
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% | 2.3Kreviews | 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 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
特地补票来打个差评
无法原生支持21:9
玩一玩还是可以的,至少在尝试创新
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
めっちゃハマって時間が溶ける 信長シリーズは創造からプレイしていますが、操作性やプレーが創造と同じようなイメージ。 ターン性ではなくリアルタイムであるものの、個人的にはOK。 内政も適度に委任できるため、プレーもサクサク。 デメリットとしては、前線で指揮するための本拠を移すことに対するデメリットが多い(ある程度のプレー抑制のため?) また、城間の兵力が移転できないのも微妙(兵士になるのはその土地の農民が中心であるという歴史的背景を反映するため?) PKでなくとも十分に遊べます。
信長シリーズは何度かPC(バニラ)で遊んで来た。 君主プレイは広範囲に神経を使い時間を労するので(現実、サラリーマンには、より安易な太守レベルが遊びやすい。) 、「信長野望」シリーズで是非とも、更に面白い個人武将プレイゲームを造って頂きたい。 水滸伝も大好きなので、各好漢の得物(武器)なども忠実に再現した個人武将プレイゲームを切に要望したい所。
[h1]总评[/h1] 本作是光荣旗下历史模拟战略SLG信长的野望系列第16代,玩家将扮演日本战国时期的各路大名,或是自建武将乱入历史,通过发展领地、颁布新政、分封家臣、远交近攻,带领麾下在乱世中布武。威力加强版除了原有的内容外,还增加了多个虚构剧本,谈判机制可以更简单地招募和挽留家臣,会战和追加的攻城战体验一般,知行和代官极大削弱了内政建设的难度,只需要管理家臣,史实剧情还不错。各项功能都很容易上手,适合新手入坑~ [h1]游戏体验[/h1] 本作启动器就可以自建武将及头像自定义,游戏内可以针对各种史实事件预设是否触发并独立设置,角色立绘和剧情插画动画也不错。值得一提的是许多角色的形象会随年龄变化。玩家可以自选虚构的信长出生或若无大乱等剧本,也可以从各个经典战役开始自己的统一大计。 游戏的内政和建设包含的内容不少,但有着十分便利的托管机制。游戏中,大名们只会管理自己直属的主城和城下设施的修建,其他城市和郡都会任命麾下家臣治理,实行知行制度,初期任命不能轻易撤销,只能升职,等点亮各种集权政策才能解锁裁撤调任等功能。后期大量城池的情况下全靠AI家臣自己动手。城市的属性主要取决于城主,而郡知行也能给城市带来额外的加成,玩家需要让麾下家臣建功立业,培养家臣获得功勋,晋升到足够资格的家臣等级才能获得知行的资格。 玩家主要做的就是管理麾下家臣并颁布种种政策获得持续的加成和新的功能权限,在评定众设定奉行和兼有Buff和Debuff的家宰获得更多加成解锁独特政策,安抚忠诚度低的家臣并招募新的人才,对隔壁大名施展谋略,委任军团长共同参与对前线的作战。不过本作并不能主动集中兵力和粮草攻打敌对大名,也要靠电脑AI自己发力。 游戏的会战机制需要指挥共同参与会战的部队在点线连接的地图中于预设路线行军于敌人作战,清除对方的撤退路线或歼灭敌人。游戏中没有兵种差异,大部分情况下需要通过前后夹击快速削减敌人士气来使得对方攻防归为1瓮中捉鳖,或是勾引敌人离开关键点提反手占领,更考验策略,没有战斗的热血感。值得注意的是被敌方夹击会导致我方部队士气迅速下降,低忠诚度的家臣还会更快开溜往撤退点跑。随时间和形势触发的事件会战会重现历史战役,而玩家可以亲身经历并以扮演的身份作出关键抉择改变事件走向,扭转结局。 总的来说,本作美术有所升级但对内政和战斗方面都进行了相当程度的简化,教程比较完善,新玩家可以很快上手。适合想要体验日本战国时期的历史的玩家。 [quote] ୨୧┈┈┈┈┈┈*:.。☽。.:*┈┈┈┈┈┈┈୨୧ [b][u] 书以一家之言🌸而荐一人之好 [/u][/b] 欢迎→🌸 [url=https://store.steampowered.com/curator/33500409/]月骨星魂 [/url]❀←关注~ 获 取 ↗ [url=https://store.steampowered.com/curator/44900613/]黄油收集师[/url] ↖ 补 丁 ୨୧┈┈┈┈┈┈*:.。☽。.:*┈┈┈┈┈┈┈୨୧ [/quote]
体验了一次织田信长的人生。深刻地理解到欲与天公试比高的代价。
面白いです!
太差了 一代不如一代
看到可以自創武將,還以為跟同一家的三國志一樣 能操控自創武將當個類RPG玩,於是腦袋一熱就刷了威力加強版... 本來想說等三國志8Re玩到告一段落以後轉戰新生 結果沒想到居然是君主制... 所謂的自創武將只能變成玩家的手下,玩家還是只能操控預設角色... 然後Steam也不給我退款,那當然只能給個差評了 買威力加強版的錢就當丟水溝了=/
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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 |
|---|---|---|---|---|
| $1.1M | 622 | 84% | $59.99 | |
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| $1.4M | 816 | 74% | $59.99 | |
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| $564.2K | 351 | 81% | $54.99 |
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| $3.9M | 1.6K | 85% | $79.99 | |
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