
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
Good
超好玩
good at beginning
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.9M | 7.8K | 90% | $19.99 | |
| $3.9M | 4.5K | 83% | $23.99 | |
| $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 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 622 | 84% | $59.99 | |
| $6.8M | 3.9K | 50% | $59.99 | |
| $2M | 997 | 50% | $59.99 | |
| $1.9M | 1.1K | 71% | $59.99 | |
| $806.6K | 1.2K | 87% | $24.99 | |
| $564.2K | 351 | 81% | $54.99 |
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
재밌음
好玩真的好玩
nice game
我錯了 應該直接買威力加強版 多打大型會戰可以用威風之影直接拿下城池 不用花費時間攻城也免掉戰後的重建
创造比这代好玩,那代又没中文,还不如学习版
还可以,但是为啥突然不给成就了(有谁能解答一下吗)
首先,非系列粉丝推荐从战国立志传/创造入坑,价格低廉,游玩体验良好。 本作比较倾向极端化。 价位太高是光荣一如既往的尿性。 游戏乐趣很足,新手教程偏长,且引导稍差。有过经验的可能琢磨明白快一点,没有的是真的很难看懂。 游戏对局相比创造(没买大志,没法对比)属于强化内政收益与复杂化流程与简化战斗流程,比较适合我这种战斗苦手。 两方游玩内容比例大概在6(内政):4(战斗)前后,战斗占比可能更少。 攻城很有意思,比起创造的乐趣属于大幅提升,在操作性上的可玩性也很强。 然后不得不提到的一些缺点,本作的游玩体验是相当两极分化的,许多内容刚开始玩乐趣满满,中后期开始不停重复劳作,譬如家臣的谏言,战斗地图的缺少与深度的缺乏,攻城战的模式化,与战败惩罚过于严重。 本作的ai水平也非常堪忧,种地的数值比较失衡,ai模式的单一化,疯狂种地并不会有什么压倒性的好处,只会导致你和ai的兵力都爆炸。在需要大规模强制兵力差打攻城战的时候会非常困难。(本作攻城战有士气条且部分城池强制攻城战,开战会根据你人数来决定长短,会一直削减,如果人数不在守城方的三到五倍几乎不可能获胜)。ai军团的战力比起我在创造的体验挺拉的。 战斗取胜方式的多样化很多时候是优点,但在地图的缺乏下会变成枯燥乏味的重复劳作。 总结一下,两极分化的体验很严重,完成度可以接受,但恐怕无法提供长期游玩乐趣,正常情况下30小时应该是极限了。再往后基本很多负面体验的趋势会显现的越来越明显。 300+/400+的价位严重不值,即便是粉丝我也推荐等打折300以下入手。路人入手慎重,不如看看战国立志传/创造
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.