
Live the future of despair.The year is 2024 AD. The survivors fought against the remaining threats while trying their best to continue their recovery.Three years passed in the year 2027. In a new world without hope, the time has come to once again resist the fate of the Earth.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
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): 1.57/day in the week to Aug 10 → 3.14/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.
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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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 6.2Kreviews | 70% | — | $10.7M |
| $89.99 | 5.1Kratings | 89% | — | 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.
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 881 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
75 hours in. Bottom line? Not as good as EDF5. Which is weird since they basically just took EDF5 and made new levels. Those levels just aren't as fun. They also made the wing diver not really viable on Inferno difficulty. Mostly because you can't effectively use the most powerful base game wing diver weapons without getting the most powerful jetpacks locked behind the two DLCs. So you have to use weak weapons to avoid overheating your jetpack and you feel like you're not doing anything while the other classes annihilate everything on screen. Most people just use Fencer as it is massively overpowered and arguably more mobile than the wing diver. Want to play on Inferno? Have fun spending months collecting armor just to still get one shot. Unless you want to use cheats to quickly acquire armor. To be fair, this was the case with EDF5 too. I'd go back to EDF5 but this game leeched what was left of the player base.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Traditional Chinese*, Japanese*, Korean*, Simplified Chinese**languages with full audio support
Hours played at review time, across 883 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Earth Defence Force has become very routine in the past 6 entries, essentially acting as small updates to each previous installation adding a new map here, a few new weapon models there, some new enemy types, removing some older ones - a cycle of repetition that enforces the same basic gameplay. 6 isn't any different and maintains that cycle, however I will say it's the most cohesive entry in the series so far. For those unfamiliar, E.D.F is a horde shooter that has you battling against B-Movie monsters - from giant insects, to big grey men, to UFOs, mother ships, and walking tripods. As you fight you'll collect armour and weapons, slowly unlocking increasingly bizarre and destructive weapons with stats so detailed you'll need a calculator to get a ballpark on the numbers. The bread and butter of the game however is the overstimulating chaos that is hundreds of monsters swarming down on you through the city as you blast them with unlimited ammo and a dodge roll. The gameplay hasn't changed in a very long time, and that comes from not fixing what isn't broken. As usual we get some new maps, some new monsters, some new weapons, but it plays exactly as it always has for better or worse. The previous couple of entry's introduced the story that you begin as a civilian, work your way up the EDF ranks, and eventually help save the planet, but EDF6 remixes that with a new time-travel element to the story that exists to justify the repetitive cycle of repeating the same levels and missions and story beats from the previous games over and over. It doesn't change anything in a meaningful way, it justifies the game continuing to do what these games have always done - 'enter the map, kill everything, grab the boxes' repeat 150 times, then repeat that for the other 3 classes, and repeat that for all the difficulty ratings. Granted this is more fun online with friends, opportunity permitting, but the single player is always there if you enjoy the endless grind. The weapons system is similar to the 5th entry with weapons unlocking via an invisible roll table for each weapon crate you grab during play, then their rank increases if you unlock a version with a better stat than you have until you reach max rank in each weapon stat to passively upgrade your weapons while you play. There's no rhyme or reason, so it's best to just churn through normal or hard until you get stuck then re-play from the beginning until you finish the main campaign to buff your armour and arsenal for repeat play on harder difficulties. I will say the new enemies are the coolest they've introduced yet with beautiful designs, and awesome looking ships. The new lighting effects for monsters like the underground lightning spiders are very fun and add a graphical flare to the game, however minimal. Overall though I feel like these additions just show how little the game has evolved over the years - it's become a cheap and easy cash grab for the devs to just churn out a DLC's worth of new content and repackage it at full price. At least the story update in this one does add some variety albeit another justification to recycle the recycled content of the 3rd recycle of the games content which hasn't changed drastically since EDF 4. As ever, if you're new to the series this is the one everyone is playing online, it's the most definitive, and will give you a good recap of everything that's happened since the continuity that started in the 4th game. You get a smattering of enemies from the past few games, along with all the big cinematic moments that have shown up, plus a handful of genuinely new and interesting levels / boss fights. If you want a change of pace from Helldivers, EDF can definitely scratch the same itch, and does so while taking itself far less seriously. For the old-timer's, you know exactly what you're getting so if you fancy another 150 rounds against The Primers, lock and load soldier - It's time to save our mother earth from any alien attack.
Play EDF5 instead. Play any of the series other than this game which does not respect the player's time at all. EDF is known to be pretty grindy, yet the degree of that grind in EDF6 is so high, and not enjoyable! At least in other EDF titles it was fun to grind out weapons n' armor, here you better get 10k armor in order to tackle the "challenge" of Inferno. (Note: This requires an INSANE amount of commitment and time to get that much armor, even with cheats/trainers that pick up all items on the ground, which seems to be the standard for ANYONE who is still playing this. The gimmick, of the story, is screwing with time travel, which would be enjoyable but this just means you end up going through the same exact missions WITH VERY SLIGHT deviations, over and over again, including cutscenes, dialogue and waiting for mission triggers. I'm not kidding, they pad out the game time via retreading the same mission you've done, at least THREE TIMES. This is in addition to the varying difficulties that all the EDF games had, but now it's somehow far worse, since the overall missions are really not that great outside of maybe a dozen of them. It doesn't help that the "main character" of EDF6, which isn't the player, is incredibly unlikable, annoying, and you will listen to him talk about the same things, over and over and over again as you trudge through the main missions. What about the gameplay? It hasn't really changed, some classes get new items and others are.... just the same again. That's fine, except that doesn't make this game worth playing, especially if you've already played another EDF title. There's a couple new enemy types that are okay, uh, and others that make you go "why couldn't they just bring back Hectors". It feels more like a large expansion pack for EDF5 with a higher price tag. I dragged some friends through this game and there's no way any of them will end up finishing it. Most get burnt by the time you do a second rotation of the story maps (cause time travel) and I only hung on cause I paid for this. You might think, "Oh the story doesn't matter" which is fine, but somehow this might be the worst EDF story to date. Not only does it require you to revisit levels some of which are just CUTSCENES that the game still considers to be a "mission" (which means you have to load into the level, wait for the story to progress, and do it again if you want to clear each difficulty with each class. This game will make you hate it by the end of even the "normal" mission difficulty, provided you can avoid getting burnt out on the way.
同期ズレが酷く、解決策も無いため快適にプレイできません。 キャラクターの位置はもとよりプレイヤーが向いている方向すらまともに同期されません。 フレンドリーファイアーがあるゲームなのでこれがかなり致命的です。 EDF5以前は問題なかったのにどうして…
時間の無駄
The most comprehensive EDF experience so far. You don't get air support for chunks of the game and that can be annoying if you're reliant on vehicles or air strikes but you still get drones and bikes. Base game has around 1300 weapons and a lot of the weak EDF 5 weapons got rebalanced, so you never run out of variety. Wait for a sale and spend a dozen hours getting 3% progress.
[h1]伝統を守るとは何か[/h1] とある伝統文化に従事している方がこう仰っていた。 「伝統とは何も変えないこと。決まった材料と決まった手順を繰り返していく。変えないことが伝統を守ることである」 別の伝統文化に関わることがこう仰っていた。 「伝統とは、その時代の流れを汲みながら変化していくこと。伝統を守るとはそうやって途切れずに未来へと伝えていくこと」 どちらが正しいとか良いということではないが、この地球防衛軍6は前者の考え方であるように思う。2003年に『THE 地球防衛軍』が発表された時からプレイしているが、この原点から大きくは変化してない=地球防衛軍としての伝統を守っているように感じるからだ。もちろんグラフィックは向上し、操作できるキャラクター・武器などは増えているし、ミッションが失敗した時でも武器が一部手に入るなどの改良も加えられている。待望のオンラインにもなった。しかし大きな軸は全くブレていない。ブレなさすぎるといってもいい。 それから20年も経ち、価格もフルプライスになり、当時の「シンプルシリーズ(格安)なのに高品質で面白い」という枠も外れてしまった。ここらで大きな改革が必要だと誰もが感じているに違いない。今回、タイムリープを用いることで過去のステージやセリフを取り入れて総集編にしたのは、制作側もここで地球防衛軍を一区切りにしようという考えなのかもしれない。 UIが古い、会話もスキップできない、武器の比較もできない、練習打ちもできない、ゲーム終了はタイトルまで戻る必要があるといったシステムの古さをはじめ、プレイの快適さや・仕組み等をもう一度構築する必要はある。今までの伝統も大切にしつつ、これからの地球防衛軍を再スタートしていただきたい。といっても、EARTH DEFENSE FORCE: IRON RAINのような似て非なるゲームは御免だが。 本作地球防衛軍6は他の方が仰る不満点も多いものの、この地球防衛軍しか味わえない楽しさがやはりある。フルプライスでの購入はかなり厳しいが、セールであればぜひ手に取ってプレイしていただきたい。
游戏确实好玩,确实很合我胃口,但是你那个定价我就注定不会给你好评,你那幽默定价,我都可以去买只狼了,还有艾尔登法环等等的3A了,就连你那史低也要160多,160我都可以买gta5再加一款大表哥了,你如果只卖80或者60左右,你绝对是一款佳作,我甚至可以忍受你那反复的枯燥的割草,我给差评仅仅是因为价格,你那幽默的定价就注定不会有多少人给你好评
I like it. It's EDF 5 but slightly better. Is that enough for some people? Maybe not, but it is for me.
大変な駄作になっちゃったなぁ・・・。 と思いました。 ■なぜ駄作? 1.ウィングダイバーのカオ(重要でしょ?) ウィングダイバーのモデルに下手に手を入れてます。 アヒル口にしたかったんだろうけど、キャラメイク失敗したみたいなオバケ顔になってます。 前作から引き継ぐ三角定規みたいな顎に失敗したアヒル口がくっついてます。 2.設定 異星人が攻めてきて対抗するっていう歴代の設定が、変なことになっちゃってます。 タイトルを敢えてつけるなら「レジスタンスの勇者が時空を超えて魔王を倒す」みたいな感じで。 コンセプトがズレまくり。 タイムトラベルやタイムリープって、夢オチと大差ない気がします。 だからモチベーション上がらない。 仲間の死を乗り越えて、必死に侵略者に立ち向かった! → 夢だった みたいな結論がわかっちゃってて、どうしてモチベーション保てるでしょう。 オンラインで「EDF!」って叫ぶ人が、前作と比べて極端に少ないのはそのせいでは?と推測します。 前作のオンラインと本作のオンライン、同じ時間帯でルーム数を比較すると、本作が極端に少ないのもそのせいかと思います。 後述の理由との相乗効果で、そりゃやる気起きないです。 (ちなみに、DLC2では地球の防衛すらしてないです。隊員は「架空の戦場を戦うプレイヤー」という設定でした。) 3.ストーリーを強調しすぎ 前述の設定からして的外れな感じなのですが、それをごり押しで強調してきます。 ストーリー追わせる為に行動が制限されすぎる印象。 7分くらい動けなくなって、会話を聞いてるだけなミッションがあったり、ゆっくり歩いて移動するのを強制されたり。 スキップさせるっていう発想はなかったんでしょうか。 テンポ悪すぎる。 ドアや通路が開くまで待ってなきゃいけないのも目立つ。 イライラしかない。 しかも、オンラインでも強制がしっかり有効。 ニコニコ動画をつくりたかったのですか? TPSで他人と遊んでるのに、そんな強制は邪魔でしかない。 4.改善されてない&改悪では? いまどき、アイテム拾わせますか? 狙撃プレイが好きな人は、敵を狙撃した後、その場所まで走ってドロップを拾わなきゃいけないの?! それでいて新しい要素「よじ登り」が実装されてて、引き撃ち中に障害物にぶつかったら「よじ登り」が発動してゲームオーバーって何度あっただろう・・・。 敵は建物の上にワープするし。 引き撃ちしてたら水に落ちてゲームオーバーとか。 マリオですか? 設定だけじゃなくゲーム性もコンセプト変わっちゃってます。 5.難易度をはき違えてます 敵が多すぎるレベルバランスで、結局乱戦になります。 そしたら過剰な撃破エフェクトと残骸で、テンカンになりそうになりながら撃ちっぱで動き回るだけ。 難易度 = ユーザーの目を攻撃する機会 ですか? TPSの画面じゃなく、レーダーだけみてプレイする時間が異常に長い印象です。 パックマンですか? めんどくさくて疲れるだけなミッションが延々と続くゲームになっちゃってます。 6.レベルデザインはイライラ要素が多い 味方の増援で盛り上げることはしないみたい。 「おおおーーー!!!助けに来てくれた!」じゃなく「いま終わったところだけど?」って言いたくなるタイミングでの増援が目立ちます。 だからみんな脇役で影が薄くなっちゃってます。 そりゃ盛り上がりません。 対して、敵の増援は「もう飽きてるから勘弁してよ」って思うウザさ。 撃破カウントをトリガーにしてスクリプト組んでるっぽいですが、テストプレイはしなかったんだろうなと思いました。 あるいは、地球を守る人たちのゲームじゃなく、時空を超える勇者のゲームにしようとした結果、こういう風になったのかも。 EDFがやりたかった・・・。 7.時間の浪費ハンパなし アイテム拾いに行くシステム、運任せの武器強化システム、ストーリーを追わせるための強制拘束とか、ミッションのリザルト画面で10回くらいEnter押させる設計。 その他細かい部分も含めて、ユーザーを時間的に拘束することに重点を置いて作ったかのよう。 メイドインジャパンゲームの恥ずかしい一面なんじゃないかなと、何となく思っちゃいます。 ■総評 EDFをやりたかったのですが、本作は前時代の劣化TPSという印象です。 だって、「やるぞ!」「楽しもう!」っていう気にならないんですもん。 「うっわ、ダルすぎる」「疲れたからもうやめよう」っていう気になるんです。 発売当初は、他のプラットフォームのアカウント作成を強制されたというニュースもありましたし。 楽しみにしていたユーザーを見事に裏切っている、センスも配慮も誠実さも欠けた商品だと思いました。 シンプル2000シリーズな価格設定ならお勧めしてましたが・・・。 ※私のプレイ時間の大半は、ゲームを立ち上げたままモチベーションがなくなってテレビ見ていた時間です。
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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
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