
Step into the modern era of college football, where personal ambition meets program pride. Balance expectations, identity, and everything Saturday demands while immersed in traditions and pageantry of game day.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
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 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 | 2.8Kreviews | 40% | #56 | $10.6M |
| $69.99 | 5.3Kratings | 60% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 1374 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Most people down voted because of the micro transaction issue. To give you an actual review, the game runs great and I've only have one instance of stuttering. The graphics look amazing and they added tons of advanced game mechanics this year that make it harder yet more rewarding. I would also downvote for the same micro transactions but I want someone who is actually looking for a good college football game to play to know what the actual game is like.
microtransactions in a player&manager career mode
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 6: 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 US #64, worst UA #91 · 3 markets collected
US · last 30 days
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $69.99 |
| 2.7Kratings |
| 44% |
| Top 100 |
| 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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As someone who used to primarily play Road to Glory, it's been a long time since I've been this disappointed in a game. Despite EA rolling back the microtransactions in offline modes, this game was fundamentally built around making RTG as grindy as possible to get you to reach into your wallet. Now that the microtransactions have been removed, you still have a game mode that is set up to be the opposite of fun and makes no logical sense. Playing on lower difficulties actually makes it harder to improve since there's a malus towards the XP you gain in practice if you play on anything lower than All-American with Wear and Tear on. If you wanted to come home after work, throw for 800 yards a game on Freshman, and put up... Madden numbers - well too bad, you might never even see the field. And they've got the gall to say "Oh it was designed to be this way". It's a single player mode. The AI feels will not get hurt if I go prime Christian McCaffery on them as 99 OVR freshman. It was created solely to get you to pay money - and then they took that way. At least some of the 2K games have your guy in online modes too - pay to win, but at least your against other players. This is a 100% offline mode that they took away all XP adjustments to force you into playing one specific way. I've weaned myself off EA games for years. College Football as a franchise got such positive word of mouth and I was so excited to play it on PC, that I broke down and bought it after they backed off the microtransactions. Never again. The only reason this slop is still on my account is Steam denied my refund.
Middle of game 2 of my first franchise season... EA servers go down. Game quits out and I lose all progress of the game. Eat s%%% and d%% EA.
Gameplay is great, Dynasty is a significant improvement. But have to leave a negative review due to EA's executive decision to put micro-transactions into single player modes, while removing options in an attempt to make you spend more money. This is inexcusable, and overshadows what should be an amazing release for this series. Do better, EA.
The game has hidden microtransactions that EA never mentioned in single player OFFLINE modes #CFBPlayDontPay
waiting 20 min just for the game to crash before I can play
The graphics are good, That is about it, Its EA Sports Microtransactions 27! Do NOT buy. RTG and Dynasty mode were the escape from having "spend money" thrown in your face, not anymore. Its the end of a gaming era for sports fans. To make it worse EA knows we are pissed.. "it will blow over" Its what they say in response. If you want a great NCAA Football game find a way to play 14, Again save your money!!!!! Don't be an idiot like me and fall for the hype,
I really wanted to like this one. First the positives. Gameplay is pretty significantly better than last year and pretty enjoyable for an EA title. Where College Football 26 felt more clunky and restrictive than 25, this one feels more like a refined and recharged version of the gameplay in 25. There's a fair amount of quality of life improvements that certain help the immersion and feel of the game. The presentation continues to improve year over year that really improve dynasty and RTG. Equipment has really been overhauled in a very good way, making real improvements to both dynasty and RTG. Dynasty is still very fun and enjoyable for the most part. The dynasty points and integration of new systems, like support staff and facilities, really improve the feeling of program building in dynasty. Another highlight for me is the introduction of NIL. This new dimension to recruiting really changes the game and makes it much harder to rebuild small schools which I appreciate. Now for the negatives. First, the microtransactions in RTG and dynasty were entirely unacceptable. Even though they've been removed now, they're still hinting to additions of microtransactions in future titles or maybe even just in this games future. The fact that they've still yet to add the "Fast" and "Faster" sliders to dynasty coach progression is proof they haven't abandoned these microtransactions entirely. Beyond the microtransactions EA was bullied into removing, hiding multiple coaching archetypes behind the MVP+ subscription or a madden purchase is just as deplorable to me. It's a really bad sign of what's to come with future titles as EA looks to further monetize dynasty mode. Outside of monetization, there are other big problems I can't overlook. Somehow there are still bugs everywhere in this game, many of which have now been present since CFB 25. In RTG, you can still be present in opposing team's huddles or have the AI making baffling decisions such as replacing your player at QB with a defensive tackle or tight end for a play here and there. Recruiting bugs are still present. This includes the Playing Time dealbreaker problem from College Football 26, however, it can now also allow your recruits to flip. I've had recruits trigger their own Playing Time dealbreaker by committing. Their commitment pushed the number of players on roster over the limit and they'll flip as a result. Based on EA's response to bugs in CFB 26, it's unlikely these bugs will ever be addressed as they are not tied to monetization. I wouldn't be surprised to see them present again in next year's game as well. As I've come to expect with EA titles, this game is another example of 1 step forward and 2 steps back. There are genuine improvements in this game and overall it can be quite enjoyable but these improvements continue to be over shadowed by EA's endless monetization and immersion ruining bugs that never get fixed.
Arguably the best rtg and dynasty ever but the game is just a major letdown from the greedy micro transactions, why do i have to spend money on a OFFLINE MODE, fix this EA or you guys will not like the outcome of your player base.
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.
Related
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