
Become immersed in exhilarating battles as a nameless hero in the Three Kingdoms
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.
No United States chart position — it charts only in the markets below.
Same day: best CN #80, worst KR #83 · 2 markets collected
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): 7.29/day in the week to Sep 14 → 7.33/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, 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 | $48.99−30% | 19.6Kreviews | 92% | — | $34.3M |
| $69.99 | 14.8Kratings | 89% | — | 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 1149 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
狗幹版本 狗幹呂布 肏機掰 推薦等級37 老子40還被他打成智障
很有战场那味了,但是能不能加个捏脸或者至少加个体型选择,主角拿着方天戟违和感拉满,小小的身躯拎着一把巨大的武器,我真害怕他把屏幕捅个窟窿。
真的可以的,期待第二作
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $34.3M | 24.3K | 87% | $34.99 | |
| $34.3M | 70.2K | 65% | $29.99 | |
| $34.3M | 24.8K | 91% | $39.99 | |
| $34.4M | 41.6K | 88% | $29.99 | |
| $34.2M | 23K | 47% | $69.99 | |
| $34.5M | 188.6K | 89% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | $39.99 | |
| — | 0 | — | — | |
| $1.1K | 13 | 69% | $2.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $5M | 9.5K | 72% | $19.99 |
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 2: 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/day in the week to Jul 30 → 8.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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, Simplified Chinese*, Traditional Chinese, Japanese*, Korean, Arabic*languages with full audio support
| $44.99−25% |
| — |
| — |
| — |
| 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
爽就完事了
游玩进度:所有挑战全部完成,熟练度全满,在收集古钱币,还差21个拿到最终档奖励 庄知彦,名将,有能!建议世界上绝大多数的游戏厂商或独立工作室,通过这一部的三国无双,学会“把钱用在刀刃上”。 优点: 1、极致进化的动作模组——我说的不好听,三国无双从6代开始的武器模组做的就是一坨;然而到了这一代,除了剑和方天戟保留了C技(方天戟真牛逼),其他所有武器的操作逻辑都做出了非常有特色的区分(哦除了棍,这个我是真的不喜欢用,但听说DLC也加强的不讲道理,不过我没买DLC):枪主打浮空,手甲组合灵活,朴刀和蛇矛做出了两种不同的蓄力逻辑(长按蓄力,上限高/吃伤防反,下限高),偃月刀获得多段强化,棍以高速连击见长,飞圈投掷和回收需要抓取时机但上限极高,双钺靠目押强化攻击。在使用不同的武器时,着实有着明显的差异化体验,让我多周目保留持续的新鲜感;哦另外感叹一下,紫鸾的动作性能太逆天了,堪称动作游戏领域的天花板(可能只有鬼泣系列有的一比),喜欢我闪避和武艺取消后摇、同时闪避和弹反、处决长时间无敌、觉醒全程无敌+打人回血吗? 2、激动人心的大战场体验——在新时代技术力的加持下,同屏人数上限和画质得以飞跃性突破;而实际战斗中,军团之间的撕咬、大战术的相互博弈、1v1的死斗、争分夺秒的进军,共同塑造了一片片金戈铁马的大战场。当我在虎牢关跟随曹操的指挥直冲关下、当我在官渡跟随曹操的指挥冲击袁绍大军团、当我在赤壁跟随周瑜的指挥向残存的曹操军发起最后的决战......我仿佛真的置身于千军万马之中,仿佛我这个玩家就是那个无所不能的“紫鸾”。 重点表扬:以小池雅人老师为首的光荣无双组音乐团队简直超模,在大战场的卓越氛围塑造上绝对担得上首功,甚至可以根据战场局势的变化无缝衔接或沉郁、或对抗、或激昂的不同版本(点名称赞本作中增冈乡太老师的泛用曲——攻城战),给到我顶尖的正反馈。在我心目中,T0级别的音乐团队只有三个:第三是DNF和最终幻想(这俩我觉得并列)的音乐团队,第二是MIHOYO的音乐团队,第一就是光荣无双组的音乐团队。 3、剧情和人物的全新理解——剧情我就不多谈了,虽然光荣研究了三国这么多年,但终究是日本厂商,国内这么多文娱作品对三国的理解竟然比不过一群日本人,难道不觉得可笑吗(说的就是你新三国)? 人物塑造方面,本作对前代许多已经形象脸谱化的武将进行了全新的理解和诠释:刘备不再是那个满口仁义仁德的复读机,而是一个会迷茫、会无助、会叹气,但仍然坚定前行的明主;曹操仍然是奸雄,但对自己的那份强权有着自我认知,明白只有通过强权平定乱世才能告慰死者;孙权年轻气盛但缺乏历练,在大家的扶持下也逐渐摆脱了稚气和不成熟,初步有了王者的风范;群雄中塑造最让人惊喜的莫过于张角、董卓和袁绍——张角心怀天下,深知自己走错了路却来不及寻找答案,死前发出了灵魂的质问;董卓一改昔日的肥猪形象,西凉摸爬滚打出来的杀伐果断让他成了一头凶狠的豺狼;袁绍仍然有着心高气傲和犹豫不决的毛病,但也有着前作没有的身为名门平定乱世的责任担当。以上种种,说明光荣对三国人物的理解和塑造上,上升到了一个全新的阶段;美中不足的是,部分角色的配音个人觉得着实.....不好评价(我chovy,曹操是奸雄不是人机啊) 缺点: 1、地图素材复用——肉眼可见的穷,很多战役的地图实际上是同一套,只不过是裁剪拼接后变成了一张看似新的地图;好在不同战役的打法存在不小的差异,一定程度上弥补了这方面的缺憾(袁术讨伐战的地图是素材复用重灾区,但大军体验绝佳)。 2、同行武将缩水——一下子压缩到10人(我的二乔呢?我的吕玲绮呢?我的董白呢?),且切换期间没有特色化的武艺可以使用(吕布的抓人然后飞天砸地呢?二爷的三连青龙冲击呢?),我估摸着也是经费不足的问题,其实有相当多的拓展空间。 3、大后期枯燥感——无双游戏的通病,刷到后期确实存在这方面的问题,但可以理解 其实看我的评测内容可以发现,我对这部无双的优点分析远详细于缺点,且缺点大多归于经费不足或游戏大类固有缺陷。诚然,本作是公认的瑕不掩瑜的上乘杰作,但我的字里行间其实能看出部分的偏心——因为我也算是无双系列的遗老了,三国无双的3-7(8太烂了,不到半小时就退款了)、战国无双的2-4、海贼无双的3 4、无双大蛇的Z到3我都玩过,这个系列其实已经日暮西山了,8代的巨大失败似乎昭示了这个系列要被历史掩埋。所幸,光荣在绝境中没有再畏手畏脚、固步自封,而是破而后立,做出了这么一部极致ARPG化、看上去不像无双但内核极度无双的《真三国无双:起源》,打了一个漂亮的翻身仗;正是极致的触底反弹,才让我对这一部的评价偏心,理由很简单——我真的不希望这个系列就这样死掉,它伴随了我的成长历程,它曾经犯下的错也罪不至死,它理应有更好的未来。
找到了小时候的快乐
战斗爽 人物动作武器剧情都没得说 画质也是无双系列最顶的 夯爆了
之前没细玩过无双IP作品,看到网上铺天盖地的好评遂入坑,玩了前三章感觉挺过誉的,总结一些我不喜欢的点如下: 1. 说是加强了动作性,但玩下来敌我交互感觉还是很糙,敌方攻击→我方格挡/闪避/打断→敌方白框→我方打连招,以此循环,数值对撞远大于动作性; 2. 虎牢关关卡的吕布处理得我很不喜欢,他可以做得很强,但是不应该硬用数值来体现他的压迫感,这只会显得很不走心;一下血皮两下秒的战斗,做出来有啥意思呢? 3. NPC塑造得都非常脸谱化,羁绊剧情也基本上是玩尬的……个人接受不来; 4. 有恶性BUG!主线打到某关卡时(忘了哪关)遇到友军AI BUG,友军将领在攻下一个据点后就率兵不动了,无法触发下一步行为,剩下一个偌大的敌军城池,我只有两个选择,要么重打,要么一人单挑……这种主线必经的关卡,为啥不加个卡死检测呢?我不理解。 本作也有一些戳中我的优点: 1. 性能优化不错,多角色同屏战斗帧数很稳定; 2. 大战场氛围塑造得挺好; 3. 主角真帅吧! 综合来看我只能给7.5分,目前风评过高了。
此乃三国大黄油
你才是真正的三国无双!
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.