reviews, worldwide (the counter carries no country): 8.57/day in the week to Jul 30 → 7.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Japanese*, Korean, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese* +2 more
| $2.99−95% |
| — |
| — |
| — |
| $0 |
| Free | 0ratings | 0% | — | 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 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
постоянно вылетает из за пинга
[h1]从箱庭世界到巷战竞技场:战地系列地图设计的迷失与挣扎[/h1] 战地系列的地图设计,在不少老玩家眼中,走过了一条从“精美箱庭”到“概念空壳”再到“巷战竞技场”的下坡路。这不是某一张地图的失误,而是一种设计理念的系统性偏移。 [hr][/hr] [h2]大换血:制作组核心的流失[/h2] 这种偏移的根源,首先指向制作组本身。据前DICE开发人员透露,参与制作战地系列的大部分核心开发人员都已经离开了EA。在经历了[i]战地2042[/i]、[i]质量效应:仙女座[/i]等一系列项目的挫折后,DICE工作室的老领导层离职,成立了Embark工作室,并带走了工作室一半的人才。EA随后聘请了[i]使命召唤[/i]总经理来重建战地系列,新团队中98%的成员此前从未参与过任何一款战地游戏的制作。换言之,从[i]战地5[/i]开始,那个缔造了[i]战地1[/i]“箱庭世界”的团队就已经在事实上解体了。 [hr][/hr] [h2]战地1:不可复制的箱庭标杆[/h2] 回头看[i]战地1[/i],它的地图之所以被反复怀念,是因为每一张图都像精心搭建的沙盘。地图里有大量可交互的场景道具——野战炮、固定机枪、可破坏的掩体,突破模式下的每一个据点都像一个小关卡,层层递进。战争巨兽的加入更是把“地图叙事”推到了系列巅峰:当一方被压制到濒临出局时,装甲列车、齐柏林飞艇或无畏舰会作为翻盘手段登场,让整张地图的节奏和情绪都发生剧变。这些巨兽不是简单的数值加成,而是地图设计的一部分——它们有自己的行进路线、攻击逻辑和弱点位置,迫使双方围绕它们重新组织战术。这种[b]“地图即玩法”[/b]的思路,在后续作品中再未真正复现。 [hr][/hr] [h2]战地5:设计退步的起点[/h2] [i]战地5[/i]的地图设计已经开始暴露问题。大量开阔平坦的地形让步兵举步维艰,医疗兵只有在20米内才能有效击杀,而机枪和突击兵却能在中远距离轻松压制。硫磺岛这样本应成为经典的战役地图,目标点设置在线性与非线性之间“纠结不清”,平地和山地地形割裂,最终只能被归入突袭式地图的范畴。玩家抱怨地图“平淡、扁平、过于暴露”,想要冲点几乎不可能。更令人遗憾的是,二战欧洲战场的标志性场景——柏林国会大厦、诺曼底登陆——在游戏中几乎缺席,取而代之的是一堆缺乏辨识度的村庄地图。[i]战地5[/i]的欧洲内容远未兑现二战题材应有的史诗感。 [hr][/hr] [h2]战地2042:概念先行的空中楼阁[/h2] 到了[i]2042[/i],问题从“设计退步”变成了“设计脱离实际”。DICE官方在核心反馈中承认了几个关键问题:128人模式导致地图过大,旗帜之间移动时间过长,玩家用“行走模拟器”来形容游戏体验;空旷空间缺乏掩体,视线问题严重,战斗变得分散。这些不是玩家苛刻,而是设计逻辑本身的矛盾——为了适配128人而放大的地图,并没有让战斗变得更丰富,反而让玩家在空旷地带疲于奔命。 更根本的问题在于,[i]2042[/i]的地图像是从概念图直接搬进了游戏。首尔的大平地、高楼和中心数据中心想要营造“战斗高度差”,两张有大轮船的地图想要实现“室内外战斗切换”,但实际游玩中玩家根本进不到室内,这些设计意图完全落空,最终沦为打狙堵门的僵局。地图的“概念性”压倒了一切——宣传片里那些激烈的室内外切换战斗,在正常游玩中几乎无法复现。[i]2042[/i]的地图像是一个大型概念展板,每一张都在展示“我们想做什么”,而不是“玩家实际会怎么玩”。直到最后几个赛季,DICE才开始收缩设计野心,把地图改回可正常游玩的状态,算是勉强收场。 [hr][/hr] [h2]战地6:巷战竞技场的全面失控[/h2] 如果说[i]2042[/i]的问题是“太大太空”,那[i]战地6[/i]的问题恰恰相反:太小、太挤、太像COD。 社区整理的数据证实了玩家的直观感受。[i]战地6[/i]中最大的地图“火线风暴行动”重制版,其可玩区域在系列87张地图中仅排第32位,而原版排名第7;最大的原创地图“米拉克山谷”排第35位;最小的“圣徒区”是系列倒数第二小。第一赛季的“布莱克韦尔油田”引发了集中爆发的不满——地图太小、太线性、太开阔,重生点直接暴露在狙击手视野中,玩家刚重生就被秒杀的情况屡见不鲜。有玩家在Reddit上分享,驾驶喷气式飞机重生后立刻被激光标记,勉强起飞也只能飞出地图外约100米,根本无法穿越或躲避。更令付费玩家不满的是,免费大逃杀模式的地图设计反而优于本体多人地图。 但真正让老玩家感到陌生的是[i]战地6[/i]的巷战地图。第一赛季的地图大量采用两层楼高的小屋和小巷,设计成四通八达、纵横交错的结构,前后左右随时有人冒出来,一堆人挤在狭窄空间里对射。这种设计的问题不在于“不好玩”,而在于它从根本上取消了战地系列的玩法多样性。当地图的空间尺度被压缩到巷战级别,载具就失去了存在意义——悍马又脆又难开,坦克数量极少,载具一出现就被打炸。没有空间让载具展开,没有距离让狙击手发挥作用,没有开阔地让团队配合产生战术纵深。[i]战地6[/i]的地图像是直接照搬了COD的团队竞技地图逻辑——每个人都在近距离刚枪,地图的“设计感”只剩下通道和掩体的排列组合。 至于最新的海岛地图,情况更加微妙。第4赛季的“津留礁”在媒体预览中获得了不少好评,被评价为“可能是游戏发布以来最好的地图”,支持海陆空三栖作战,空中和海上载具都能找到发挥空间。但玩家社区的反应依然分裂——有玩家指出,这张图分几个区域,每个地方摆点能开门进去的建筑物,结构上更像是一个微缩的吃鸡地图,而非战地系列传统的大型沙盒战场。从好的一面看,DICE至少在尝试回归“大战场”的方向;但从坏的一面看,即便是系列史上最大的地图,其设计思路依然没有摆脱“分区+据点”的吃鸡式框架,而非[i]战地1[/i]那种浑然一体的箱庭叙事。 [hr][/hr] [h2]迷失的核心[/h2] 纵观这条线索,战地地图设计的问题可以归结为一句话:[b]制作组不再理解“战地感”来自哪里。[/b] [i]战地1[/i]的箱庭之所以成立,是因为每一张地图都是一个自洽的微型战场,有地形逻辑、有道具互动、有节奏起伏,玩家在其中能感受到“我身处一个真实的空间”。[i]2042[/i]试图用规模制造“大战场”,却忽略了大战场的核心不是面积,而是战斗的密度和层次。[i]战地6[/i]则走向了另一个极端,用巷战的紧凑感替代了战场的纵深,把“战地”做成了“有载具的COD”。 当核心团队流失、设计理念断裂、玩家反馈被忽视,地图设计就不再是“创造空间”,而变成了“填充内容”。[i]战地6[/i]的首席制作人承认“需要更多大型沙盒地图”,这至少说明问题被看见了。但看见问题和解决问题之间,还隔着一整支理解[i]战地1[/i]为何伟大的设计团队——而那样的团队,可能已经不存在了。
Ea giriş sisteminden çok şikayetçiyim oyunlarını oynamam için girmem gerek ama şansa göre giriyorum bitek ben mi sorun yaşıyorum? evet çok güzel oyun yapıp çok güzel indirime sokuyorsun ama şu oyunu oynamamız için yardım et de şu ea app'i düzelt lütfen
This game is actually very good. After BF6 I really miss BF2042 and its funny how people that havent played it keep saying it was bad. It got really good before the BF6 realease. It had its problems, yes, but its a shame this game died for a ♥♥♥♥♥♥ BF6
Por 12 reais é um jogo bom, mas não compensa pagar mais que isso
good
武器平衡最好的战地,单兵性能最逆天的战地
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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