
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 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.
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% | — | $35.6M |
| $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 1054 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
➤ Who This Game Is For I mostly recommend this game to players who enjoy the X4 genre, civilizations, turn-based combat, and strategy games in general. Humankind is visually appealing and has a decent variety of civilizations, even if many of them feel somewhat generic and not very distinct from one another. Most of the difference comes from their gameplay specialization, such as militarist, agricultural, expansionist, and similar archetypes. While this is not my most played genre, the game fulfills its purpose well as a casual strategy experience, and my review comes from that perspective. The turn-based battles are a good addition, and the custom avatar creation is also a nice feature. The game is overall simple and not overly demanding, making it enjoyable for casual sessions or playing with friends. It has its inconsistencies and flaws, but it can still be enjoyable in a straightforward way, even if it sometimes feels generic or lacking in depth. ➤ The Star System and Era Progression I think the implementation of the star system is one of the game's weakest aspects. You can advance technologically, but if you do not gain enough stars, you cannot progress to the next era. For a game focused on civilizations and historical ages, this feels contradictory and incoherent. You can be technologically in the Medieval Era while still officially remaining in the Classical Era due to a lack of stars, or reach the Medieval Era while still researching Classical technologies. In the end, stars matter more than technology itself when progressing through eras. The Fame system also contributes to this issue. Civilizations become generalized because players are rewarded for doing everything rather than focusing on what their civilization specializes in. The strongest civilization is usually the one that expands, conquers, builds districts everywhere, destroys units, and progresses in every category regardless of its intended specialization. That makes the game feel overly “generalist,” because most civilizations end up being played similarly if the player wants to remain competitive. This weakens the identity and uniqueness of each civilization. ➤ Civilization Identity and Replayability As a competitor to the Civilization VI series, I think Humankind fulfills its role reasonably well, but there is little emotional attachment or identity tied to the civilizations themselves. I think the game lacks more civilizations overall, and some are unlocked too late. For example, the United States appears in Era VI when it could reasonably fit into Era IV or V. I also do not see much replayability because many civilizations and mechanics feel too generic and lack deeper identity or unique mechanics. The soundtrack is functional but not memorable, and it can become repetitive if you remain in the same era for too long. Diplomacy is simple and serviceable. The AI can progress very quickly on higher difficulties even without using the most extreme settings, although I personally play more for the experience than for optimization or meta strategies. When games try to cover too much, they often become shallow, and that is noticeable here. ➤ Gameplay Systems and Mechanics The city interface is simple and accessible, as is the population management system. I also find it strange that you cannot build if there is a battle “nearby,” because in reality the scale of the map suggests the battle is actually far away from the city or construction area. I assume this exists as a gameplay limitation for PvP balance or anti-spam mechanics. Strategic resources are another issue. Units and infrastructure depend heavily on them, but they often feel either too scarce or too punishing. If you do not have them, progression can feel extremely restrictive, but even when you do possess them, the increasing costs can still become limiting. Combined with the star system and research pacing, this can create situations that feel like swords versus firearms. I think strategic resources should be slightly more common and accessible. ➤ Stability System Stability is another questionable mechanic. If each district gives around -10 stability, then forts or defensive structures giving only +5 stability feels conceptually strange. Fortresses are supposed to provide safety and order to a city, not simply exist as decoration. If districts reduce stability significantly, then forts, bastions, or defensive structures should logically provide a stronger counterbalance. Otherwise, there should be additional accessible ways to manage stability. From my perspective as a casual player, the issue is that some buildings feel designed more around gameplay balance than around the concept they are supposed to represent. Those are two different things. ➤ Final Thoughts Humankind works well enough as a casual strategy game, especially for players who enjoy experimenting with civilizations, turn-based battles, and relaxed progression. However, many of its systems feel too generalized, and that weakens both civilization identity and replayability. The game has enjoyable ideas and accessible mechanics, but it often feels more focused on covering many systems at once rather than deeply developing the uniqueness of each civilization or historical era.
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.
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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
super gra wszystko dopracowane
<3
I really enjoy this game, and I'd hoped it would have caught on more than it did :(. If you like Civ, this is definitely worth playing through at least once. The way combat is handled is, imo, much better than I've seen from other similar entries (including Civs 5-7) that use hexagonal tiles and limit number of units per tile.
Unfortunately, this game is not for me. I was intrigued by the advertising, and I can see why people may like it, but it is not my cup of tea.
If you're a Civilization fan, you'll love this game. It's got the same vibe but has it's own neat additions to the idea of building civilizations.
文明7学Humankind学成了一个四不像……相比较之下Humankind竟然显得眉清目秀了起来。 AMPLITUDE应该给Sid送一个大红包。
Игра заебись, из Индуса стал Американцем, канон.
ㅤ
intresting game.
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 |
|---|---|---|---|---|
| $454.8M | 379.4K | 86% | $59.99 | |
| $4.8M | 3.8K | 67% | $39.99 | |
| $175.2K | 268 | 72% | $19.99 | |
| $3.8K | 13 | 77% | $9.99 | |
| $134.1M | 62.1K | 47% | $69.99 | |
| $7.4M | 6.9K | 83% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $35.8M | 32.6K | 85% | $59.99 | |
| $35.4M | 31.5K | 95% | $29.99 | |
| $36M | 495.6K | 95% | $4.99 | |
| $36.1M | 29.1K | 88% | $39.99 | |
| $35.1M | 29.3K | 80% | $69.99 | |
| $36.1M | 41.2K | 89% | $49.99 |