
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.
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): 31/day in the week to Sep 19 → 57.25/day in the week after.
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, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99−70% | 25.5Kreviews | 76% | #47 | $8M |
| $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 2904 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
trop bien
Невозможно играть, крашится при загрузке. Поломалась на 7 главе, перепрохождение с последнего сейва не помогает
Jogo toooooop demais, com certeza irei jogar de novo
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 JP #25, worst DE #87 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 36.33/day in the week to Aug 4 → 40/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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.
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
| $24.99−50% |
| — |
| — |
| #15 |
| not modelled |
| $14.99−70% | — | 95% | #23 | 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 2.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
FF7 Rebirth is a really good game, but I honestly liked Remake more. The combat, music, visuals, and characters are all great, and I had a really good time with it. My main issue is how some of the story and pacing are handled. Remake just clicked with me more and felt more consistent from beginning to end. Rebirth is still an amazing game, just not one I enjoyed quite as much.
Masterpiece
La verdad que lo he disfrutado como un niño, el cambio del sistema de turnos clasico a este sistema de combates es muy fresco y divertido, el despliegue grafico y artistico es soberbio, esperando a la tercera parte cuando salga con muchas ganas
Crashs
리메이크를 재밌게 해서 리버스 진짜 기대 많이 했었는데... 결론부터 말하면 리버스는 좀 실망스럽다는 생각이 강하게 남음 전투나 필드 돌아다니는 건 확실히 꽤 재미있게 잘 만들었는데 뒤로 갈수록 스토리의 연출이 점점 난해해짐 스토리 중후반까지는 서사도 어려운 거 없고 봐줄 만하다고 생각하고 있었는데, 후반부에 들어서면서 갑자기 지금까지 잘 따라왔던 스토리조차 다시 헷갈리게 하며 유저를 혼란스럽게 만들어 놓고는, 추가 설명 없이 그대로 끝나버림 엔딩 보고 이게 도대체 뭘 말하는 건지 이해는커녕, 무슨 일이 벌어진 건지조차 제대로 파악이 안 돼서 이렇게 추가 정보를 찾아본 게임이 있었나 싶음 원작이나 이전작들 스토리를 모르고 리메이크부터 시작한 사람들 중에 리버스 엔딩을 보고 추가 정보 없이 스토리 전개를 한 번에 이해한 사람이 과연 몇이나 될까? 엔딩을 보고 나서 후속작인 리벨레이션에 대한 기대나 추측보다는 '도대체 후반부 연출을 왜 이런 식으로 잡았을까?' 하는 의문만 남게 됨 이야기에 대한 토론이나 해석을 내놓기 이전에, 스토리 연출 실패로 인해 정보 전달 자체가 안 되면서 객관적인 사실 확인부터 총체적 난국이 되어버림 망한 스토리텔링의 아주 좋은 예시라고 볼 수 있지 않을까... 그래도 스토리 후반부를 제외하면 게임 자체는 재미있게 해서 평가에는 추천으로 놓음
已推荐给仇人游玩
问题依旧很多,但这次我愿意继续走完这趟旅程 先说结论:这是一篇好评,但不是一篇无保留的好评。 如果单纯以一款现代 3A JRPG 的标准来审视《FINAL FANTASY VII REBIRTH》,它的问题依然相当多,多到我很难说它真的撑得起一个扎实的好评。小游戏堆砌、部分主线特殊玩法手感糟糕、剧情段落生硬、人物塑造参差不齐、探索交互卡手、谜语人叙事、PC 键鼠体验和本地化问题,这些缺点几乎贯穿了整个游戏流程。 但如果把它放在《FINAL FANTASY VII REMAKE》之后来看,我又必须承认,RB 的进步是真实、明确,而且足以改变游戏体验的。前作给我的体验相当糟糕,而 RB 至少让我从“忍着玩”变成了“愿意继续玩”。所以这个好评,与其说是给它本身的绝对质量,不如说是给它相比前作终于迈出的那一大步。 RB 最容易让人认可的优点,依然是它的美术规格。人物建模、场景呈现、角色美型程度,仍然是行业顶级水准。尤其是在几位主要角色身上,SE 对“好看”这件事的理解和执行力确实很强。除此之外,本作流程中也存在不少高质量、高密度的 CG 演出,其中古代种神殿坍塌那一段给我的印象最深,无论镜头调度、场面规模还是情绪推动,都能看出它作为大制作的规格。 不过真正让我对 RB 改观的,并不是这些表层优点,而是它在几个关键体验上的实质进步。 首先是叙事节奏。相比前作那种“明明危机迫在眉睫,却还要强行拖着玩家慢慢逛”的割裂感,RB 的公路冒险结构要合理很多。故事本身不再始终处于高压状态,角色们在旅途中探索、停留、交流,反而更符合游戏本身的节奏。它仍然谈不上叙事多么优秀,但至少没有像前作那样频繁和游戏流程互相打架。 其次是主要角色塑造。前作里真正让我觉得有人格魅力的角色几乎只有巴雷特,而 RB 对爱丽丝和蒂法的塑造明显更完整。她们不再只是跟着剧情走的队友,而是有了更具体的情绪、关系和人物侧面。角色之间的互动也让整个队伍变得更像一个正在共同旅行的团队,而不是一群被剧情硬塞在一起的人。 再然后是战斗系统和战斗手感,这也是我认为 RB 进步最明显的部分。前作的战斗经常给我一种两边都不讨好的感觉:它看起来像动作游戏,但动作手感不够好;它又想强调策略和资源管理,但实际打起来也经常显得别扭。RB 在这方面明显做了调整,加入了更多经典动作游戏的元素,人物动作更加利落,战斗节奏也更加顺畅。动作与策略的结合终于开始成立,而不是停留在一个尴尬的半成品状态。 键鼠适配也有进步。虽然它放在整个 PC 游戏行业里仍然是很差的水平,但相比前作已经好了不少。新增的快捷键让操作便利性提升明显,至少不再像 RE 那样让我时时刻刻怀疑这游戏到底有没有认真考虑过键鼠玩家。 也正是这些进步,让我愿意把 RB 打通。它不是忽然变成了神作,而是终于从前作那种让我难以忍受的状态,进步到了一款我愿意继续体验的游戏。 但问题同样不能忽略,而且数量不少。 最明显的是小游戏堆砌。本作的小游戏实在太多,多到已经不是“调剂”而是“喧宾夺主”。我 35 小时左右的游戏流程里,感觉有相当大一部分时间都在玩各种小游戏。适量的小游戏可以丰富旅途感,但 RB 的问题是它们出现得太频繁、太强制、太影响主线节奏。玩到后面,我对新小游戏的第一反应已经不是新鲜,而是疲惫。 部分主线特殊玩法的体验也非常糟糕。比如扔箱子这类操作,本身手感就很差,还会卡玩家进度。它们既不有趣,也不流畅,更不像是对主线体验有正面帮助的设计。每当游戏脱离正常战斗,进入这些特殊交互环节时,体验就会明显下降。 非战斗探索的手感也依旧很差。角色在不同交互动作之间切换时非常僵硬,很多攀爬、移动、调查动作都伴随着明显卡手感。战斗系统确实变顺了,但战斗之外的角色操控仍然很别扭。这种落差很明显:一旦进入战斗,游戏终于像是现代动作 RPG;一旦离开战斗,又经常回到一种笨重、拖沓、卡顿的状态。 剧情方面,RB 虽然比 RE 好,但依然有不少非常生硬的段落。戴恩那段悲情戏码在我看来就写得相当尴尬,情绪铺垫不足,却试图强行制造巨大悲剧感。第九章结尾克劳德突然发疯攻击蒂法,也让我很难代入。更离谱的是,他砍完之后又跪在地上哭喊蒂法的名字,却没有第一时间想着下水救人,这种表现非常割裂。第十三章结尾黑魔晶石的处理也很奇怪,爱丽丝说那是假的,众人就随手扔掉;结果萨菲罗斯捡走后,主角团又立刻上去抢。类似情节会让我明显感觉到,剧情不是自然发展出来的,而是被编剧硬推着往下走。 人物塑造也存在明显短板。RB 对爱丽丝和蒂法的塑造是进步的,但随着登场角色越来越多,编剧对新角色和部分配角的塑造能力反而显得更加吃紧。很多新角色出场热闹,但形象并不立体,更多像是为了完成原作节点或推动流程而出现。 克劳德的问题则更复杂。至少在 RB 里,我很难理解为什么队伍会自发围绕他行动。从人格魅力、领导力、感染力来看,巴雷特和爱丽丝都比克劳德更适合作为团队核心。克劳德经常装酷,缺乏稳定的人格魅力,还频繁精神失常。也许官方是有意塑造一个存在严重心理问题、并不传统英雄化的主角,但就我个人体验而言,这种塑造并没有让我更容易共情,反而让我经常觉得这个角色很抽象。 更大的问题是,这套重制系列依然默认玩家了解原版。RB 作为三部曲第二作,对没玩过 RE 的玩家当然不友好;但更麻烦的是,它对没玩过 1997 年原版的玩家同样不友好。很多情节、暗示和谜语人设计,明显是写给老玩家看的。比如克劳德的头痛问题,前作挖下的大坑到本作仍然没有给出足够清晰的解释;马琳对扎克斯说“爱丽丝醒来就会死”这种台词,对原作玩家可能是强烈暗示,但对新玩家来说只会更加一头雾水。 这也让 RB 很难成为一款适合推荐给新玩家的作品。它不是一个真正从零开始讲故事的重制版,而更像是建立在原作记忆之上的改写和再诠释。对于老玩家,这可能是悬念;对于新玩家,这就是门槛。 此外,PC 体验和本地化也依然粗糙。游戏在脚本接管并引导镜头时,频繁出现非常抽象的镜头抖动,仿佛有多只手在同时抢夺鼠标。这不仅影响观感,也容易造成视觉疲劳和 3D 眩晕。汉化问题同样明显,一级菜单仍然是纯英文,游戏内很多重要路牌和路人对话也没有翻译。作为一款这种规格的大作,这些问题很难让人满意。 所以我对 RB 的评价非常矛盾。 它的问题很多,甚至多到如果只按缺点数量来看,我应该给差评。它的很多设计依然过时,很多剧情依然生硬,很多非战斗体验依然粗糙。它绝不是一款我能轻松推荐给所有玩家的 JRPG,更不是所谓无可争议的神作。 但另一方面,它相比 RE 的进步又确实太明显了。至少这一次,我不再需要把一些公式化的角色塑造硬拉出来当优点,也不需要为了所谓的经典地位去强行给它挽尊。RB 的战斗系统、战斗手感、叙事节奏和主要角色塑造,确实让我感受到了实实在在的提升。 从这个角度来说,RB 的意义不是“它已经足够优秀”,而是“它终于比前作好到了让我愿意继续相信下一作”。它依然只是在及格线附近挣扎,但如果把 RE 在我心中的位置作为起点,那么从难以忍受到愿意通关,这本身已经是一次非常明显的进步。 因此,我最终还是愿意给 RB 一个好评。 这个好评不是给所有玩家的推荐,也不是对它诸多问题的无视。它更像是一个有保留的认可:问题依旧很多,但这次我愿意继续走完这趟旅程。至于这套重制三部曲最终到底值不值得,恐怕还要等最后一部给出答案。
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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