
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 → 0.43/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
複雑すぎるでもなく、単純すぎるでもなく、バランスが取れていてやりやすいと思います。戦の比重が高いので、個人的にはもう少し内政の要素が高くても良いように感じました。
Crash at the display launch screen after 160 hr play time , I'm stuck in the display language and loading screen is not appear as it is. Also ridiculous support by KOEI customer support that my PC is not met requirement . Hello I am using RTX 3050 ti . your best is GTX 1060 come on ....
아주 훌륭해요
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 · 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
Got to know this game from the anime to for it and holy hell, it didn't dissapoint! Any game where I can play a massively overpowered Masamune is good!
nb
[h1]内政如织,外交如刃:信长之野望的战国生存之道[/h1] [h2]前言[/h2] 俗语道“乱世出豪杰”。三国风云中,刘关张的忠义、曹操的雄才、司马懿的谋略,早已谱写出无数荡气回肠的史诗。而今天,我们将跨越山海,置身于同样豪杰并起、波澜壮阔的日本战国时代。在《信长之野望:新生》中,你将化身一方大名,运筹帷幄,合纵连横,亲历攻城略地的惊心动魄,书写属于自己的战国传奇。 新生是“信长之野望”系列的最新作,光荣的40周年纪念作品。游戏以日本战国为背景,玩家可体验从1534~1614间的各个势力以及假想剧情,共计18个剧本(其中8个为dlc追加)。在成为“天下人”的路上,光有野心远远不足。如何在强邻环伺,家臣心思各异的乱世中生存并壮大?《新生》很好的模拟了战国大名的两大统治艺术。 [h2]“内政如织”[/h2] 想要前线打得放心,一个稳定的后方是必不可少的。游戏中行政区分为城-郡二级,而各家臣因其封到的领土形式不同可分为代官,领主和城主三种。分到根据地内的郡为代官。分到根据地之外的郡叫领主,分到城叫做城主。代官组头以上即可,领主需足轻大将以上,而城主需要侍大将以上。 这种功勋等级划分让频繁的人员调动变得必要,一个成员只有在上一个岗位积攒足够功勋,才能提拔至下一个岗位。大部分俘获的敌将,即使属性再好,也要从组头重新做起。组头太多,根据地太小,信长在度过前期后就会沦为“无情的孵蛋机器”。当然了,通过母衣众可以加速“孵化”,这个政策优先级还是比较高的。 想让地区的收益更高,需要开发郡,以及建造城下设施。在游戏中,这一系统非常简化,我们只需要打理根据地,其他只要我们任命城主,委任方针,ai就会帮助我们自动打理,非常方便。但这样一来,内政的打理就变成了一个填坑的过程,稍显枯燥,游戏也因此被戏称为“信长之野望填坑”。不过好在后期如果不考虑属性,可以直接一并任命,大大减少了重复的过程。 [h2]“外交如刃”[/h2] 准备好了后勤,下一步就是要剑指天下了。最基础的是大地图战,我们可以从不同路线包夹城市,磨掉耐久即可攻占。不过对方也会截击你的部队,可能没摸到城就死路上了。大地图战是比较耗时耗力的,同时也会消耗不少随身粮。 当有大名在场交战时,可以触发“会战”,强制将附近队伍拉入棋盘,进行战棋式的对阵。此模式收益颇高,一来手动操作可以降低兵耗,二来我们养的各种武将特性有处可使,三来当我们以少胜多,且双方兵力足够多时,会触发威风,直接攻占几座城,并获得许多增益,算是我们作为主角特有的外挂。 “会战”胜利有几种方式,歼灭敌军,士气取胜,破坏撤离点。会战有一个非常重要的机制,夹击,当敌人同时被多个方向进攻时,其兵力下降也会飞快。这让会战不只是数值的比拼,战术也是十分重要的。像是以一定兵力牵制敌军,小股部队上前偷家;或是诱敌深入,并在路口完成夹击等等。只要战术得当,以弱胜强,以少敌多,也并非不可能。 一些守备森严的城市在被包围后,会触发攻城战,我们需要带领军队破坏设施,击败守城士兵,攻入主城。这是我最不喜欢的环节了,因为攻城要用守卫兵力三被到五倍的士兵,才有把握拿下。攻城战的地形更复杂,设施的攻击掉兵非常快,这个环节也更考验你的战术水平。 战国大大小小的势力那么多,几种机制玩到后面也总会腻。不过好在游戏还算人性化,考虑到了这点。为了让你的耐心不至于消磨在无尽的战争中,也为了主城后期会因为版图太大而鞭长莫及。游戏制作了军团与决战系统。 先来讲讲军团,军团长需要家老以上的武将担任。你可以为他划定一部分区域,让他协助治理,像是主城无法辐射到的区域,在编入军团前,还会减少收入。你可以制订它的方针,让他协助进攻,或是将几块敌方领土作为攻略目标,让他帮我们完成统一大业。军团算是后期一个比较解放操作的系统了,任命之后,打仗你就不再需要亲自出马,军团会自动帮你攻略。你只需要处理处理事件和呈报,即可坐收天下,省去了很多繁杂重复的游戏体验。 再讲讲决战,当你城池足够多并满足一定条件时,便可触发决战。决战触发后,会进入几个月的准备时间,期间你可以搭配搭配武将,完善完善守城设施,等待决战到来。决战开始时,我们需挑选两批队伍,一个城池,与对方完成攻城,守城,最终决战三场战斗。前两场会影响最后的士气,而决战则影响最后结果。当我们胜利拿下决战时,对方的全境领土都会归我们。个人感觉这个系统非常不错,首先如此大量士兵的对决会战基本遇不到,算是一种全新体验。再者本机制强化了一战定江山,加快了游戏统一进程。省去了后期战线过长,运粮麻烦,容易堵塞等诸多糟糕体验,保证了游戏可玩性的延续。 [h2]一些碎碎念[/h2] 要我说起本作的印象,应该是上头。阶段性的目标,上手后易懂的操作,总让我欲罢不能。在尝这款游戏的时候,总是不知不觉又熬了个通宵,回头一看:“哇,已经这个点了。”同时游戏非常人性化,在我快感到枯燥时,总会有新机制,或是简化的操作出现。 游戏有足够的体量,不同剧本中多个能体验的势力,能自制的武将,可养成的词条等等,如果想玩,本作也确实可以玩好久。 游戏中存在各种可触发的剧情,除了可以改变局势,增加游戏变数外。也可以多学点没用的小知识,还是非常不错的。 为了追求真实,游戏中的武将也有寿命,不断地新人换旧人。看着曾经惯用的武将一个个离去,却还没实现统一,还是挺惋惜的,他们看不到我成就大业的那天了。 游戏好玩吗?总的来说好玩,好上手,杀时间。就是光荣的价格和分割商法有点.....如果抛开这个来看,我个人觉得是很不错的。 [code] [h1]欢迎关注 [b][url=https://steamcommunity.com/groups/luanqibajiao]乱七芭蕉[/url][/b] 鉴赏家[/h1] 欢迎各路 [strike]肥宅、哲学家、LSP、绅士[/strike] 大神和小白加入我们:[url=https://steamcommunity.com/groups/luanqibajiao][b]乱七芭蕉[/b][/url] 一起分享乱七芭蕉的 [strike]福利资源[/strike] 游戏经验:[b]Q群774704264[/b] [/code]
GOOD
1万2千円と10時間の無駄だった
好玩 爱玩
作り込まれていて、面白い
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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| $2M | 997 | 50% | $59.99 | |
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| $806.6K | 1.2K | 87% | $24.99 | |
| $564.2K | 351 | 81% | $54.99 |
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| $3.9M | 7.8K | 90% | $19.99 | |
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| $3.9M | 7.4K | 65% | $14.99 | |
| $3.9M | 1.6K | 85% | $79.99 | |
| $3.9M | 102.5K | 82% | $2.49 | |
| $3.9M | 7.4K | 66% | $12.99 |