
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 → 0.5/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 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
gutes spiel
非常有意思的游戏!
还行吧
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
可惜不能自己蓋天守了.
The strategy behind recruiting high ranking Samurai is very sophisticated. Too bad the video and playing interface has not been updated.
本作是信长之野望系列的第16部作品,也是光荣金字招牌的系列之一,本作的标题新生一词代表了回归初衷和我展望未来的意义,而威力加强版则是对原有的内容进行优化和升级,提供更好的游戏体验。 信长之野望系列一直在不断进行创新,玩法也基本有所改变,本作的评定系统,个人感觉就是个大名的buff加成器,系统里面的政策、评定众还有论功行赏等,甚至是人事赏罚的结亲都能带来军事上的加成,游戏整体UI简洁明了,地图上的势力分布也一目了然,操作轮盘将内政、外交、战争等核心功能合在一起,点击城镇然后鼠标轻点某个功能便完成操作。 游戏开局就给玩家来一段非常友好的入门教学引导,不仅有文字提示,关键字体颜色标红方便玩家一眼看到,教学关卡时间也不长,十来分钟便大致知道身份晋升、战役机制等核心玩法。本作主要玩法是知行,从组头到宿老的阶级体系,完美复刻了战国时代的等级文化。我们在选某个大名开局时,大名在的地方叫根据地,根据地是自己手动开发,委托武将去其他附属城镇当代官,也叫蹲坑,反正他们代理会自动执政并发展本地,省时省力,按现代通俗来讲就是校招武将新人,安排带地方实习,实习期一过可以往更高的职位安排,如此反复,我们只需合理性针对当地进行一个任命就行,颁布领政策后,系统会根据规划方向自动发展,大大减轻了管理负担。本作金钱是大名根据地的国库,提升金钱优先开发郡,建筑选商人町,政策少选点用不着的,前期政策有点花钱。 本作剧情开局可选,有信长元服、统一尾张、桶狭间之战和天下布武等历史著名战役,游戏对历史事件的还原度还是很高的,从桶狭间奇袭到本能寺之变,每一个关键节点都以动画与文本结合的方式呈现,新手个人不建议信长开局,太难了,可以选择某个角落偏僻的小国开局,然后广积粮,缓称王,按步骤做,囤粮囤兵,灭弱国,交强国。这游戏玩懂外交才是真理,上缴财力换取威望与官职的设计,不仅能提升武将忠诚度,更能在关键时刻威慑强敌。 同样新生的大地图战略和合战战场,也改成即时制,不过大战场的路线是固定,这点不太友好,后方城市的军队开到前线要花费大量时间,这一代还取消了军粮补给系统,后方部队往往到达前线就不得不面临军粮不足问题,非常考验后勤,合战玩法也简化了很多,后期设置多个军团后,系统会根据指令自动执行攻防等操作,军事扩张节奏变慢,不过游戏还有动态天气和自然事件,变数一直有。
可以算是信野系列最好的之一了,决战系统的加入真的减少了大量的后期垃圾时间
재밌어요
[table][td][url=https://store.steampowered.com/curator/30253125]甄游组鉴赏家(点击订阅) [/url] [url=https://store.steampowered.com/curator/34433893]玩家聊天Q群124925250[/url][/td][/table] 信长野望系列在玩法创新上一直都走得很艰难,每一作变化都很小,还拿本社的三国志系列来试错,终于在第16代做出了重大变革。不愧于新生这个副标题,融合了系列的优点,打造出了接近于真实的新玩法。 新生的步子迈的有点大,所以如果只是凭借经验来玩那开局是大概率会翻车的,需要学习的新系统很多,难得的有了点上手门槛。 现在的游戏环境模拟出了较为真实的君臣关系,如果经常看大河剧就会深有感触了。作为大名要考虑的不全是攻城略地,其实武戏的占比远没有文戏多,如何笼络人心,如何制衡手下,如何外交博弈才是战国大名最头痛的问题,战争的胜败只是之前努力的水到渠成而已,不过好在这是游戏,战争内容依然占据了重要地位,内容的平衡上做得很好。 下面分别讲一下几个主要玩点,有些会穿插着讲,首先内政也就是种田是大多数人看重的部分,可建设的地区现在分为直辖领地和封地,建设内容又分为发展和建造,正常情况下玩家只能发展直辖领地,封地则由任命的代官自动发展,而发展的速度全看能力,如果玩家手中人才凋零,或者实在看不下去也是可以多花点钱强行给出指令的。建造则没有这样的限制,玩家可以在任意名下城市建设城下町。这里要重点提一下的就是城下町的区别,本作给城的规模和地理位置,周边资源做出了很好的区别,拥有更多建设空间的大城拥有得天独厚的优势,拥有特殊资源的城则可以建设对应的建筑,而通用建筑的建造和升级也取决于发展度,发展的优先级,城的攻略优先级,都做进了这套内政系统里。最后还有一个重要资源就是劳动力,劳动力会应用到很多地方,所以笼统的说劳动力的多少也决定了玩家可以做多少事,劳动力的获得收石高的影响,怎么看这套系统都很完美吧。 人事外交系统结合内政不难看出本作的武将作用有多大了,玩家需要认真考量人才的分配,后方城市扔一个垃圾的时代已经结束了,新生的每一个武将都将展现其价值,这点后面还会讲到。首先人才的获取变得更加重要,人才的作用更加明显,不管属性如何都将起到很大的作用,因为你很难将每个需要人的坑填满,而有没有武将在坑里则是0到1的突破。外交方面更加凸显了战国时代盟友之间的脆弱关系,表里比兴更是各家常态,别国对你的态度大概只影响亲善的效果吧,同盟年费需要大量的预算去维持,要是你想更进一步,让对方办点事,那全年充值就不可避免,位置不好的大名必然会财政吃紧。 最后讲一下战争,本作将战争更加的宏观化,但趋于合理,大名一声令下所有负有义务的下属都会从各自领地起兵,根据路程纷纷前往战场,这里重点体现路程和路线,路程太远的部队到达战场的时间就会晚,甚至有可能战争结束了某些人还没到,这里没有特指德川秀忠啊,毕竟人家途径真田领嘛,所以路线的选择也很重要,最短路线虽然可以快速到达战场但正面攻击显然不如包围攻击,而且不切断敌人的增援路线也是兵家大忌,同时战场宽度也限制了参战部队的数量,与其排队等待分兵包围进军就是另一种选择了,缺点就是更花时间,粮草的消耗更多,换来的则是更有效的打击,战术上是不是更有深度呢,简单的选择蕴含了经韬伟略哦。 以上是新生原版的大致内容,下面是威力加强版的内容。 加强版主要增强了内政和军事方面的内容,现在家臣团可以任命五大佬和五奉行了,这是开玩笑的,其实是评定众系统。玩家可以在资深家臣中任命一位家宰,其本身的技能可以提供正面和负面的加成效果,另外还可以任命2位从属大名为家宰,这里并不是个人能力越强效果就越好,纯就看人,所以说本作不存在没用的人,有些人擅长打仗,有些人擅长内政,而有些人更擅长喊666,真可谓物尽其用了。奉行也是提供了加成,或者提供一些改革的解锁,依然是看人,奉行可以任命5人而且没有负面效果,主要区别就在于其人员组合,好的奉行团队可以提供大量优秀政策和全局加成,让原版的政策变得更具可玩性,而不单单是前作的延续。 谈判系统可以用在自家家臣的交涉上也可以用在外交上,这倒不是一个新玩意,很多游戏早就用过了,也就是在给予和索取中获得平衡,当然在和自家武将的谈判时给予更多可以收获忠诚度算是个添头。 会战系统可以说大幅增加了战争的可玩性,在特定地点即可进入会展,玩家可以微操部队来实现战略目标,原版在部队调度方面攻方占有优势,现在会战中士气的存在大大利于守方,所以战略要地,防御工事等都是争夺的焦点,如何调度部分也更加考验玩家,会战主要目的还是为了尽量再现著名战役,不过可惜的时在这点上还是流于形式了,更多是用来微观再现著名战役而已,加上部队数量的限制,目前只能说给了玩家微操的机会,还有很大改良空间。 风景名胜是光荣战国题材必不可少的内容,这次获得名胜地后会带来可观的收益,不再只是一种收集品了。 目标任务也是个添头,完成随机触发的任务获得奖励可以降低前期发展的压力,还算不错。 以上就是信长野望新生威力加强版的大致内容介绍,在惊喜之余又要为续作担心了,如此完美如何超越呢? 那么总结一下就是新生将这个系列又救活了,没有玩过原作的可以直接入手威力加强版,玩过原作的请自行考虑增加的内容是否能值得你再战几周目。
好玩
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 |
|---|---|---|---|---|
| $3.9M | 4.5K | 83% | $23.99 | |
| $3.9M | 7.4K | 65% | $14.99 | |
| $3.9M | 39.6K | 86% | $3.99 | |
| $3.9M | 102.5K | 82% | $2.49 | |
| $3.9M | 7.4K | 66% | $12.99 | |
| $3.9M | 9.3K | 77% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 622 | 84% | $59.99 | |
| $6.8M | 3.1K | 50% | $59.99 | |
| $1.6M |
| 804 |
| 52% |
| $59.99 |
| $1.9M | 1.1K | 71% | $59.99 |
| $806.6K | 1.2K | 87% | $24.99 |
| $564.2K | 351 | 81% | $54.99 |