
Mega Man is back! The newest entry in this iconic series blends classic, challenging 2D platforming action with a fresh new visual style. The new Double Gear system boosts Mega Man's speed and power for a new twist to the satisfying gameplay the series is known for.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Aug 24 → 6/day in the week after.
About
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.5Kreviews | 89% | — | $3.2M |
| $29.99 | 5.6Kratings | 84% | — | 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 945 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It only took them THIRTY YEARS, but they finally made an unconditionally good Mega Man game. It brings me great pleasure to say that Mega Man 11 is a triumph, because after the 9 and 10 duology left me very underwhelmed, I was kinda starting to lose hope for this series. Finally no more nostalgia and misunderstanding the series like 9 and 10, no more atrocious gimmicks or ♥♥♥♥♥♥ levels and bosses like 7, no more awful Wily Castles like 1 or 2. Even the previous peak of the series, the stretch of games from 3 to 6, were brought down by simple NES jank/design that isn't really present in 11. We can start with something unique to 11, the visual style. As much love as I have for the NES visuals of the series, I have always wanted it to progress (which is one of the few things 8 did right), but 9 and 10 made it appear as if the series would be stuck in the past forever. I'll admit I had my reservations about having the series be in 3D, but those pretty quickly melted away once I got into actually playing the game. Once I got in the groove, the only time I really thought about the visuals was when I was thinking about how clear they were. Again, I like the look of the NES games a lot, but I can't get over just how much CLARITY 11 gives you over the rest of the series. Animations move consistently, ambiguity has all but disappeared from hitboxes and attacks, even things as simple as enemies taking damage don't have to solely be conveyed with a sound effect anymore. I'm a pretty big 2D guy, but aside from making a hand-drawn Mega Man game, I'm not sure I actually WANT the series to go back to 2D visuals if future games will look as good as this one. Then there's one of the few mixed elements of 11, that being the story. Firstly, while I appreciate the game taking time to establish Light and Wily's backstory, as someone who's read the Archie comic, it's hard to see this version as anything but inferior. This is partially because in the comic, Wily's reason for becoming a villain is consistent with his actions: he wanted to make robots for the military and Light disagreed. Here, the two only have a falling out because Light's CONCEPT of thinking robots was given funding over Wily's double gear, which is not only a strange decision to make from an in-world perspective, but I also don't think it's really in Wily or Light's characters to break up over ONE invention, especially one so innocuous. Secondly, 11 seems to be following 10's lead on building up to a redemptive Wily, or at the very least one who is more of a goofy recurring villain than a "I'm gonna take over the world and kill people" villain. In 11, Wily only seems to vaguely gesture at the idea of taking over the world, since his main focus appears to be getting back and Light and Mega Man specifically. Light even tries to make up with Wily by praising his invention, with Wily seeming to consider the thought but blasting off again anyway. This isn't necessarily a BAD thing, just that there's not much juice to work with here given how sparse these games tend to be story-wise. In terms of gameplay, the most obvious thing to note is the addition of the double gear system, which is the first time in a long time Mega Man has added a system-wide mechanic. At first glance, the speed gear seems pretty overpowered once you get the upgrade that allows you to move normally while using it. Not only does it make a lot of enemy types a joke (Sniper Joes will now be begging on the streets for cash), but even a lot of the more hectic platforming sections are made pretty simple with the speed gear. However, the more familiar I became with the game, the more I realized just how much of it is designed around the speed gear. The game is VERY eager to remind of situations where getting the chance to slow down an enemy or obstacle animation is helpful. So the speed gear's use ends up balancing out throughout the game. There's also the fact that it will be WAY more beneficial to Mega Man veterans like myself. The power gear seems next to useless at first. The shots you take while in it don't present you with a meaningful increase in damage, and you'd be better off slowing an enemy down to just take normal shots or charge shots at it. This is because the power gear becomes more useful the second you get your first robot master ability. All the power versions of master abilities range from "objectively better in every way" to "downright busted". I'm of two minds about this. One the one hand, I've praised Mega Man games before for having unique abilities, and this game does that twice over by giving each one a second attack. On the other hand, I want to criticize the system for being redundant since you only need to have the gear active when you press the button, meaning you can turn it off between uses and the timer ends up not mattering. I think the only time I DIDN'T use a powered up version of an ability was when I simply didn't feel like it. For now, I'll leave my conclusion at the idea that the game is pretty well designed around the speed gear, but the power gear might have needed a little more reworking. I doubt the system is going to return in the future, but I do applaud Capcom for giving 11 a unique mechanic that didn't dominate the whole game and was implemented pretty well all things considered. This is one of the few Mega Man games I can say fires on all cylinders when it comes to level design, because the weakest stage in the game is Bounce Man's, and that's just because of the unintuitive controls and general tomfoolery. 11's worst stage is better than 7's best, certainly beats out the worst stages in other Mega Man games, and is even on par with some of the better stages across the series. Even the Wily Castle ranks among one of if not the best across the series. Stage 1 in particular strikes a really nice balance between tense and engaging and I love going through it. The only real problem I have with the Wily Castle stages is that I think they get a bit long. This isn't necessarily a problem when going through them by themselves, but it makes fighting their bosses a bit of a chore. The Yellow Devil and the shield boss are both pretty fun, but they're no pushovers either. And assuming you didn't lose any of your lives on the way to the boss and get to them with full health, you only get 3 tries to learn their patterns, which is barely enough for the shield boss, and certainly not enough for the Yellow Devil. This means that if you game over to either boss, which is pretty likely, you've got to make your way through a pretty lengthy Wily stage to get back to them, assuming your remember their patterns well enough by the time you even make it back. The robot masters and Wily Machine are also pretty great this time around. This is the first time since Mega Man 5 that I felt confident in beating masters without their weaknesses, which I know is the case because that's how I fought half of them. I could not figure out the logic of who was weak to who for the life of me, so I ended up doing most of them with the buster and it was fun anyways. The only real problem I had with the masters is that they each use a speed or power gear, and the game occasionally caps the damage a robot master can take before they use their gear so that they are guaranteed to go though it over the course of a fight (the most egregious example is Block Man, who is coincidentally also the worst one). Clearly there's a lot to say about Mega Man 11, which will happen when you make a grand return after eight years following a regressive game. Given that we're not getting the next Mega Man title until NINE years after this one, I certainly don't like the trend of dev time going up, but if they cook as well on Dual Override as they did on 11, then maybe the wait will have been worth it. You finally did it Capcom, you finally made a great Mega Man game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 19: 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.
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.
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, Traditional Chinese, Japanese*, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 438ratings |
| 88% |
| — |
| 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 947 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An elegant re-design of classic megaman games for the modern era. The levels are absolutely brutal and an exercise in patience and frustration. True to classic megaman fashion. The bosses are fun but not really center stage of the difficulty the game provides. Theres a neat store you can buy some helpful items to get through the levels too. Its simple, quick, and kind of refreshing to be reminded of old games difficulty with a bit of a modern twist.
sou fan desde o mega man 1 e 2 e o x isso aqui eh uma master piece Q VENHA O 12
映像は綺麗。敵キャラクターや変身した姿もカッコイイ。また、奪った装備がどれも使いやすいのがとても良かった。 ただなぁ、ステージが中途半端に長く、足止め系の敵が多いので気持ちよく進めないしギミックも攻略しているというよりやらされている感が強い、特にバルーンステージ。 ボスの1体だけ巨大化するのだが何故1体だけなのか?雑魚敵の種類が少なすぎではないのか? クリアー後にタイムアタックに挑戦してランキングに登録できるのは良かったのだがね。
セールで購入。 この操作性の悪さ(ジャンプ挙動の上昇と下降が一瞬すぎて対空時の自キャラ操作すら満足に出来ないわ、ジャンプが不発になるわ)でワンミスも許されない&初見殺しギミック有りのギリギリすぎるイライラ棒やらされてゲームオーバーになって投げた。ksゲ乙。敵との戦闘も完全に目押し。一瞬出てくる弱点部位にリズムに合わせて攻撃をあててね!それ以外は攻撃全部はじくからね!とか終わってる。 過去作は昔良くプレイしてたし、大分やり込んでクリアも普通にしてたけど、今作は理不尽過ぎてksだなと言う感想しか出ない。懐かしいなと思って買ってみたけどダメだこりゃ。 あと、ステージ自体が単調すぎる。平凡。無駄に難しい単調なステージ。
Hated every second of this. Cant beat the first stage. Even at discount this was terrible.
[quote]"Ao contrário de franquias que tentam reinventar a roda, essa fez a fórmula conhecida de forma bem feita. Entregaram o que os fãs realmente precisavam." [/quote]⚙️ Jogabilidade O jogo traz as mecânicas consagradas do [b]Mega Man clássico[/b] que todo mundo ama, mas com o excelente acréscimo de novos modos de potencialização de força e velocidade (o sistema de engrenagens). Além disso, conta com diversos níveis de dificuldade, funcionando perfeitamente tanto para veteranos em busca de desafio quanto para quem quer apenas jogar sem estresse. 📜 Enredo e Ambientação A trama traz à tona antigas desavenças de juventude entre o Dr. Light e o Dr. Wily, envolvendo uma tecnologia revolucionária que ficou guardada por anos. Para salvar o mundo, nosso robozinho azul precisa desbravar os laboratórios e dominar o verdadeiro potencial desse sistema. 🎶 Gráficos e Áudio Melhor impossível! A transição para o visual 2.5D ficou linda e moderna sem perder a essência dos sprites originais. A trilha sonora e os efeitos mantêm o padrão excelente da franquia. Como disse antes: entregaram exatamente o que a comunidade queria receber. [i]Espero que grandes franquias do passado se inspirem neste título para trazer jogos realmente relevantes. Como seria bom ver um Bomberman ou Power Rangers novos feitos com o mesmo carinho e estilo dos clássicos do Super Nintendo... Não devo platinar, mas tentarei chegar perto.[/i]
好玩
How strange. Here we are with another 2-Dimensional (read: cost-effective) attempt at reaching the glory days. You know where you left off? Megaman Legends. You want to charge $70 for a game? Megaman Legends 3. Glad we could could come to terms after Resident Evil: Requiem.
Didn't have a great time. The first playthrough of a mega man game is supposed to be a blind experience where you dip your toes into a level, realize either the level or boss is a little too much for you at the moment, and come back later. The quick turnover and variety is essential to the "having multiple bosses to choose from" mechanic having any meaning. This game's longer section lengths and more sections per level ruin that core gameplay loop, and stretch things well into the realm of tedium. Every time I reached a boss, my primary motivation was "I do not want to have to play through that entire thing again", when it should be "I'll give this a shot and if I fail I'll just runback the level." I didn't have the latter thought once for the entire game. It's a shame, because besides the obnoxiously long hit stun, controlling Megaman himself always felt pretty good.
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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