
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
masterpiece. 10/10 story
Muy brevemente: El juego es muy bonito (a veces), muy divertido (a veces) y muy espectacular (a veces). El final es un asco. No digo más para evitar spoilers.
Media

Related
Related
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 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 2,515 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
First SP FF that I have played through to completion. It may not be anything groundbreaking and I may have issues with parts like the gear being nothing but stats, Eikon battles beside the Bahamut one being a bit too scripted and QTE focused and some other issues. But as a whole, I did love it Thank you for the journey
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.
Rare 10/10
this is our final fantasy
I wish I could leave an inbetween positive and negative review because there are genuinely good points about this game, but heres my general thoughts; Final Fantasy XVI was an okay experience, the issue being the pacing and the lack of development of the other characters except from Clive. Was it horribly bad? No. There was moments however where I just sighed and wanted the game to end. The set pieces were amazing and the overall story wasn't terrible, but not a Final Fantasy I would ever go back to. The combat itself was meh, going for a more action style rather than having RPG elements, which is what Final Fantasy previously did. I'm not opposed to full on action, but it just didn't feel interesting when I couldn't control the other party members. Game was fine, but maybe play a different Final Fantasy first if you're jumping in for the first time.
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, mixed feelings on this game. Story is incredible and one of the better ones within the whole franchise. As such the presentation is top notch and looks incredible. Story related boss battles have great set pieces and are choregraphed to really embody the larger than life tone the game is trying to convey and these sequences reward more skilled players by making these specific encounters feel fun to play. the world's lore is at first glance intriguing. But herein lies my issues the world is interesting but it does not translate to gameplay as it is not fun to explore , exploration yields far too few chests with useful equipment, you dont feel the sense of the history of Valisthea the way you do in Middle eEarth, or Tamriel, and side quests are boring and not very memorable serving merely as ways to gain extra xp and ability points before major story set pieces while some continue the stories of side characters, but these do little to flesh out the world or make it feel lived in. Furthermore there are several large cities in the game's story that would be fun to explore but to my chagrin not a single one has any side content or are explorable in any way. In addition the few inhabited settlements in the game you do ha e access to are likewise boring with no explorable interiors or any reason to interact with NPCS living in them, resulting in them feeling lifeless. Combat is ok, as stated the action combat is great for boss battles, but becomes a button mash fest against fodder which really dont feel rewarding as they are giant hp sponges, made worse by the game's stagger mechanics being shoved into dozens of fodder type enemies that really dont need them, also lack of enemy variety for normal overworld encounters is really disappointing as a long time final fantasy fan. All in all a good game to experience once for the story as it truly is incredible in that department but not something ill be revisiting once complete due to all of its issues as the lacks any incentive for replay.
神作
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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