
Conquer Warring States Japan under one banner
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.57/day in the week to Sep 15 → 0.6/day in the week after.
About

Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $38.99−35% | 2.7Kreviews | 74% | — | $3.9M |
| $59.99 | 873ratings | 90% | — | 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 836 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
相比较三国,日本战国的史料比较全,很少有空城 个人还是喜欢这种满地图都是诸侯的图,避免了最优解是搬家玩这种比较奇怪的玩法,代入感会好一点 现在这套系统,休闲玩玩还是不错的,本质就是战国宝可梦
I like this game, I which Nobunagas Ambition sphere of influence ascension had some of the features this game has, even without those features ascension stands as the best game in the series. im not going to thumbs down this game but it has 2 major issues that i find to be extremely annoying, the main one is sieges, sieges in this game are terrible, you are timed on your sieges leave little room for strategy and thought process, if you lose 2 armies, consider the siege a failure. this is extremely unrrealistic, as it should be affected by ATTRITION and how much SUPPLIES you have. you cant really make memorable and epic battles because of that. this timed system of break this to gain time or if you lose this unit you lose time, is ludicrous. thats the major issues for me, some minor ones are not being able to climb your way up the rankings like you could in ascension, you have to be a daimyo no matter what, its not a deal breaker but variety is often nice to have. this game certainly has a lot of positives, visually and mechanically. I just wished they had built upon the gem that ascension was. Edit after replaying sphere of influence ascension.(A game i have 135 hours on ps5) Look if you want graphics and more animations, with some new mechanics implemented, definitely try this game as a veteran of the previous titles. I wouldn't recommend this game to a new player at all, the historical quests just arent as abundant as in sphere of influence. I love this game only because of all the beautiful memories I made with ascension where I can just play this game without having to worry about history accuracy or anything else. Ascension stands the best game in the nobunagas ambition series. :)
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price in those. The 13 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): 0.71/day in the week to Jul 30 → 1.29/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 2,419 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: Simplified Chinese, Traditional Chinese, Japanese*, English**languages with full audio support
| $38.99−35% |
| — |
| — |
| — |
| 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 837 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
自分はこれが初めての信長の野望シリーズなので、過去作との比較はできませんが、面白いと思います。 まず、気に入った点は合戦システムです。不利状況からでも、上手くやれば敵を倒せます。自分が全ての行動を指示するので、楽しいです。慣れてくると、不利状況じゃないと、あまり頭を使わないので、つまんない場面が増えてくると思いますが、不利状況から始まる大名もいっぱいあるので、そこらへんも大丈夫だと思います。少し、気に入らない点をあげるとするならば、どうしても、プレイヤー対CPUなので、セーブとロードを上手く使えば、基本的に勝てることです。絶対勝てることをやるというのは、やはりつまらないので、そこらへんをどう思うかでも、変わってくると思います。また、当たり前ですが、信長が主人公なので、織田は強いですし、のちに天下を統一する、徳川家も強いです。強いのはいいのですが、正直補正がはいっていると思ってしまいます。逆に、天下統一はしていない北条家は、家臣の能力を織田家と同じように評価するなら、もうすこし上がってもいいのではないかと思ってしまいます。さらに、もうひとつだけ言うと、お値段が少々お高めかなと思います。 今は、pk無しでも、一万円超えてきます、セールまで待てば、自分の時は、pk付きで9千円弱でした。基本的にpk付きがおすすめです。 以上、参考になれば幸いです。
Is a fantastic blend of deep strategy and historical immersion. The political systems feel meaningful, diplomacy actually matters, and managing retainers is just as tense as marching into battle. It rewards patience, planning, and long-term vision. The battle and siege mechanics strike a great balance between tactical depth and accessibility — positioning, morale, terrain, and supply lines all matter, making every engagement feel deliberate rather than random. Overall, it’s the kind of game that makes you feel like a real daimyo — until you realize your greatest enemy is still your own logistics.
大名高度同质化,限制比创造还多了,发展路径趋同,退步严重
作爲關注劇情的玩家來説,這代的觀感其實還不錯,UI界面好看,行動的邏輯、後果以及每個地方發生了什麽都非常清晰,地圖上要素設計也比較合理,既不會讓人覺得太零碎,也不會過於缺失細節。内政的重要性和獨立性做得也不錯,這點是我比較看重的。至於操作上的繁瑣,我其實都覺得可以看作現實世界行政事務瑣碎和困難的具象化,還是在我的接受範圍内。且我覺得至少游戲整體設計還挺日本的:被迫放權給軍團的倒霉大名、上來就講價的素質家臣、一個威風下去就叛變的墻頭草國人眾,和上安土城要飯來了的窮酸公家……真的很真實呐。要是能大搞廢藩置縣,大興科舉就更好了。 推薦的主要原因是我很喜歡看這代的各種劇本,尤其是猴把戲劇本,簡直是倒反天罡的集大成者(樂)。不僅有機會讓信長儅光秀家臣,還能孝死德川家康,更有機會把勝賴景虎一起抓到手。對於一個喜歡看if綫的人來説非常有意思,因爲這涉及我玩歷史類游戲最關注的核心樂趣:能不能通過游戲劇本以及操作機制的設計,讓我在游戲中玩到更加有趣的歷史可能性。我覺得信野給我的體驗感還是足夠強的,每條if綫都很有意思,不是玩家完全脫離歷史邏輯創造的宇宙,我覺得這可能是因爲光榮還是更加注重角色和劇情設計(我指的是劇情中關於人物想法和人物行爲邏輯的解讀);而且自由度也是合格的,只要玩家足夠缺德,就能比魔王還魔王。其次是我比較喜歡這代阿福的爸爸利三的立繪(問就是抖m犯了)以及小玉的立繪。最後我本來就是為了光秀買的游戲,看完本能寺更喜歡了(。 不滿意主要是一些不合邏輯的地方,比如譜代家臣與大名閒的親疏關係沒有很好的體現,就有個年功序列的升級制度,而且居然不能自己收養子養女!之前明明還是可以做出來的,這在戰國游戲中也太不合理了,明明是武家最核心的制度之一,事關繼承權分配和確立親疏關係等問題,爲什麽這代不做出來?什麽池田恆興、井伊直政都帶頭跑路了,這合理嗎?其次是水桶問題,這個其實很主觀,很難説數值到底合不合理,但我覺得其實可以把所有數值差距縮小一點,突出技能特質的特色。武將個人特質作爲補强方式,最少比水桶看起來體面點兒,……對吧。
16是14的全面簡潔效率版,按鍵選項的設計更簡便,14戰國立志傳我點到已經不知道在幹嘛了
歴史好き、戦国武将好きでもない限りは、内容に対して値段はやや高めではないかと思う。 ある程度勢力が大きくなって戦でまず負けないくらいになってくると一気にダレるというのがこのゲームの欠点だったが、決戦というシステムで大勢力でも一気に攻略できるようになったのでゲーム終盤のテンポも良くなった。
合戦は基本的にパズルのようなもので、挟撃と高台からの射撃ぐらいしか楽しみはない。 政策により施設建設は段々とかなり楽である。 通常城を獲ったとき最大兵数1000~1500ぐらいからスタートだが、北条家は政策と北条氏康の特性で取得時に2000以上平気であるので上級の北条家は基本的に東日本を制圧しています。西日本からスタートするときはほぼ100%最後は北条家と当たります。ずば抜けて北条家が強いです。 これはPKの感想ではありません。
繼14創造(戰國立志傳)後再一次的信長之野望。這集主打的"AI"我是挺有感。主要是在兩方面: 1.政務:武將不時會提出不同的政務進言,目標及城改建提案。雖然不是全部都贊成,不過有時候沒空管但回頭看到他們在自作主張(笑,嘛只限沒有指示時啦)在發展時感覺挺有自主感。 2.作戰: 雖然相比14創造這回戰場變成了走線,但自由度還是可以的。武將在完成/沒有指示後也會自主包圍/追擊等。 因為沒玩15大志,所以和14創造的對比的話: 優勝: 1. 就上面說的AI 2.戰國傳發動率好很多了,而且也加隨近年的考古發現增加/更新(例子: 本能寺之變長宗我部說)了, 而且這回有些IF劇情 本能寺之變IF)也是挺有趣的, 只要一個小動作結果就這麼不同真的很有感! 3. 結婚變得可以跟1+3位了(笑) 4. 戰鬥時在高處變的有優勢 缺點 : 1.變回了君主ONLY。沒有了立志傳那樣可以扮演武將/城主 2.不能自己建築/拆除城了, 城的數目完全固定少了相當的自由;為什麼姬路城在哪一個劇本都沒有!?!? 只有御著城;江戶城好渣但躑躅崎館很強,這不現實。。。 3.戰鬥時只能沿著一定的線走,不是完全自由跑動 光榮的遊戲確實都是挺貴的,但不說煉金工房和無雙那些較大眾化的,信長之野望和三國志這種歷史模擬遊戲應該是只有光榮一家在做了吧,而且就我來看還是不錯的。 16新生不是14創造的完全上位,但如果你和我一樣都是歷史模擬遊戲愛好者的話,我會推薦購買的~ 最後吐糟一下: 155X年劇本柿崎景家基本都會叛變上杉家,觸發不了三國同盟解體,導致今川武田北條就一直同盟...
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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