
Captain Tsubasa: Rise of New Champions is an arcade football game bringing a refreshing look to the football genre with the exhilarating action and over the top shots that made the license famous. Defy The Laws of Football Become Legend
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): 2.14/day in the week to Sep 3 → 2.43/day in the week after.
About
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 5.1Kreviews | 73% | — | $4.1M |
| $39.99 | 18.4Kratings | 83% | — | 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 867 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
pqp que jogo ruim, modo historia completamente scripitado, os controles nao funcionam NUNCA, sem ser nas cenas scriptadas, onilne lento e cheio de lag........... nao recomendo comprar a nao ser que voce sejam mto fa da obra original (que nao é o meu caso).
el mejor juego de futbol hasta ahora, lastima que efootbal ni Fc puedan compararse con una jugabilidad asi
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Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 Aug 22: 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): 1.71/day in the week to Aug 7 → 2.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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, Portuguese - Brazil, Traditional Chinese, Spanish - Latin America
| $4.79−88% |
| — |
| — |
| — |
| 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 868 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
连接不上手柄,请问这个游戏上面显示手柄手柄无法控制
Excelente juego que combina un estilo de juego estilo FIFA con el clásico captain tsubasa de super nintendo
BUMM DEDİK TSUBASA OYNADIK GENÇLER
J'ai maintenant 562 heures de jeu et je peux dire que ce jeu mérite tellement plus de joueurs, il est simple a comprendre et à prendre en main, le jeu est beau mais surtout la partie ou l'on peut créer son équipe et ses personnages est vraiment intéressante on a vraiment la possibilité d'avoir toute les techniques qu'on veut ainsi qu'un large choix de personnalisation que ce soit les techniques ou le physique. Seul point faible, je dirait que le problème vient des joueurs qui n'utilise que les techniques les plus méta en abandonnant le fun pour juste gagner sinon a part ça je trouve vraiment que le jeu devrait être plus connu car on a un manque éxtrème de joueurs et joueuses.
hikaye az ve önemli oyuncular yok onun dışında iyi ama yakın zamanda 5v5 gelmeli
Alright I overall like the game but there are far to many little annoyances that add up to become pure rage. 1) The game was made with the intention of online vs play, this means you absolutely must make the strongest characters possible else you lose in a balanced match up. Of course almost every aspect of creating a character is garbage 2) You must first level up friend cards or be left with bad skills. Above tells you why you must level up them. This isnt bad in itself and is probably the most acceptable annoyance out of everything but its still adding to the rage. 3) Once you max a friend in a run, meaning you got everything you can out of him for your character, he is not removed from the limited pool to show up wasting a valuable slot. 4) To get max stats, which again you must get else you lose vs a balanced match up, you have to do the most bull luck based grind for every match. If you unintentionally lose the ball to the opponent in a match you can pretty much guarantee you need to restart because of how tight the timer is to get every stat at SSS. 5) The goal keepers teleport! One of the most common used cheese to score goals in the attempt to make an actual usable online character is the long shot bypass. Not only is it annoying to pull off by itself but the keepers are frequent teleporters when in the box. Once they grab the ball you mine as well restart since you dont have the time to wait for them to throw it again 6) Your keeper cant block a super. Funny the "best" keeper in the series cant even stop a super shot from outside the box, completely worthless. 7) Back to the long pass bypass, if you are wanting to make a cac for the defender slots then you better hope the game actually lets you score since it wont 50% of the time. Your lovely little worthless bot buddies will make sure to stand in front of you in the box so once you go to "shoot" the game will call offsides stopping your play. 8) Some bots are immune to tackles once they have the ball until they are either trying to pass or trying to shoot. This is annoying by itself but its amplified by some of these bots able to charge a super shot in less then a second so you cant stop the goal in anyway. Remember how I said your keeper is worthless? 9) Bots are sometimes immune to tackles once they receive a ball, this only happens sometimes and I cant figure out any other connection to predict when this happens. What this does mean though is they get a free shot at your keeper since you and your bot buddies will just run through the enemy and then stop wondering wtf just happened. I love it when its paired with a super shooter so even when I could of prevented the goal I'm not allowed to. 10) You cant play offline in a game with dead online 11) booting up the game takes far to much time, 20 seconds waiting for EAC to boot, spam click through the unwanted ownership logos, 5 seconds to connect online, click start, 5 more seconds to connect online, click on campaign and then have to scroll over one since it cant be bothered to remember you are playing new hero and not tutorial chapters, then all the loading screens that follow from that. Probably a full minute of your time wasted just to start the game. 12) why 11 matters is because, since you are making the best character possible, you are frequently going to have to close the game and reopen it so that you get max bonuses. That small 1 minute to boot suddenly turns into hours of wasted time. 13) Skills are locked until the game decides its ok, most notable are super shots and kickback cannon. No reward for focusing hard on one friend to give you an early game advantage, nope you are only allowed to unlock super shots after the enemy is already using them on you. Cant use kickback cannon until the final, and I love that it doesn't tell you the unlock conditions until its to late. By the time you can see what the condition is it's impossible to get unless you already did it. If you are making the best character possible then its not an issue but again little things keep adding up. 14) There are many secret unlock conditions for skills. Most notably is super shots, you must get the friend to rank A before you fight their team, absolutely no mention of this when looking at their skills. Other examples are tsubasa dribble, must get him to C rank before the first half of the new hero mode is over. GL figuring all these out, they couldnt just have it right there where the information was supposed to be located on the friend card, got to make extra annoying steps. I really could continue but I'm done. I hear the second game will have a better character creator but I'm not holding out hope. I overall like the idea the game has for creating a character, I actually love Umamusume system so I have no problem with some grinding but there are far to many annoyances with RONC character creation.
This game is still heat even in 2025
ta maluco e jogo e o suco do futebol, enquanto estiver jogando beba um suco devagar , para ele se torna um suculento
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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