
The ultimate all-out warfare experience. In a war of tanks, fighter jets, and massive combat arsenals, your squad is the deadliest weapon.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
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, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 369.3Kreviews | 64% | — | $460.1M |
| $69.99 | 84.5Kratings | 81% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 3619 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
very good very nice very fun
Swedish ingenuity knows no bounds. The Swedish tradition of not playing your own game.
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 23: 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.
Latest in each market: best CN #12, worst CA #87 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 180.29/day in the week to Sep 8 → 179.86/day in the week after.
Of the 12 markets with a position on both sides, 10 climbed and 2 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 274.71/day in the week to Jul 26 → 344.86/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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*, Simplified Chinese*, Spanish - Latin America* +1 more
| $69.99 |
| 4Kratings |
| 68% |
| Top 100 |
| not modelled |
| $69.99 | — | 90% | #35 | 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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 3.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
孩子们别买,ea和小dice发狂了,等xx决定降价后再入坑也不晚
开始很坐牢要升级解锁道具,搜攻略快速解锁后还行。打几把就不想打,没事又想打几把。好玩的地图少。模式太杂不精80rmb以内可以入手
.
Been playing BF6 for a while now. The gunplay feels solid and the chaos of big battles is still there, which is what I love about Battlefield. Had some great squad moments, but also ran into a some balance issues. Performance is decent most of the time, though I’ve had some stutters in bigger maps. Overall, it’s fun if you’re into large‑scale shooters.
just a bad game
RPG direct impact on bodies , they don't even fall down
**不推薦——從 BF1942 玩到 BF6,二十多年了,我想我真的可以下車了。** 我是從《Battlefield 1942》開始玩這個系列的玩家。 從 BF1942 一路到現在,二十多年來 Battlefield 歷代作品我幾乎都有購買。中間當然不是每一代都完美,也不是每一代我都喜歡,但我始終願意買單,因為我一直認為: **Battlefield 就應該是 Battlefield。** 它不需要變成其他 FPS。 我要的也從來不是一款單純比誰反應快、誰槍法準的射擊遊戲。 我要的是巨大的戰場、大量真人玩家、坦克、裝甲車、直升機、戰機、步兵、反載具武器,以及不同兵種之間互相牽制。 一場戰鬥可以從地面打到屋頂,再從屋頂打到天空;你可以開坦克突破防線,也可以扛著反裝甲武器躲在廢墟裡等坦克經過。 **這種混亂卻又存在戰術平衡的戰場,才是 Battlefield 最迷人的地方。** 但到了 BF6,我真的開始懷疑:製作團隊還記得 Battlefield 為什麼叫 Battlefield 嗎? **大量 BOT 填充伺服器。** 一款主打大型多人戰場的遊戲,結果戰場上到處都是 BOT。 以前 Battlefield 最有趣的地方,就是你永遠不知道對面的真人玩家下一秒會幹出什麼蠢事或神操作。現在伺服器看起來人很多,實際玩起來卻像是在陪 AI 演一場大型戰爭電影。 如果我要跟 BOT 玩,我為什麼要買一款主打 Multiplayer 的 Battlefield? **大型戰役地圖的味道也越來越淡。** Battlefield 過去最重要的特色,就是「大」。 不是單純玩家數量多,而是戰場本身要能容納步兵、裝甲、航空載具以及各種不同戰術。 現在卻越來越讓我有種「把一般 FPS 地圖放大一點,再塞幾台載具進去」的感覺。 抱歉,這不是我從 BF1942 開始認識的 Battlefield。 **更讓我無法接受的是,連玩家可以去哪裡,都開始用限制的方式處理。** 玩家跑到屋頂、制高點或某些具有優勢的位置,從來就不應該靠「不准你上去」來解決。 這是 Battlefield。 如果有人佔據屋頂形成火力優勢,遊戲應該提供另一群玩家「把他弄下來」的方法。 直升機可以攻擊屋頂。 戰機可以壓制。 載具可以炮擊。 狙擊手可以反制。 甚至建築物本身就應該可以被破壞。 **你站在屋頂很強?很好,那我就想辦法把你連同屋頂一起炸掉。** 這才是 Battlefield。 Battlefield 的精神應該是: **「你可以去那裡,但敵人也有辦法對付你。」** 而不是: **「因為那裡可能形成優勢,所以我們乾脆不讓你去。」** 如果遊戲平衡最後只能依靠限制玩家移動範圍、禁止玩家進入某些位置來維持,那不是戰場設計得好,而是戰場本身根本沒有提供足夠的反制手段。 這也連帶凸顯另一個問題: **原本精彩的載具相剋機制,被破壞得越來越嚴重。** Battlefield 好玩的地方從來不是追求每一種武器、每一種載具都「公平」。 坦克本來就應該欺負毫無準備的步兵。 直升機本來就應該能壓制地面。 但相對地,反裝甲步兵、防空武器、其他載具與航空單位,也應該有能力反過來威脅它們。 **Battlefield 的平衡不是「大家都一樣強」,而是「每一種優勢都有另一種東西可以克制」。** 這才會逼玩家合作,這才會產生戰術。 現在這種相互制衡的感覺卻越來越弱。 最後還有一個老問題: **外掛。** 一款多人 FPS,如果連玩家都無法確定自己到底是輸給技術、輸給戰術,還是單純輸給外掛,那還談什麼競技體驗? 二十多年來,我看過 Battlefield 很多問題。 BUG,我忍過。 伺服器問題,我忍過。 平衡改爛,我也等過更新。 甚至某些作品剛上市很糟糕,我還是願意留下來看看後續能不能救回來。 因為我一直相信下一代會把 Battlefield 最重要的東西找回來。 但到了 BF6,我真的累了。 我懷念的不是 BF1942 那個年代的畫質,也不是單純因為「以前的遊戲比較好」而在那邊倚老賣老。 我懷念的是那個設計理念: **給玩家一個巨大的戰場。** **給玩家步兵、坦克、直升機、戰機與各種武器。** **然後讓玩家自己想辦法解決問題。** 而不是用 BOT 填滿戰場、縮減大型戰役的感覺、破壞載具相剋,最後再用各種限制告訴玩家: **「你不可以這樣玩。」** 我從 BF1942 支持 Battlefield 到 BF6,已經二十多年。 能讓一個支持二十多年的老玩家最後說出: **「下一代我不想再買了。」** 我想這本身就已經是我能給 BF6 最完整的評價。 **BF6 很可能就是我最後購買的一款 Battlefield。** **非常不推薦。**
Expected BF4 got COD
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 9.4K | 42% | Free | |
| $34.2M | 20.8K | 47% | $69.99 | |
| $60.1M | 45.6K | 79% | $59.99 | |
| $41.1M | 26.7K | 45% | $69.99 | |
| — | 23 | 78% | — | |
| $0 | 0 | — | $69.99 |
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|---|---|---|---|---|
| $454.8M | 379.4K | 86% | $59.99 | |
| $469.4M | 440.1K | 94% | $59.99 | |
| $484.4M | 377.4K | 90% | $49.99 | |
| $434.2M | 401.1K | 87% | $44.99 | |
| $431.4M | 420.3K | 85% | $59.99 | |
| $426.9M | 944K | 97% | $19.99 |