
An epic dark fantasy where fates are decided by mighty Eikons and the Dominants who wield them. This is the tale of Clive Rosfield, a tragic warrior who swears revenge on the Dark Eikon Ifrit, a mysterious entity that leaves naught but calamity in its wake.
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.
About
A plethora of powerful swordplay techniques and Eikonic abilities lie within Clive's remit—and it is up to you to decide which ones you wish to learn or upgrade. If you're having trouble choosing, upgrades can be unlocked automatically.
Story-focused mode is recommended for those players who are less comfortable with action games and wish to focus more on the game's story elements. In this mode, Clive will automatically evade some attacks, and epic Eikonic combos can be triggered with simple button presses. Action-focused mode, where Clive's every action is controlled by the player, is available for those who are confident in their skill—or want to test it.
- FINAL FANTASY XVI Base Game
- “Onion Sword” weapon (Available for redemption from the System tab in the Main Menu upon reaching the main scenario quest "A Chance Encounter.")
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, 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 | $19.99−60% | 33.7Kreviews | 78% | — | $12.7M |
| $49.99 | 52.4Kratings | 90% | — | 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 1829 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
These reviews do not do this game justice, I guess in fairness neither did the marketing campaign. Had SE done a better job of showcasing this game I would have bought it day one. When playing a SE game you should come in expecting all side quests to be absolute garbage, the game to have a lot of filler content to pad your game time, zero widescreen support and some guaranteed jank. All negatives yes, however If the game is good enough then you just don't care. I love the characters in this game, especially the main dude and his dude-et companion. I love that there's a home base of operations, that there's lore and world building, which you can learn about in depth, or not. I enjoy the story, I enjoy that you feel like the main character and 'the one'. Of course I wish there was more variety with loadouts and more in depth NPC character development. This is a medieval type FF game that just does it for me and I love the story, atmosphere and characters, but I can see how it's not for everyone. I would have happily paid full price for this game, but if you can pick it up on special then it is definitely worth a try. For my ultrawide brothers and sisters find the mod before even opening the game, for the most part it works wonderfully.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $12.7M | 45.8K | 92% | $14.99 | |
| $12.7M | 20.2K | 66% | $39.99 | |
| $12.7M | 35.9K | 94% | $19.99 | |
| $12.8M | 41.1K | 96% | $14.99 | |
| $12.6M | 12.5K | 90% | $29.99 | |
| $12.6M | 12.4K | 37% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11.1M | 35.7K | 75% | $14.99 | |
| — | 0 | — | — | |
| $0 | 0 | — | $69.99 | |
| $8.2M | 52.9K | 87% | $9.99 | |
| $4.7M | 49.1K | 88% | $4.79 | |
| $1M | 4.7K | 83% | $11.99 |
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 2: 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 #76, worst DE #99 · 5 markets collected
Reviews, worldwide (the counter carries no country): 21.11/day in the week to Aug 4 → 25.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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.
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, Arabic, Spanish - Latin America*, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese +2 more
| $19.99−60% |
| 2.7Kratings |
| 88% |
| — |
| not modelled |
| $19.99−60% | — | 93% | — | 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 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
FF saga has been so bad lately, this is no exception.
performance is still terrifying bad even today.
Negativissimo. Ripetitivo e lineare, sembra Devil May Cry ed è un peccato perché la trama è pure carina, ma io voglio giocare ad un gioco che mi coinvolga, non voglio vedere un film. Non ci siamo Square, non ci siamo.
神作
Beautiful, shallow, boring, frustrating due to a lack of features and nonstop handholding. I'm trying very hard to judge it based on what it is, not what it lacks, but it's impossible to treat it like it's completely in a vacuum when it's a numbered entry. The pacing finally killed it for me. I played V and XI recently expecting to feel the pain points of the older titles again, and I just ended up having fun. If you don't care for Soken's XIV music this really does nothing any better. All choir all the time, ridiculous out-of-place use of classic FF themes, and a lot of synthetic instruments. I LIKE synth music, but not tinny, cheap-sounding ones that I can barely hear over the audio mix, which can't be changed at all in 2026. Admittedly the story is better than our usual fare, but the bar has been in the gutter for me since XIII, and my interest washed away with every new character death and repetitive fight. I never really felt challenged on normal mode, but like with Dragon Age: Veilguard I ended up putting it on easy just so I could get through it quicker, and it still burnt me out. A job or party system is going to be a hard requirement for me going forward with the series.
So, I'm torn. Because story-wise, music wise, and art-direction-wise... I love it. Genuinely I think it's the best story-wise of any modern Final Fantasy game. It almost feels like a return to form for the FF series - several locations and story beats genuinely reminded me of the old PS1 and PS2 games. I love the character writing. It has a great political narrative with a secondary antagonist (think like Shinra or smth) that mirrors real life humanity's cruelty. But... its unoptimized. I have a beefy computer. Geforce RTX 5060 Ti. She handles many a taxing game. She could not handle this one. The game is unoptimized. No matter your settings, cutscenes are LOCKED to 60 frames per second (?? why???), leading to (if there's a specifically taxing cutscene) voice lines and sound effects playing up to A MINUTE before the game loads the correlating visuals. I genuinely do not understand HOW that even happens from a programming standpoint! There are some sequences near the end that turned into a slideshow with barely anything on screen even WITH my settings turned most of the way down. When you are nearing the climax of an emotional masterpiece, you do not want to be distracted by the story by the game running at a snails pace. To fully put this into perspective, I made it to the credits, and a sequence played that SHOULD have made me cry. That, realistically, could've been pre-rendered instead of rendered in engine. It was the worst slideshow yet. I genuinely COULD NOT witness the credits as intended. THE CREDITS. BECAUSE THEY CHOSE TO RENDER EVERY SINGLE GRAIN OF SAND. My buddy and I had to look it up online. So, instead of being left emotionally wrecked but satisfied like every other game in this series has left me... Final Fantasy XVI left me angry and disappointed. I feel like I cannot recommend this game. Which... sucks. Because I did like it. I was trying to 100 percent it. I did every side quest because doing them all just made the world MORE enriched. If you get this game, maybe do so on console. Otherwise, watch a cutscene compilation. Don't waste your money when they couldn't be bothered to optimize their video game.
Anything that can go wrong will go wrong on this game. It's a true disappointment as a life long follower of the Final Fantasy franchise. I started with VIII, then IX, then X, then a number of the older titles, and most recently XII and XV. But I realised the gameplay has evolved to a beast that does not properly represent the good old times. The game is also bloated with cinematics, some might find it awesome. But, frankly, for me, I find it a waste of my time. Sidequests are pretty one dimension and there isn't much depth or complexity in the storyline. Honestly, as many franchises continue to excel and innovate, I feel Square has moved in the wrong direction of innovation and I am not impressed.
ABSOLUTE CINEMA This is the first game in the Final Fantasy series I've played, and it is excellent. The story and soundtrack are outstanding. The medieval setting blended with magic works really well. For a newcomer to the series, the gameplay is accessible and fun; the slashing, combos, counters, and parries make for a very enjoyable experience. *I just wish there were more moments featuring Clive and Jill.
O Fogo Que Aprendi a Chamar de Meu Final Fantasy XVI não pergunta como se torna um herói. Ele pergunta o que fazer com a raiva depois que ela já queimou tudo que você tinha, e não sobrou nada além de você mesmo no meio das cinzas. Preciso ser sincero antes de qualquer coisa: essa franquia é parte de quem eu sou. Não é hobby, é afeto antigo, quase genético. A cada numeral novo eu entro torcendo, quase rezando, para sentir de novo aquilo que só Final Fantasy sabe provocar em mim. O XVI não só correspondeu a essa torcida. Ele a ultrapassou de um jeito que eu não esperava mais sentir depois de tantos anos jogando a série. Terminei esse jogo diferente de como comecei. Clive Rosfield carrega a raiva como quem carrega uma arma que não escolheu empunhar. Ele não quer salvar o mundo. Quer entender por que continua respirando depois que tudo que amava foi reduzido a fumaça. O jogo nunca trata isso como jornada heroica convencional. Trata como sobrevivência pura, suja, cheia de recaídas. Ifrit vive dentro dele não como dom, mas como lembrança constante daquilo que fizeram questão de arrancar dele desde cedo: a escolha de ser qualquer outra coisa além de uma ferramenta. Joshua é a outra metade dessa dor. A relação entre os dois irmãos é construída com uma delicadeza que dói mais do que qualquer grito. Não existe discurso grandioso ali, existe o silêncio de quem aprendeu cedo demais que amar, às vezes, significa desaparecer para proteger o outro. Cada lembrança entre eles carrega esse peso mudo, e é justamente esse silêncio que faz a dor parecer real, quase palpável. Valisthea inteira é erguida sobre os Bearers como se fosse natural, como se sempre tivesse sido assim, e talvez seja exatamente essa naturalidade que mais incomoda. Não existe vilão espetacular necessário quando o próprio sistema já é a crueldade. Isso me atingiu mais do que eu esperava, porque não é fantasia distante, é reconhecível. Mas agora preciso parar tudo para falar sobre as batalhas de Eikons, porque nada em décadas jogando RPG tinha me preparado para o que senti ali dentro. Chamar aquilo de combate parece pequeno demais. É colisão de existências inteiras. Cada confronto entre titãs quebra a lógica do próprio jogo, como se por alguns minutos tudo ao redor deixasse de importar e só existisse aquele duelo entre forças que não cabem em corpo nenhum. A escala é absurda, o cenário desmorona, o horizonte incendeia, mas o que realmente me pegou foi a precisão. Cada movimento responde exatamente no tempo certo, cada esquiva parece calculada para o meu próprio fôlego, e mesmo assim nunca perde a sensação de caos genuíno, de força bruta descontrolada. O peso de cada golpe é algo que eu sinto até fisicamente lembrar. Não é dano numérico, é violência emocional traduzida em impacto visual. Cada rugido de Ifrit carrega uma dor que não cabia mais dentro de um corpo humano. Cada investida da Fênix parece um grito represado há anos finalmente sendo solto. Em vários momentos me peguei parado, sem apertar botão nenhum, só absorvendo a cena, porque parecia sacrilégio piscar durante aquilo. Existe uma sensação de intimidade dentro da escala gigantesca dessas lutas que eu não sabia que era possível. O jogo alterna entre fúria total e microssegundos de quase silêncio antes de golpes decisivos, como se estivesse me obrigando a respirar fundo antes de continuar sofrendo. Cada Eikon vencido não parecia vitória. Parecia terapia violenta, um exorcismo visual de tudo que aquele personagem carregava. E a trilha sonora ali deixa de ser trilha. Vira participante ativa da dor. As composições crescem junto com a fúria, seguram a explosão até o segundo exato em que ela é inevitável, e então explodem comigo. Não é exagero dizer que mais de uma vez fiquei parado só ouvindo aquilo terminar, porque desligar antes parecia trair o que tinha acabado de sentir. Sem entregar nada da trama, o final não trouxe conforto fácil. Trouxe aquele silêncio pesado de quem atravessou algo grande demais para processar de uma vez. Fiquei ali, parado, sem pressa de sair daquele momento. Depois de tantas horas dentro de Valisthea, entendi que Final Fantasy XVI não é sobre vencer deuses. É sobre o que fazemos com a raiva que herdamos sem pedir. É sobre escolher, mesmo cansado, continuar de pé. É sobre transformar fogo destrutivo em algo que finalmente nos pertence. Poucos jogos conseguem ser tão brutais e tão íntimos ao mesmo tempo. Pouquíssimos transformam espetáculo em confissão pessoal sem perder força em nenhum dos dois lados. Raríssimos fazem uma batalha entre titãs parecer, ao mesmo tempo, o fim do mundo e o início de alguém. Já terminei muitos Final Fantasy na vida. Alguns me marcaram por semanas. Final Fantasy XVI entrou para o grupo raro de histórias que carrego comigo mesmo quando não estou pensando nelas. Não porque é perfeito. Mas porque, entre as chamas de Ifrit e o silêncio de Joshua, ele me fez enxergar o meu próprio fogo com outros olhos.
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.