
In the third game in the dark samurai action RPG series Nioh, you will need to use both Samurai and Ninja combat styles in your battles against formidable yokai as you explore a thrilling open field.
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): 9.86/day in the week to Sep 15 → 14/day in the week after.
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; 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 | $39.89−43% | 19.4Kreviews | 78% | — | $18.8M |
| $109.99 | 18.2Kratings | 89% | — | 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 1470 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
와씨..이거 뭐야 왜 이렇게 재밌어
Koei tecmo is out of ideas and just want to be wanna be fromsoft by copying elden ring open world formula, but this doesn't work with nioh at all. It is boring to explore and there is lack of story elements. Do not buy this game if you had fun with nioh 1 or 2. Also it is still unoptimized till now, drops fps like crazy for a game that looks like a ps4 game. I do not recommend buying this game at full price.
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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 6: 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 JP #54, worst AU #91 · 4 markets collected
Reviews, worldwide (the counter carries no country): 11.71/day in the week to Jul 30 → 12.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
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, Russian, Simplified Chinese, Traditional Chinese, Japanese*, Korean, Arabic*languages with full audio support
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
几个月了,还是这鸟样,哪哪都不舒服
犹豫了一下给差评还是好评,因为没有中立,但我寻思我都打这么多字了必须给个差评,因为我是预购豪华版玩家。。 总的来说动作系统革新很优秀,但在键位改动上有不少恶心老人的地方,地图和画面还是老样子,boss设计给到一个拉完了 动作系统 首先琢技与冬月的加入是好的,二者组合让精力管理变得不再那么严格,甚至早期就可以通过武技—冬月—武技复读实现简单的精力循环,利好新手,而弊端也很明显,为了续琢一些闪a冲a会被放弃转而采用更具性价比的冲重闪重,平a在这套系统中的地位略显尴尬 再说武士方面,精防这个东西仁者见仁智者见智,反正我不喜欢,但很显然精防的收益>闪避,连续精防可以续琢,连闪不行,而这作的boss设计似乎更倾向于让玩家在玩武士时使用精防,忍者使用精闪,于是在武士闪避与忍者防御方面做了一定程度的削弱,可以理解为两种模式做出区分,但以牺牲A强调B的做法是否可取,得看个人的游玩体验 阿竹的性能是大于前代的,使取、转取让游戏节奏变得更加紧凑,但一个优秀的动作系统需要与之配套的敌人设计,boss做烂了,那很难说这套动作系统是有意义的 人形设计 这就是狗屎。不说拉起身的缺失,迫仿在这作毫无逻辑的ai面前也形同虚设,这作的人形只有三种类型:1.霸体全覆盖人形,决心将忍组最爱的立回发扬光大,敢贪刀就挨抽 2.霸体非全覆盖人形,主打一个无责任出手,随时可能突然霸体抢招把你当陀螺抽 3.啥子非霸体人形,只会尬防偶尔抓连招缝隙硬凹一个霸体武技,有时会摆烂莫名其妙的后退,太幽默了忍组 dlc发售时说调整了人形的精力回复速度,但架不住某些霸体人形天生高人一等,空精一段时间必定回满精力让你的压制成为笑话,呃那这改动有啥子用?精力依旧敌我不同源,不知道哪里来的自信把拉起身删了,对自己的boss设计又有自信了,非霸体的那些啥子还需要你特地去调整吗?改多改少能改变他们是木桩吗? 妖怪设计 比人形好吃一点的史。不说续混沌bug,反正已经修复了,就说这个傻逼强制进常暗怎么不改?比留乎一家子就天生高贵是吧。。还有那些喜欢飞的和地上蠕动的,胖头丑鱼和涂佛做的什么玩意,一个cos陆游一个学蛆在地上爬,有意思吗?冒疾鬼常暗那一地的火是拉柴田脑子里给他脑子烧坏了还是咋的,其他好点的妖怪也是各种长连段、强修正、大范围和多段判定,让武士的闪避和啥子一样连续纳闪都能挨两发,想续琢你就得给我背板精防啊,也就狸猫的守护灵技能用流转取消续琢其他的呢?你这b琢技做出来不给玩家爽那你做出来干嘛,在修炼场打木桩就叫有深度了? 阴阳术/忍术 懒得说,改的很没必要,砍了技能树意义不明可能是图省力(谁知道),阴阳术只能带六个,dlc没出前都在为忍组找补(包括我),“dlc一定会扩充阴阳术槽的”,dlc1出后我沉默了,至于忍术,和忍者强绑定导致不能残取,速度慢不说而且只能带三个,一些跑图很好用的忍术也没了不知道怎么想的,大概将军不能干偷鸡摸狗的事吧(呵呵) 忍术改成忍者专享有一点难绷,现在更像是一种空精后制衡敌人的手段,在连段中的应用有限,嗯反正拉起身也木有了,那就祝忍组成功吧 守护灵技/魂核箱 还可以。守护灵数量少是硬伤,2个守护灵技大部分只有其中一个是有用的,没有强打断肯定比不了妖怪技但一代有一代的玩法也可以理解,就是用处实在有限,和妖怪技对比难免会让人产生遗憾,而魂核箱,这东西我单纯用来使取的,不得不提的是使取还有吞指令的问题,使取完冲重有时会变成重,如果不是我手柄按键断触或者我手有帕金森那就是忍组的问题 地图/关卡设计 祖宗之法不可变。如果说战国这张图能给到九分,那幕末就是不及格,demo时期还以为忍组开窍了,竹千代也是见到了阿秀和威廉见不到的晴天,有几张图的绿水青山还挺好看(在忍组的游戏里),然后到了平安,一片耀目的白,白的和柴田空空的脑子一样,而一旦下起雪来那对眼睛的打击将是毁灭性的,关卡设计的还行总体给个七分吧,那么圣树那张图是在?谁拉了这坨纯粹的钩式,清新脱俗的色调让玩家大呼忍组匠心之作,至于幕末,祖传红红的黑一定要贯彻其中,npc全做成红灵嘻嘻这样我们就不用建模了,注水也不能这么注吧,平安融化的水仿佛全流进了柴田的大脑,路边随便放几个老怪就是量大管饱了,甚至支线还在打老怪,没活了可以大方点承认的,哦差点忘了打比留乎前的车轮战,拖时长很好玩吗?你把它单独做成支线我不怪你,放在最终boss战前我只想骂你 总结 剧情不想单独拿出来说了,看完世纪大和解不笑的是这个,值得一提的是源赖朝能被果心和比留乎同时附身,牢弟统治的if线细节也只字未提,嗯反正动作游戏剧情就图一乐,但你包寿司是不是太想让人释怀了? 这代的boss设计极为拉垮,和琢技的发明堪称左右脑互搏,好怪少之又少,取而代之的是节奏稀烂的从中后期开始集中发癫的boss,忍组似乎并不鼓励玩家激进进攻,他们更想让你原地发呆硬凹精防or散步等对面喂招,敌我方的强修正让身位互动基本没有,还有一些让人摸不着头脑的设计比如见越入道的招雷,除了拖节奏我想不到任何理由,另外缺少一些紧急避险的手段,面对突发投技有时会束手无策,或许等后手就是柴田理解的高速攻防转换吧,你赢了 此外还有一些键位问题,一些改动是好的,比如太刀小夜,那么长枪枪压和后退斩互换键位的意义素?手甲我更不想说,b浦风忍组内部的人自己用过没有?真恨这个技能可以删了的,嗯,我是看不出乱改键位除了恶心老人外对拉新有什么帮助,不过还能适应所以原谅。首发一堆bug我只看出了不用心,不说别的就说一个旋棍的神薙接不出碎破,你们内部真的有人玩过这个游戏吗? 柴田理解的降低难度拉新就是数值够低、轮椅够硬就行,老玩家的体验是不在考虑范围内的,有了精防精闪就可以肆无忌惮的设计boss,act部分不愿意好好打磨,rpg部分也难说,硬要学别人整个开放世界那有多少人是因为开放地图夸你?真想出圈先把自己的b特效做好别那么瞎眼。。总之游戏底子是不错的但你的boss设计又拖了后腿,dlc2还没出还不到下定论的时刻,到时如果有所改善我就把差评改成好评
The performance is absolutely garbage. There is a VRAM leak no matter what you do. The vram usage slowly climbs up even at low settings, which is lovely :) that they are not fixing it. The combat is satisfying, but however the graphics are terrible. The CPU screams when you play. Overall, I do not recommend this game unless they fix the performances for PC. The game doesn’t worth 80euro.
So this is undeniably Nioh (3)- a lot of vets are disappointed in that it's bastardized from Nioh 2 and they're correct. Your experience will vary, if you've come from a FromSoft background, you may enjoy sticking to the Ninja playstyle. Ninja plays more a drugged up, more powerful, kitted out version of something from FromSoft. Samurai stance plays just like you'd expect it to- with the small exception of now combos are not just limited to HOLD, AFTER QUICK/HEAVY, there's directional combos in addition now. But there's also small little additions that muddle the amount of tools at your behest, like you can still TRANSFORM like Nioh 2 but it's more a panic button than anything. There's spirit attack, which is the replacement for AMRITA SUMMONS in Nioh 2 which is just a boring extra attack. You can still summon, but now it's a limited, chargeable item you have to go rest for. Oh, and jump attacks/combos etc. Thing here is, the deletions/strange changes don't really make for a "better" game, they make for a game that has TOO much. Yeah, you can ignore Ninja/Samurai mode entirely, but the game constantly drops Ninja(other)-related items/skills/etc. Like literally only eating white bread when there's all different kinds to try out and potentially mix together with sandwiches. The open world design is "open-world" in that you can go anywhere but it's hardly what I'd call an open world. Open Field I think is what they've officially called it and that's correct. This is basically one big level, with corridors splitting off to sections. It kept making me think of how much I miss Rise of the Ronin's (mediocre) actual open world design. Now, that game had a whole host of issues- but apart from being able to play this game entirely together with friends, I'd recommend RotR over this because it's more a traditional open world game, with its own actual fun despite not having real coop play. The Nioh gameplay doesn't suit too well with the OPEN FIELD design- like it works, but it's never exceptional. It doesn't feel natural? [b]I think it's because Nioh works best in tightly designed missions, with cutscenes, story beats, rest spots- here, it just feels like one continuous mission with no cutscenes, you running in a big level with no rest (despite you being able to rest anywhere). I think this game forgets that open world games have to have a REST gameplay mechanic or a home base, or SOMETHING to relax to. Nioh 3 doesn't have any of that. Yeah, you can just, IRL stop playing, afk at a shrine but it's not the same as going home. Talking and checking base with companions. Y'know what I mean?[/b] I've a "beefy" PC build so playing on ULTRA 2k, I didn't have any issues- -Sound design is fine- granted I'm still just past the demo section, and Nioh opens up nearer to the end, but nothing's exciting. -Level design is Team Ninja staple (in that, it's mediocre or bad- it "works") -Animations are recycled, and that's real disappointing, yes there's only so many ways you can swing a katana, but these animations aren't even smoothened out, or redone, nothing from its first iteration from Nioh 1. Look at Bayonetta 1, to 2, to 3. Animations are recycled there yes, but so many more are improved, or changed. That's not to say there aren't small little improvements and additions here. It's just, again, disappointing that so much is the same from Nioh 1 still! -The game never impresses with its artstyle. The graphics are nothing to talk about. It works I guess. (Little rant; I thought they'd learn from Wo Long, Rise of the Ronin but it seems that the failure of those titles, because of their rampant change from the Nioh formula, made Team Ninja back themselves into playing safe with a hybrid style of taking nothing cool from those series, but the open world aspect and full multiplayer. I hope RotR2 is in development, cause I loved that game, or at least a successor) [b]TLDR: It's Nioh but 3, they tried a lot of new stuff, rearranged old stuff, removed things. You may enjoy it, you may not- unfortunately, Nioh 3 just doesn't impress me.[/b]
Полное днище
Being a lover of both Nioh and Nioh 2 I really want to like this game but in its current state I just can't. It is extremely unoptimized, it barely runs at 60 frames, crashes all the time, and things like the map, opening the menu, and interacting with objects just take forever to pop up most of the time. If I could run the game, I would at least enjoy it, would it be my favorite of the three? Most likely not; while having two modes to switch between is a cool concept, it makes setting up equipment for both playstyles daunting and starts to become more of a chore rather than something you look forward to. And this is coming from someone who has played earlier iterations, so it is at least somewhat faster for me since I know what to spot/look for. That being said, if they release a big patch that fixes optimization and bugs, then I will most likely come back and rate it somewhat better, but until then, I just can't accept it with the current state it is in.
Nioh 3 feels like someone took the phrase “combat depth” and decided it was a challenge rather than a concept. If you came here expecting calm exploration, the game politely asks you to reconsider your life choices. Then it drops a yokai on you the size of a building and says “learn faster.” The combat is absurdly dense in the best way. Stances still matter, timing still matters, and now it feels like the systems are actively arguing with each other while you try to keep up. Ki management becomes less of a mechanic and more of a negotiation with your own exhaustion. Weapons are once again gloriously overdesigned instruments of controlled chaos. Every encounter feels like a test of whether you actually understand what you are holding, or just think you do because you survived the last fight. Bosses are relentless, theatrical, and occasionally feel like they are playing a different game where the rules are personal. You will lose. Then you will lose more efficiently. Then you will suddenly win and sit there in silence questioning your reflexes and your identity. What makes it work is the loop. Death is not a stop sign here, it is feedback delivered at high speed with dramatic lighting. Every failure teaches something sharp and specific, like the game is chiseling skill directly into your muscle memory. It is punishing, intricate, and occasionally overwhelming, but when it clicks, it becomes one of the most satisfying combat systems in modern action RPGs. 10/10. Died respectfully. Returned sharper.
ikigai.
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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