
Rewrite history by shaping a civilization as unique as you are. Combine 60 cultures from the Ancient Era to the Modern Age to lead your empire to victory. Build thriving cities, outsmart rivals in epic battles, spread your influence and leave your mark on HUMANKIND™.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 2.14/day in the week to Aug 26 → 16.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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; Xbox, PlayStation 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 | 28.8Kreviews | 69% | — | $35.7M |
| $49.99 | 3.4Kratings | 66% | — | 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 1041 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game is actually pretty fun but you eventually see why it never took off. It doesn't feel like I'm building a nation, but rather micro-managing stats and modifiers. Starts off strategic and tactical but turns into a cookie-clicker slog the further you get. Has the typical Civ tech nonsense of building nuclear reactors while still only having swordsmen. Improved tiles all look the same, it's impossible to tell what is what by looking at the map. The color palette often matches that of the terrain so they can be hard to notice too. New ages/culture barely change the look of the cities and tiles. Every age is just a race to build your age-unique building in every city/territory before the next age disables construction. Asynchronous mechanics are horrible - the AI can move his units at the start of your turn, but if you're fast enough to click you can engage them before it triggers the move! Late game you're managing 5+ cities, each with 3 attached territories, so you're managing 20 build queues with no automation. The game shows the most optimal place to build a building, and calculates the net gain of improvements for you too, but there is no auto-build function so every turn is just looping through 20 locations, picking the construction the game tells you gives most gain, squinting at the map for the best location marker and clicking in. It is very tedious and mind-numbing. On top of all the location macro there's some United Nations-esque mechanics where you can spend resources for some countries to adopt your +5% modifier instead of another +5% modifier for absolutely no gain or advantage to you. It's just another pointless system of micro-clicking.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best PL #39, worst RU #96 · 6 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, German, Spanish - Spain, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean, Italian, Turkish*languages with full audio support
| $49.99 |
| 2Kratings |
| 61% |
| — |
| 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
现在的游戏都喜欢做个半成品就开始捞钱,然后把本应一同放在本体的东西拆成无数DLC圈钱?谁TM惯的你们这些臭毛病!!
I don't play 4k games. I wanted to get into the genre. So, mistakingly, I spent half an hour reading scathing steam reviews written by 4k veterans. I still bought it. Here's my thoughts, specifically angled towards people trying to get into this genre. If you're a 4k veteran, see the top rated review. This one isn't for you. 1. If you spend over 100 hours playing a game and downvote it, you're absolutely delusional. In my book, if you spend 100 hours doing anything willingly then it's more of an attitude problem then something intrinsically wrong with the game. Congrats, you played yourself. Once I started qualifying negative recommendations against this rule, a lot of games suddenly became way more fun & attractive for me. I recommend adoapting this viewpoint. 2. If you don't like HUMANKIND because you think it's an incomplete 4k game or a 4k game with training wheels, then clearly you're looking for a more substantial 4k experience. 3. This is a really solid game. Art style immerses you for hours in its own way. Solid UI. Military strategy, economy, farming, science, industry, religion, diplomacy, and some interesting cut scenes to boot. It's a good game. 4. Steam Reviews asks you one question "Would you recommend this game to other players? Y/N"-- not "Is this game better or worse your experiences with the Civilization or Crusader Kings series?". I think it's extremely unfair to negatively review this game in that light.
Amplitude Studios set out to challenge the 4X throne, promising a revolutionary historical strategy game where you shape your own civilization through the ages. Whilst the changing of cultures never appealed to me, I was still hoping they got it right. The result though feels less like an immersive journey through history and more like an over-engineered spreadsheet that forgets to be fun. They have done so much wrong, but I specially have problems with the following: - Culture-Swapping Destroys Identity and Immersion Instead of feeling like a tailored civilization evolving through history, you end up playing as an identity-less Frankenstein empire. The AI changes names, avatars, and cultures so rapidly that you lose all narrative attachment to your rivals and yourself. By the mid-game, historical context completely dissolves. - Bizarre Culture Choices and Historical Blind Spots Despite boasting dozens of options, the culture roster feels artificially inflated with picks that add surprisingly little flavor beyond minor statutory stat bumps. Worse yet are the baffling historical omissions. For a game that purports to celebrate global history, leaving out Portugal in the base game—one of the primary catalysts of the Age of Discovery and early global trade networks—is an absurd oversight. It highlights a recurring issue: many cultures feel like palette swaps with interchangeable bonuses rather than uniquely crafted empires shaped by their real-world legacy. - Shallow Late-Game & The "Fame" System Fall Flat While the early game exploration shows promise, the mid-to-late game degrades into a monotonous slog. The primary victory metric—Fame—sounds noble, but in practice, it forces you to optimize arbitrary min-maxing objectives rather than pursuing compelling sandbox strategies. Once a player snowballs early on, the rest of the game becomes a passive waiting room until the timer runs out. - Pacing and Balance Nightmares Resource generation and tech progression pacing feel wildly off-beat. It’s shockingly easy to sprint through tech trees in a matter of turns, trivializing entire eras of history. Certain culture combinations are so absurdly overpowered that they render others obsolete, highlighting a persistent lack of balancing finesse. - Frustrating Diplomacy and Forced Mechanics The War Support and Diplomacy systems sound logical on paper, but often trap you in counter-intuitive loops. Battles force hard-stop surrenders when an arbitrary meter empties, regardless of whether you are actively winning on the front lines. Combine this with rigid civic unlocks and uninspired AI, and the diplomacy yields zero emergent storytelling. - Tactical Combat Gets Tedious Fast The tactical, grid-based combat is initially charming, but on larger maps with dense army counts, it rapidly slows the pacing to a crawl. The terrain advantages are neat, but the AI frequently makes bizarre tactical blunders, killing any meaningful challenge. Humankind isn't a completely broken game, but it's a profoundly sterile one. It swaps out the heart, personality, and "one more turn" addiction of classic 4X games for slick UI and half-baked innovations that don't hold up past a couple of playthroughs.
Humankind 1 мне понравилась больше, чем Civilization 7, но там свои минусы тоже есть, в виде ядовитых цветов и в образах персонажей аля либералы-содомиты. Плюс добавили на обложку негра, который блондинку за руку держит, пропагандируя межрасовые браки и вырождение именно белых людей. В целом игра хорошая и интересней, чем Civilization 7. Надеюсь Humankind 2 будет серьезней и без либерального ядовитого наполнения и оформления. 7 эпох из 10.
你丫的寻路都不如星际1的龙骑士,数值都是瞎填的,只要大蓝象足够多能给现役主战坦克踩踩背
Back in the days i played lot strategy games like commandos, warcraft, heroes of might and magic, age of mythology, you name it but never touched 4x genre until now. This game pleasing UI/UX and gorgeous art direction makes it easy to learn the genre, my impression this genre is good for people want to read more in his/her life
much like Civ but with some cool features. IMO after Civ V it became a little bloated and less fun. I had fun with this game.
This is the game Firaxis tried to imitate with Civ VII and completely failed to capture. HK brought a fresh breath of innovation to the 4X genre with its bold mechanics and unique identity. It’s one of those rare strategy games that truly dares to do something different, and for that, it will always have a special place in my library.
this game is great, has all the best mechanics that you could wish for in a civ type game... but it has sooo many bugs. You cant seperate the initial unit from a group of unts, or it disappears and makes you unable to click the tiles on the map, you have to seperate the other, non original unit in order to properly split a group And then the loading a savegame... after about turn 50+, you can no longer load your savegame, you can only load an autosave, and even then if you dont complete a battle resolution, you cant click on the end turn, you can only start at the beggining of the autosave by starting the game over and reloading it... and sooo many more 'gotta restart the game' bugs... i stopped playing after getting to one of my runs at turn 58, and couldnt load it anymore, even at the autosave. Its a really well thought out good game.... but you just cant go to too many turns without it mcuking up during it. And yes, i was playing with no mods whats so ever
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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