
Erase the line between single player and multiplayer in this street-racing rivalry between Cops and Racers. Seamlessly join a world where your friends are already racing and chasing
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.
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): 5.43/day in the week to Sep 14 → 4.25/day in the week after.
About
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99−65% | 10.7Kreviews | 76% | — | $1.2M |
| $19.99 | 62.5Kratings | 82% | — | 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.
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 1039 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Un-♥♥♥♥♥♥♥-playable ♥♥♥♥. Unskippable INTROs, unskippable retarded tutorial. you get control of the game after 5 minutes of derivative drivel holy ♥♥♥♥. You need MODS to even ♥♥♥♥♥♥♥ run the game in a playable state. ♥♥♥♥♥♥♥♥♥
EW8UDFNU FYERS8GFYHUWFAERGHUWEUHGWEHUWRVHB SEA HBYUWEA ghbuvds ghbu dsv fauin el maau es pedofilo xdxdxedxdxdxdxdxdxdxdxdxdxdxdxddxdxdx
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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 Aug 24: 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.
Reviews, worldwide (the counter carries no country): 2.86/day in the week to Jul 30 → 18.71/day in the week after.
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 2,400 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*, Portuguese - Brazil, Dutch, Polish, Russian*, Japanese*, Traditional Chinese*languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
o jogo é top, mas a versão de pc é uma merda - cravada a 30fps - muito serrilhado - se vc tentar mudar as bindings é 99% de certeza do jogo crashar - a parte top do jogo que era o Online, foi desativado (ainda da pra vc jogar ele singleplayer, mas como ele é meio q um "Always Online", o jogo não pausa) - sem contar que tem vezes q as texturas não carregam e ficam aquele borrão horroroso a melhor versão desse jogo é a de ps4 ou xbox one
It runs very well on my potato, and even at low graphics, it still looks great, and I had fun playing it
其实当初觉得宿敌一般 尤其是前作还是新最高通缉 和艺术气息满点+美术无敌的新最高通缉一比宿敌显得有点点土 然后单人不能暂停和血量实在是有点薄 再加上当初PS4和X1的次世代版没中文 就显得恶心了 但宿敌发售十多年后回看其实宿敌艺术气息也不错 承袭C社的手感也非常舒服(尤其是拿不羁和热度对比) 再加上玩多了后越玩越上头的设计(真的有吗?) 作为一部nfs当然是合格的 至少它真的好玩 还是很好玩的那种
Recomendo! -O jogo é cravado em 30 fps, para burlar use o "Loss Less Scaling" (tem aqui na steam por R$ 16 +-). Coloca o jogo em modo janela, e configura o Loss Less para 2x e jogue a 60 fps. -Os servidores do jogo já foram desligados, então não é a mesma experiência antiga de entrar em sessões com vários players e jogar PvP. -Fechei o modo policial em 6h fazendo apenas as missões principais, após fechar, abriram as outras queeu não havia feito e ainda sobraram diversos eventos pelo mapa. Fiz apenas um nível no modo corredor por enquanto.
Who tf locks a racing game to 30 FPS
The game is locked to 30 fps
Really make sure you pay attention to the fact the online servers are down, because I didn't and if you want it for multiplayer, it won't work. But otherwise it's a good single player game.
Need for Speed: Rivals - A Ghost in the Machine That Still Outruns Everything | ⭐⭐⭐⭐⭐ In 2026, NFS Rivals is a ghost (ironically enough given the studio's name no pun was intended). The servers are dead, the companion app is a tombstone, and yet the UI still cheerfully advertises "race with friends" and online modes that haven't existed for years. Nobody at EA thought to remove them. The same goes for NFS Overdrive or whatever that companion app was called - advertised in-game, completely non-functional, still sitting there. For a game built around a rebellious, live-on-the-edge street racing identity, there's something almost poetic and deeply ironic about it being preserved in amber with phantom features haunting every menu screen. Oh, and there's still no pause button (that actually PAUSES the game!). On what is now a STRICTLY single-player game. And then there's the autodrive tutorial - a five-minute handholding session at launch explaining a feature that has existed in racing games since the PS2 era, as if the player has never touched a controller in their life. It kills momentum right when the game should be pulling you in. Condescending, unnecessary, and a very EA thing to do. And yet despite all of its flaws - I don't care. Not even a little. Coming from NFS Most Wanted (my all-time favorite, including the criminally underrated PSP 5-1-0 port), and having played through NFS Payback, NFS Heat, Forza Horizon 5, and both The Crew titles - Rivals tops nearly all of them. The cop AI alone demolishes anything the franchise has produced since. Chases are fluid, tense, and - crucially - you can actually outrun them. Remember that? Because NFS Heat apparently forgot, hard-coding cops to teleport onto you regardless of skill or distance. That wasn't a design choice, that was a regression - and a baffling one from a series that had been doing this correctly for years. Rivals makes cops feel like a genuine threat you can outsmart and outrun through actual driving skill. That tension is everything in this genre and almost nobody gets it right anymore. Playing as a cop is genuinely one of the most satisfying experiences in the franchise - relentless, ruthless, and mechanically rewarding on both sides of the law. The random cop spawns keep you on edge, and the escalating risk-reward system as heat levels rise is brilliantly simple. My structural gripe is the objective checklist progression - a more linear career would have felt far more natural. Ticking boxes to unlock the next stage breaks the flow of what is otherwise a beautifully paced chase-driven game. Now - Pursuit Tech and Racer Tech. I get it, in theory. In an online environment where you're up against a coordinated human cop, having an EMP or a shockwave as counterplay makes sense as a balancing mechanic. But in single player? It completely removes tension. You become overpowered, the cops stop feeling threatening, and the whole cat-and-mouse dynamic that makes this game special deflates. It reads exactly like what it probably was - a multiplayer balancing tool awkwardly carried over into the solo experience without much thought. The spike strip cutscenes triggering far too easily are another pacing killer. They interrupt high-speed chases at the worst possible moments, turning what should feel cinematic and fluid into something choppy. You get used to it, and yes, modern racing games do this too - but less would genuinely be more here. Where Rivals quietly does something almost no modern racing game bothers with: progressive car damage. As your car takes hits it visually deteriorates - panels warping, bodywork crumbling - and it creates this genuine anxiety of I need to get to a repair station or I lose everything. That feeling of risk attached to your vehicle is immersive in a way that dedicated racing titles in 2026 have completely abandoned. The fact that GTA - which is not even a racing franchise - handles this better than most of the genre is a damning observation about where things have gone. The soundtrack is an outright banger. The Qemists, Linkin Park, and a high-energy roster that makes every pursuit feel alive. I also caught remixed NFS Most Wanted 2005 cop-chase tracks buried in there - and yes, 20 years on from that game's PS2 release, that hit harder than expected. Visually, Rivals holds up better than it has any right to. The terrain, the leaf physics, the lighting during chases - it competes genuinely with titles released years later. The story leans hard into unapologetic edginess and cinematic attitude, and honestly? It works. Now the big technical caveat, and I won't soft-pedal it: the game is hard-locked at 30fps and typically runs closer to 25 without manually tweaking Steam's advanced launch options. For a racing game - where visual feedback at speed directly affects your reaction time and sense of control - this isn't a minor gripe, it's the single biggest failure of this port. Screen tearing compounds it further. EA should have patched this years ago and never did. If you're used to 60fps or above, your first impression will be that your PC can't handle it. It can. The game is just artificially throttling itself for no good reason in 2026. As for replayability - honestly? Rivals lives in that specific territory of games you keep on the shelf. You won't necessarily grind it endlessly, but when the mood strikes - when you want that particular rush of a perfectly executed police chase at 2am - it'll be there. Some games are experiences you revisit like a favorite film rather than a live-service obligation, and that's completely valid. Summary: in 2026, where cop-chase arcade racers are basically extinct and the genre has either gone open-world bloat or forgotten what made it exciting, Rivals has aged into something rare and valuable. It runs on roughly 10GB - a size that shames every modern open-world racer - costs around €2 on sale, and delivers a tighter, more thrilling experience than Tokyo Xtreme Racer does at €40. Twenty times the price. A fraction of the soul. Buy it without hesitation. Play both sides. Feel what this genre used to be.
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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