
The Unknown Journey Continues... After escaping the city of Midgar, Cloud and his friends set out on a journey across the planet. New adventures await in a vibrant, expansive world in this standalone entry of the FFVII remake trilogy.
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.
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): 36.33/day in the week to Aug 4 → 40/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.
About


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, Epic, 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 | $49.99 | 35.5Kreviews | 75% | — | $33.7M |
| $49.99 | 62.7Kratings | 93% | — | 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 2679 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
70+ hour game 25% story 25% sidequest( lame af) 50% minigames
Completed this game on PS5 on Release. It really ♥♥♥♥♥ up the Horror Science Fiction Thriller vibe of the original. This one feels more like a Multiverse Action Musical. Once again the strongest case against Rebirth is not one bad scene; it is that the game’s structure keeps sabotaging its own tragedy. 1. The pacing damages the tragedy The main plot is supposed to be a pursuit story: Cloud’s party is chasing Sephiroth while Shinra, Jenova, the Planet, and Cloud’s unstable mind all close in. But Rebirth constantly diverts that pursuit into minigames, regional checklisting, odd jobs, Queen’s Blood, towers, protorelic episodes, comedy bits, and relationship events. Reviewers argued that minigames and side quests gradually become obstacles to the plot, causing the Cloud-vs-Sephiroth-Jenova thread to get lost in a huge world. That is the central pacing failure: the game says “the world is doomed,” then behaves like the party is on a deluxe vacation package. 2. The tone becomes theme-park FF7, not tragic FF7 The original FF7 had comedy too. It had Gold Saucer, cross-dressing, slapstick, weird NPCs, chocobos, and minigames. But those moments were usually quick tonal spikes inside a larger mood of decay, corporate horror, identity breakdown, and grief. Rebirth extends comic relief Scenes and Musicals into gameplay pillars that can be so cringe it will scare away all but the Modernist of audiences. So the issue is not “FF7 should be grim all the time.” The issue is proportion. Rebirth lets the carnival swallow the nightmare of chasing a Cosmic Planet devouring monster like Jenova around the planet. 3. Hey guys it's Sephiroth again. So the original Sephiroth works because he is distant, eerie, and legendary myth for a long stretch. You mostly see aftermath: corpses, fire, Jenova traces, stories, fear. He is like a ghost that haunt the narrative, When Sephiroth is Close you think he is gonna Fire 3 All Materia you and one shot your entire party like he does to Nibelhiem. The scare factor is Completely gone because you already beat his ass in physical Combat in the first game removing all mystique of what he is capable of. Rebirth uses him constantly as a recurring psychological jump-scare, trailer villain, dream intruder, timeline manipulator, and endgame boss presence. That gives him spectacle, but it reduces dread. Sephiroth is less scary and less special. He comes off like a Scooby Doo Villain where I am gonna rip off his face and it was Jenova the entire time. (Which is accurate but Jenova was a lot more scary and murdery in the original scripts.) Sephiroth stopped being something to be afraid of and more of a Brand Mascot. I don't get a sense of dread when Sephiroth appears he feels like Loki in Marvel movies. He's a joke you defeated before and will defeat again so its hard to take seriously because the game doesn't take him seriously. Just one deep dive into a Criticism of Barrets story if you want to indulge some spoilers. =============================== Barrets Scene: The original version of Barret’s backstory is harsh because it is about guilt, betrayal, poverty, corporate destruction, and the way a devastated community turns on someone after tragedy. Corel was not merely inconvenienced. It was burned to the ground, its people were slaughtered, and the survivors had every reason to see Barret as someone whose choices helped lead them into ruin. That is why *Rebirth’s* handling feels so bizarre. The scene should carry the weight of mass death, displacement, and communal trauma. Instead, parts of it play like a Disney Channel bullying scene. Barret gets treated less like a man carrying responsibility for a massacre and more like a kid being mocked on the playground. Then Yuffie shouting at everyone to stop bullying him makes the moment feel like a 1990s PSA. The tone is completely wrong for the material. These people should not sound like Barret stole their marbles. They should sound like survivors confronting a man they believe helped get their families executed. By softening that anger into cartoonish public shaming, *Rebirth* takes one of Barret’s darkest emotional wounds and makes it feel childish, shallow, and completely unserious. This problem becomes even worse when you compare how Corel itself is treated. In the original, Barret’s hometown feels like a dead place. It is a scar on the map. The ruins, the survivors, Dyne, and Barret’s guilt all point back to the same tragedy: Shinra destroyed a poor mining town, and Barret has to live with the fact that he helped invite that destruction in. *Rebirth* replaces too much of that weight with spectacle and nonsense. Instead of letting Corel feel like a place hollowed out by corporate violence, the game fills the area with goofy NPC side quests, silly dancing, Mr. Coates antics, and tonal clutter that makes the tragedy feel distant. The town’s identity as Barret’s wound gets blurred. It stops feeling like the remains of a massacre and starts feeling like another quirky hub designed to entertain the player. Dyne suffers even more. In the original, Dyne is terrifying because he is not just “crazy.” He is a grieving man who has been spiritually destroyed. He lost his home, his wife, his arm, his future, and his sanity. He blames Barret because Barret supported the reactor deal, and that accusation matters because Barret also blames himself. Dyne is not merely an obstacle. He is what Barret could have become if his grief had curdled into pure hatred. That is what makes the Marlene reveal so brutal. When Dyne learns that Marlene is alive, he cannot simply become a father again. He is too far gone. He attacks Barret because the existence of Marlene forces him to confront what he has become. He realizes he is no longer fit to return to her. His suicide is horrific because it is his final act of agency: a broken man recognizing that he has become a monster and removing himself from the world. *Rebirth* weakens that completely. Dyne is played too broadly, almost like a cartoon madman. His grief is drowned under exaggerated insanity, and because he becomes so unstable and theatrical, he is harder to take seriously as Barret’s tragic mirror. Instead of feeling like an angry, mournful man who lost everything, he feels like a spectacle the game wants the player to react to from a distance. The ending of his scene is even worse. Having Dyne get gunned down by faceless Shinra soldiers redirects the guilt away from Barret. The original confrontation is powerful because Barret cannot cleanly externalize the tragedy. Dyne’s pain is tied directly to Barret’s choices, and Barret has to carry that. In *Rebirth*, the emotional responsibility gets shifted back onto Shinra soldiers who appear to remove Dyne from the scene like a rabid animal. It is louder, but dramatically weaker. That change absolves Barret too much. It turns a scene about personal guilt, moral responsibility, grief, and self-destruction into another scene where Shinra is simply the obvious villain. Shinra should be the larger evil, yes, but the original understood that Barret’s pain came from the fact that he was not innocent in his own mind. *Rebirth* keeps softening that edge, and by doing so, it makes Barret’s backstory less tragic, less uncomfortable, and far less powerful. =============================== It's Re trilogies abbility to ruin what was originally such powerful narratives like this that I give this game a Thumbs down.. TLDR: The Gameplays fine the combats good, I don't like Open world Slop. The quest writing sucks, Character moments are ruined by writers immaturity, Don't ♥♥♥♥ up Revelations Square. >:[
Media

Related
Related
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 Sep 4: 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 AU #54, worst CN #95 · 4 markets collected
Genres
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, Japanese*, Korean, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese*languages with full audio support
| $49.99 |
| — |
| 95% |
| — |
| not modelled |
| $24.99−50% | — | — | — | 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 2.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
They really missed the mark on this one. Great soundtrack, visuals, and characters, but the gameplay is something else. Words cannot begin to describe the mini game situation.
Play the original
Після проходження Final Fantasy VII Rebirth можу сказати лише одне — це одна з тих ігор, які надовго залишаються в пам'яті. Найбільше мене вразив сюжет. Він постійно тримає в напрузі, а фінальні години дарують справжній вибух емоцій. Останній розділ взагалі змусив сидіти перед екраном із відкритим ротом. А момент з Ейріс… Думаю, хто пройшов гру, той і без слів зрозуміє, про що я. Бойова система — одна з найкращих сторін гри. Поєднання екшену та тактики працює чудово. Постійне перемикання між персонажами, використання їхніх унікальних здібностей, магії та синергій робить кожен серйозний бій захопливим. Особливо сподобалося, що кожен герой відчувається по-різному, тому хочеться грати всіма, а не лише одним персонажем. Окремо варто відзначити босів. Майже кожен із них має свої механіки, через що не вийде просто бездумно натискати кнопки. Потрібно адаптуватися, використовувати слабкі сторони ворогів і правильно керувати командою. Також дуже сподобалася кількість контенту. Світ став набагато більшим, є багато побічних активностей, мініігор та додаткових завдань. Частина з них справді цікава і добре доповнює історію. Але без мінусів не обійшлося. Деяких мініігор, на мою думку, забагато. Частина з них цікава лише перший раз, а потім починає трохи затягувати проходження. Також не всі відкриті активності викликали бажання закривати їх на 100% — інколи це більше схоже на заповнення карти, ніж на справді цікавий контент. Попри це, для мене плюси повністю перекривають недоліки. Це гра, яка дарує неймовірні емоції, чудову бойову систему, красивий світ, фантастичний саундтрек і персонажів, до яких реально прив'язуєшся. Однозначно рекомендую до проходження. Для мене це одна з найкращих ігор, у які я грав останніми роками.
Want to be able to recommend this more. Way too much bloat in the open world and mini games. And pc performance is abysmal. I have a RTX 5070 w/5800x and 32 gb of ram, and this game struggles to maintain 60 fps at 1440p medium settings with upscaling. Optimization matters, and this is just bad.
早听闻这作风评不太好,30块还是没忍住买了 刚玩一个小时就绷不住了 以前玩第一作的时候还以为是我的问题 战斗系统玩多了腻 今天一品回忆一下就上来了,这不是另一种轮回之兽? 靠动作打资源用法术时停切换队友找法术,和QTE喝药是不是异曲同工之妙? 真的有人能享受这种战斗系统?当成动作游戏战斗流程割裂,当成回合制还要按一大堆东西麻烦死了,游玩时间一长只有疲惫感没有丝毫爽感 剧情叙事方式更是一绝,主线穿插跟随NPC,像爬一样经过梯子、桥,像乌龟一样拖地,扭个转盘按了四五次QTE我还以为我卡了,跑两步就开始瘸腿步行硬拖时间,这些设计一眼看出日厂的思维还停留在十年以前,还以为玩家在用破烂机器享受他的每一个小游戏设计。 有没有可能玩家想要的是流畅的战斗、节奏舒适的剧情,而不是靠一堆乱七八糟的东西硬拖时长呢?第三部还这样你不暴死谁暴死?
Took me a while to finally play Rebirth, and it was worth the wait. The combat feels even better than Remake, every character is fun to use, and the soundtrack is easily one of the best parts of the game. Exploring the world never got old, and the story kept me hooked from start to finish. Some of the mini-games overstayed their welcome, but they didn't stop me from enjoying the experience. Overall, this is one of the best JRPGs I've played in a long time and a game I'll remember for years.
I just can’t anymore. 50 hours in, and there is yet another soulless open world chapter ahead. Enough is enough. I loved the original FF7. I liked Remake. But this is torture. I have no idea what the plan for this game was, or why it wasn't cut down pacing-wise and merged into the first one, or made into two parts at most. There is absolutely no reason for this game's existence. Technical & PC Issues Memory Leak: Performance is fine overall, but there’s a clear memory leak forcing a restart every 4–5 hours. Lack of Widescreen Support: It’s 2026 - why do I have to install a mod just to get Ultrawide/Widescreen working natively? Story & Pacing I get that you didn't want to copy the original FF7 story word-for-word, but this bastardization has to stop. The pacing is unbearable, especially when dragged down by an open world that feels like it exists solely to waste your time (and your sanity). Open World Design The open world is absolute torture. Chadley: Unbearable. World Map Content: Atrocious, empty, pointless points of interest placed strictly for farming. Encounter Design: The open-world battle challenges feature genuinely terrible encounter designs. Minigames BY GOD, STOP. I understand there were minigames in the original FF7, but make them optional, let me skip it. I don't want to hunt Moogles anymore. The Cactuar Challenge in the Bunker nearly drove me completely mad. Movement Friction & QoL Interruption The game refuses to just let me play my darn game. You are constantly bombarded by: Always-interrupting menu prompts. Unskippable Chadley calls and cutscenes where you are frozen in place listening to him talk. Slow climbing mechanics and tutorials. Forced slow-walking behind allies. Movement locks during dialogue, on-screen scripted movement, and endless button-prompt scenes. Combat System: Bloated & Shallow This combat system is a huge step down from Remake. Adding more systems does not make a game better or deeper. We have tons of mechanics parrying, stagger, block, dodge, party level, crafting, ability binds, weapon level, materia level, character level on and on and on. The issue is; They don't work together! Synergy abilities look cool, but what's the point? By that time you have enough synergy stacked, enemies should already be dead. The mechanics are shallow and numerous rather than focused and deep. So despite having dozens of systems, the combat completely lacks genuine tactical depth: It boils down to: Attack weakness -> Hit stagger bar until dead. They try to add nuance (e.g., "destroy the jar with attack X"), but the movement and animation locks make fine-tuned targeting and positioning an annoying chore in real-time combat. Looking at what they've discussed for Part 3 / Revelations regarding the job system and new materia changes, this issue is only going to get worse. Sidequests Fetch quest extravaganza. Pointless content padding with zero substance there is no reason to do them unless you want to burn yourself out.
нет поддержки Ultrawide мониторов
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 | 0 | — | $69.99 | |
| — | 0 | — | — | |
| $36.2M | 52.7K | 87% | $39.99 | |
| $32.5M | 33.7K | 78% | $49.99 | |
| $9M | 6.9K | 89% | $49.99 | |
| $15.5M | 12.4K | 87% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $33.7M | 113.5K | 97% | $9.99 | |
| $33.8M | 36.3K | 93% | $29.99 | |
| $33.5M | 50.6K | 87% | $19.99 | |
| $33.4M | 25.5K | 86% | $34.99 | |
| $34.1M | 22.9K | 47% | $69.99 | |
| $34.1M | 88.7K | 97% | $19.99 |