
Cloud Strife, an ex-SOLDIER operative, descends on the mako-powered city of Midgar. The world of the timeless classic FINAL FANTASY VII is reborn, using cutting-edge graphics technology, a new battle system and an additional adventure featuring Yuffie Kisaragi.
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.
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; 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 | $9.99−75% | 52.7Kreviews | 87% | #71 | $8.2M |
| $39.99 | — | — | — | 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 2867 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The decision to split the Final Fantasy VII remake into a trilogy has led to an arduous task for the developers with underwhelming results, and this first part bears the brunt of its issues. [h3]Story Pacing[/h3] Remake follows the events of the first 5 hours of the original game (approximately 15% of the story), but it inserts so much filler that it has ballooned into a 30-to-40-hour experience with glaring pacing issues. Of the 18 chapters in the game, less than half feel satisfying. Chapter 1 is an almost perfect remake of the original game’s opening, and acts as a phenomenal tutorial. Chapters 2, 5 to 7, 10 to 12, 14, 15, 17 and 18 were all 5-to-10-minute sections in the original game, and each has become at least 40 minutes long for a first-time playthrough. Many of them are nice for world-building and character dialogue, but they drag on and kill any sense of urgency in certain chapters. Chapters 3, 8, 9, and 14 are where you can perform numerous side quests. These act as a prospect to gain experience, earn new materia, and meet important side characters. I personally believe this game should have been 15 hours long at most, with chapters like this expanded to feature more optional side quests that could boost your playtime significantly. Chapters 4 and 13 are almost entirely new material. The former is a great opportunity to explore the upper plate, and it expands massively on the character of Jessie, though it does little to build upon Biggs or Wedge, and it introduces a character named Roche who is far too over-the-top. The latter is filler that takes you to a secret underground laboratory which has no effect on the plot and doesn’t make sense unless you’ve played Dirge of Cerberus, the PS2 sequel to the original. [h3]Combat and Progression[/h3] While I can understand some fans being disappointed about the change from turn-based combat to action combat, it’s hard to deny that it’s extremely well-done. Performing your standard attacks builds your ATB meter, which can be spent on more powerful moves, such as weapon abilities and magic, and this expertly meshes with the materia system. It even solves one of my few issues with combat in the original, as here each character feels unique and worthy of a space on your team, while OG Tifa eventually became outclassed. Aerial combat is rather clunky and bosses often drop their stagger due to phase shifts, but these flaws are rectified in Rebirth. I’m also rather fond of the weapon progression system. In the original game, weapons obtained early on were quickly superseded by later ones, giving the player no reason to use weapons like the Buster Sword outside of aesthetics. In the remake trilogy, weapons level up alongside the player, allowing them to stay relevant throughout the entire experience. Each character gets 6 weapons, each with differently balanced stats and a unique combat ability which you must become proficient with before you can perform it with any other weapon, which encourages you to collect them all. Hard difficulty has quickly become one of my favourite aspects of the remake trilogy. Every enemy and boss fight is buffed to be a challenge for characters at the level cap, items are completely unusable, and MP is not restored by beds or benches. It requires you to have a good understanding of every opponent, have well-planned character builds, and to be conservative with your use of magic. Nobody can reasonably claim the combat in this game is “just button mashing” after experiencing hard difficulty. However, replaying the game does draw attention to how often the game forces you to walk slowly. [h3]Character Performances[/h3] The voice actors do an incredible job of bringing the characters to life, in particular Tifa and Aerith. My gold star for best performance undoubtedly goes to John Eric Bentley as Barret, whose unique take nails the character’s rage, empathy, and his deep passion for the world. [h3]Story Changes[/h3] The most questionable changes here are those made to the story. Final Fantasy VII was a masterclass in storytelling, which was a pioneer in telling deep stories in video games with mature, highly political themes - a true trendsetter. On the other hand, the remake trilogy seems uncomfortable telling this story. The original's story begins with Cloud, a super-soldier mercenary, working with Barret's eco-terrorist group Avalanche to blow up Midgar's mako reactors, which the Shinra corporation are using to suck up the planet's lifeblood for cheap energy. Jessie's homemade bomb destroys the reactor along with a city block in Sectors 1 and 8, killing dozens of civilians. She is distraught with the casualties but plans to build slightly weaker bombs in future attacks, as it’s their only option against Shinra’s oppressive regime. In the remake, Jessie's bomb is practically a firecracker that deals almost no damage to the reactor, but President Shinra and Heidegger remotely control the defence systems within the reactor to blow it up along with some streets the nearby streets. Jessie gets to live with the guilt of believing her bomb did that, but it ultimately makes Avalanche seem incompetent or unserious about taking down Shinra, considering that Barret could have made a bigger blast with his limit break. There are many other odd changes like this throughout, which I cannot possibly cover in the 7,950-character limit of a Steam review. The most egregious change is undoubtedly the whispers - arbiters of fate that intervene if the story differs from the original, except they do nothing about Jessie’s bomb in Chapter 1, they harass Aerith for no reason in Chapter 2, they allow Chapter 4, they let Cloud fight Reno in Chapter 8, they allow the party to be delayed by a ghost in Chapter 11, they allow Hojo to give a massive spoiler in Chapter 16… All this to set up a big final boss fight with them and Sephiroth attacking the party in Part 1 without any of his character's backstory being given. It gives off a lack of confidence in the story and a desire to chase multiverse trends. [h3]DLC[/h3] The Intermission DLC is a 2-chapter side story starring Yuffie on a secret mission in Midgar. She works with another Wutaian operative named Sonon to break into the Shinra building and steal an extremely powerful materia. It takes place during Chapters 8 to 12 of the main game, and you’ll see characters like Tifa and Barret along the way. The Fort Condor minigame is the best part of the experience. Whereas the original game’s version was a slow-paced tower defence, here it is a fast-paced and well-balanced game of attack and defence. The minigame gets harder with the game difficulty, meaning that it’s worth obtaining all the boards and pieces on your first playthrough to have a wide range of strategies to try out. The box-breaking minigame in the Shinra building is also a fun test of your understanding of Yuffie's moveset. My main issue with this DLC is how the third act plays out. Yuffie and Sonon discover that the materia they are after is not fully developed, then they fight Scarlet to escape. After her mech suit is destroyed, Scarlet presses a panic button on her leg to call in Deepground, Nero, and Weiss. None of these characters or concepts are set up anywhere earlier in the DLC or the main game, so their sudden appearance will make absolutely no sense to anyone but the 19 people who played Dirge of Cerberus. Ultimately, it's a brief, inoffensive side plot that cannot and does not have any noteworthy repercussions on the main story. [h3]Final Thoughts[/h3] I struggle to think of anybody I'd recommend this game to. Fans of the original game will generally despise the changes to the story, while new players will find it to be a confusing mess. The combat, soundtrack, and voice acting are the only things that work for me. Perhaps in 20 years' time, Square Enix will consider giving us an actual remake, rather than Nomura's atrocious fanfiction. Rating: [b]6.5/10[/b]
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 Aug 26: 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.
Same day: best BR #29, worst DE #99 · 11 markets collected
Reviews, worldwide (the counter carries no country): 37.89/day in the week to Aug 4 → 46/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 2,402 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.
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, Spanish - Latin America, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $9.99−75% |
| — |
| — |
| #55 |
| 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
напишу щас тк хз когда закончу игру, персы очаровательные, геймплей интересный (хоть с первым боссом и переборщили имхо), но сюжет кажется искусственно растянутым, хотя если его ужать он реально даж интересный, но прям есть четкое ощущение, что разрабы сидели и думали как нафармить побольше общего времени в игре у игроков
what a ♥♥♥♥♥♥♥ mess
så bra
Great, except for the endings. Terrible endings. But I'm willing to overlook that since the game is fun and it literalizes the audience as a force of "whispers" that prevent characters from changing the "true timeline".
不知道是不是因為我有玩過原版ff7的關係,我認為這部作品在劇情和設定已經可以算是一部不一樣的作品了 雖然讓我看見了原版作品的場景再一次栩栩如生地呈現在我眼前還是很感動的 但是身為原版粉絲,我還是忍不住的去思考一部完整還原原作的重製版的可能性 細講劇情方面,新加了很多原作所沒有的劇情和人物,如果是在不影響原作故事的前提下,我覺得無所謂的 但本作也加了很多原版ff7所沒有的設定,有時候讓我一頭霧水,尤其是最後收尾的第18章,我認為已經算是原創劇情了,我甚至在第18章跑來跑去戰鬥的那邊觸發了BUG,只能讀檔重來= = 讓我不滿意的還有飛來飛去的斗篷老哥,本作重複提到''命運''之類的設定,但說實話,我認為這東東的出場只是為了守護原本劇情吧,就看我玩完第2部重生和明年出的第3部,會不會有新的想法。 哀,其實這三部作品發售時間分太開了,我本人記性也很差,如果不是明年要發售的第三部 我可能真的不會破完REMAKE。 補充一點,我很討厭威吉最後那一段的劇情,我真的不太懂。 我的好評是給蒂法、艾莉絲、傑西的,我愛你們
新しい感じと古い故事
[h3]Потенциально отличная игра, испорченная большим количеством сомнительных решений[/h3] Final Fantasy VII Remake оказалась для меня очень странной игрой. С одной стороны — шикарная постановка, отличные персонажи и живой мир. С другой — огромное количество мелких решений, которые будто специально пытаются мешать игроку получать удовольствие. [h3]Персонажи и мир[/h3] Первое, что цепляет практически сразу — персонажи. Даже спустя несколько минут знакомства уже понятно, кто есть кто и какой у каждого характер. Cloud получился отличным главным героем с интригующим прошлым и правильной долей отстранённости, а второстепенные персонажи умудряются запоминаться буквально за несколько сцен. Особенно неожиданно понравилась Jessie, которой уделили гораздо больше внимания, чем я ожидал. Трущобы Midgar тоже удались великолепно. Постоянные разговоры прохожих, обсуждение последних событий, люди, занятые своими делами — всё это создаёт ощущение живого города, а не набора декораций между сюжетными сценами. Shinra при этом получилась именно такими злодеями, какими и должна быть мегакорпорация в киберпанке: жестокими, циничными и при этом достаточно реалистичными в своей мотивации. [h3]Боевая система[/h3] Боевая система поначалу вызывает скорее растерянность, чем восторг. Это одновременно экшен и классическая JRPG с паузами, использованием способностей и менеджментом ресурсов. Сама идея интересная, и чем больше играешь, тем сильнее начинаешь видеть её потенциал. Проблема в том, что практически всё удовольствие от неё убивает UX. Использование способностей и предметов требует постоянного открытия меню. Информация о баффах, дебаффах, сопротивлениях и уязвимостях врагов отображается неудобно. Искусственный интеллект союзников настолько пассивный, что складывается ощущение, будто игра специально заставляет постоянно переключаться между персонажами вручную. Отдельно раздражает невозможность заранее подготовиться к некоторым боям. У врагов могут быть иммунитеты и сопротивления, о которых ты узнаёшь уже после начала сражения, а изменить экипировку уже нельзя. Иногда этому ещё и предшествует длинная катсцена. В итоге спустя примерно половину игры я просто переключился на лёгкую сложность и продолжил ради сюжета и персонажей. При этом сами системы вокруг боёвки мне понравились очень сильно. Материя напоминает орбальную систему из ранних Trails: ограниченное количество слотов, необходимость выбирать между различными комбинациями и постоянное ощущение нехватки места под всё, что хочется использовать. Прокачка оружия тоже отличная идея. Каждое оружие сохраняет актуальность на протяжении всей игры и позволяет собирать персонажей под разные стили игры. [h3]Кинематографичность и постановка[/h3] Вот где игра действительно показывает себя во всей красе. Лицевые анимации великолепны, постановка сцен выполнена на очень высоком уровне, а качество катсцен легко может конкурировать с современными блокбастерами. Отдельно радует полная озвучка всего контента, что для JRPG всё ещё остаётся приятным бонусом. Некоторые моменты действительно запоминаются надолго. Сцена с погоней на мотоциклах, например, получилась просто великолепной. [h3]QoL и раздражающие решения[/h3] Именно здесь у меня накопилось больше всего претензий. Постоянная принудительная медленная ходьба. Узкие проходы, через которые персонажи пробираются по несколько секунд. Лифты. Долгие анимации взаимодействия с окружением. Медленные переходы между меню. Создаётся ощущение, что игра всеми силами пытается растянуть свои тридцать часов прохождения. Добавить сюда отсутствие маркеров в некоторых заданиях в стиле "найди объект где-то на локации", и количество беготни начинает раздражать очень быстро. [h3]Музыка[/h3] Пожалуй, главное личное разочарование игры. После саундтрека Final Fantasy XIV ожидания были невероятно высокими, но здесь музыка практически не запомнилась. Она хорошо работает внутри сцен и создаёт нужное настроение, но треков, которые хотелось бы переслушивать отдельно после прохождения, для меня оказалось буквально несколько штук. От Final Fantasy я ожидал большего. [h3]Сюжет[/h3] История поначалу интригует и отлично удерживает внимание. Но ближе к финалу вопросов становится значительно больше, чем ответов. Игра явно ощущается не как самостоятельное произведение, а как первая глава большой истории. Некоторые персонажи и события появляются буквально на последних часах прохождения, оставляя после себя лишь вопрос: "А это вообще кто был?" Понимаю, что ответы должны прийти в следующих частях трилогии, но ощущение незавершённости всё равно остаётся. [h3]Итог[/h3] Final Fantasy VII Remake оставила у меня очень противоречивые впечатления. Это красивая, дорогая, великолепно поставленная и отлично написанная игра с сильными персонажами и интересным миром. Но одновременно это игра с невероятно раздражающим UX, искусственно замедленным исследованием мира и боевой системой, удовольствие от которой лично мне получить так и не удалось. Наверное, поклонники жанра и оригинальной игры смогут закрыть глаза на большинство этих проблем. Я — не смог. Тем не менее продолжение всё равно ждать буду. История и персонажи оказались достаточно хороши, чтобы захотелось узнать, чем всё закончится. [b]32 часа.[/b] [b]7/10.[/b] [b]Не фанатам JRPG рекомендовать бы не стал, а вот поклонникам серии пройти определённо стоит.[/b]
Gameplay isn't the worst thing ever. Miles better than the garbage that was XV. Hated how Sephiroth has to be constantly appear rather than be a big build up. Hated how they had to do an "epic" boss fight at the end because they wanted all of midgar to be a single game. Saying it's a technically a sequel or it's just meta is just cope. Hate that I'm still going to play the other 2 games.
Önceki -97 yapımı olan- oyunla ilgili (benim gibi) bir geçmişiniz yoksa hikaye bazı noktalarda saçma ve bölük pörçük gelecektir. Genel oynanışı oldukça uzun süren bir oyun için bana sıkıcı geldi ve beni oyunda tutmayı başaramadı. Hikaye ortalama, sunum ortalama üstü. Müzikler fena değildi, meşhur final müziğine kadar gitmedim belki ileride fikrim değişir. Şimdilik genel görüşüm olumsuz.
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 |
|---|---|---|---|---|
| $2.9M | 9K | 89% | $17.49 | |
| $11.1M | 35.5K | 75% | $14.99 | |
| — | 0 | — | — | |
| $0 | 0 | — | $69.99 | |
| $12.7M | 33.7K | 78% | $19.99 | |
| $1.3M | 757 | 93% | $59.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.2M | 11.6K | 65% | $24.99 | |
| $8.3M | 17.9K | 94% | $19.99 | |
| $8.3M | 14.6K | 81% | $24.99 | |
| $8.3M | 22.3K | 95% | $14.99 | |
| $8.3M | 17.4K | 86% | $19.99 | |
| $8.3M | 10.5K | 96% | $19.90 |