
This game is a port of the Games for Windows - Live version that was released in 2009. If you buy the Untold Stories Bundle here on Steam, it will be the same as upgrading to Resident Evil 5 Gold Edition.
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): 22.14/day in the week to Sep 8 → 33/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $4.99−75% | 48.5Kreviews | 87% | — | $5M |
| $19.99 | 36.2Kratings | 91% | — | 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 2499 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Круто
[h1]A Bridge Too Far[/h1] In 2005 Resident Evil 4 stood out amongst its peers, forging a path forward for campaign-driven, action-horror games. A short 4 years later, Resident Evil 5 quickly fell behind its peers, casting off nearly everything 'Resident Evil' in favor of the stylings of other mainstream titles. Flashy cutscenes and co-op features could not make up for what was lost. RE4 took a giant step towards this precipice, making bold changes to the core structure and feel of a Resident Evil game while still holding onto its survival horror roots. RE4 got away with it. RE5 severed ties with those roots while taking another step and as a result plummeted off the cliff. The release of this mainline entry marks the date where Resident Evil as a franchise lost its way and its identity. Of course, this is all just my opinion. RE4 already took a massive leap away from the original trilogy's formula, so what did RE5 do differently to earn this criticism? First and foremost, for me, is a collection of interwoven mechanics that are all but lost at this point in the series: inventory management, item boxes, save rooms, the merchant, exploration, and back-tracking. With the longer, more linear campaign structure of RE4, the item boxes and tight inventory constraints were lost but what we got back was the most iconic merchant of all-time. I mean you could be a stranger to this all and you'd still know what I'm referencing. With RE5, there's no item boxes, no merchant, just a menu, a really bland menu. And there's no save rooms or typewriters! It's extra aggravating because save room-esque music plays over that menu sometimes, reminding us of how good we used to have it. RE4 held onto exploration and backtracking a little bit, but it wasn't the same. Now with RE5 there is absolutely none of that and that fact leads into my next downgrade: level design. RE4 had three very iconic levels, they each had different strengths and weaknesses but at the end of the day you remembered the village, castle, and island. RE5 takes a similar linear campaign approach but forgets to create any memorable locations. You get generic African village, bland laboratories, some caves, and I don't know what else. Oh, and they butchered the inventory/status screens of old. Gone is any personality or style, replaced with a transparent 3x3 grid... it's sad, totally adequate, but sad. [h1]Combat[/h1] Following in the steps of RE4, RE5 is a combat-focused experience. It takes on the prior's general layout, simply chaining together combat scenario after combat scenario. Unfortunately, the combat feels slightly worse to play and the scenarios are less memorable or innovative. Guns just don't have the same punch anymore; they're all a bit wimpy feeling. The memorable stuff is memorable in a negative way. Lots of turret sections or bastardizations or previous enemy types, how dare they turn lickers into this unrecognizable, mob enemy! There's a good bit of innovation with the melee combat system with more contextual attacks and combos with your partner. And I'd say that is the game's strong suit, being up close and personal with the action, forcing the player to switch weapons and utilize the variety of melee options. [h1]Story[/h1] I'm usually not too wrapped up in the stories of Resident Evil games. I like when it's fairly simple, like let's work to escape the city, let's find Chris, etc. That big picture context can then be underpinned by some conspiratorial nonsense that adds flavor. But here in RE5 it's all conspiratorial nonsense all the time. Chris happens to be deployed to a country in Africa that happens to have a weapons dealer there who happens to be associated with a pharmaceutical company who happens to be associated with an old friend Wesker who happens to have an old friend, Jill Valentine, mind-controlled and doing things and this is all happening in this region, I guess. So, the game is really just Chris following on dotted line to the next dotted line and so forth and you're just along for the ride. I also just hate the style that this game goes for. The cut scenes and the characters are just so obnoxious, check out the motorcycle Majini one above… Fast cuts, overuse of slow-motion, it’s sweaty and grimy but also a sleek and shiny Matrix wannabe. Why is Wesker dodging bullets? Since when are we mind-controlling people by putting a red orb on their chest? It's all really silly and clashes so hard with the grimier parts of the setting and story. If you've seen Black Hawk Down, there's a lot here that apes that tone. Trapped in a city with violent inhabitants, dead soldiers, Humvee sequences etc. But it's hard to criticize the story and plotting because at the end of the day I just enjoyed and praised RE4 and that plot was pretty dumb too. So, whatever, it's all Resident Evil gibberish and I don't really know what I'm talking about. I don't want to search too hard to figure why I don't like it and then turn around five years later and enjoy it… I don't think that will be the case, I really don't like this game, but you never know. [h1]Lost in Nightmares[/h1] Another comment you'll often see regarding RE5 is that Lost in Nightmares, a mini side campaign, is the best part of RE5 or what RE5 should've been. I find this so funny, because while I kind of agree, this campaign is such an afterthought. It tugs on nostalgic threads by placing Jill and Chris in another Spencer mansion with eerily similar architecture and thinks that that is enough effort. What a joke. This hour-long stroll includes backtracking, puzzle solving, traps, and original trilogy-esque door transitions! Wow! All in all, it's totally fine, but man, to me, it feels like Capcom developers were so lost at this point. [h1]Verdict[/h1] Overall, I'm probably being a little harsh on the game but also I didn't really enjoy it. It's a significantly worse version of Resident Evil 4 in almost every way. Like everyone says, it's probably a lot of fun with a friend in co-op, that's how I originally played it. As a solo experience though, in 2026, I'm not feeling it. Check out the full article [url=https://www.sevastromo.com/lost-in-nightmares/] HERE [/url] [url=https://www.sevastromo.com/] Sevastromo Station [/url]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5M | 5.3K | 87% | $49.99 | |
| $5M | 9.8K | 97% | $14.99 | |
| $5M | 24.6K | 98% | $14.99 | |
| $5M | 9.5K | 72% | $19.99 | |
| $5M | 4.5K | 78% | $39.99 | |
| $5M | 19.6K | 71% | $8.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.8M | 71.5K | 77% | $4.99 | |
| $3.2M | 32.2K | 78% | $4.99 | |
| $2.1M | 18.5K | 81% | $4.99 | |
| $10.7M | 21.2K | 72% | $29.99 | |
| $542K | 3.3K | 96% | $6.99 | |
| $2.3M | 25.9K | 94% | $3.99 |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 7: that day the store answered for this game elsewhere and gave no price there. The 14 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): 33.63/day in the week to Jul 21 → 38.4/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 2,404 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: English*, French, German, Italian, Japanese, Spanish - Spain, Czech, Polish, Russian*languages with full audio support
| $9.99−50% |
| — |
| — |
| — |
| 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 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Después de completar Resident Evil 5 al 100 %, mi sensación es bastante clara: me ha entretenido, he disfrutado completándolo y nunca he llegado a ese punto de pensar “qué pereza seguir jugando”… pero tampoco es un Resident Evil al que tenga intención de volver. La parte que más he disfrutado ha sido la historia y el recorrido por capítulos. Tiene buen ritmo y funciona bien para ir avanzando poco a poco, aunque muchas situaciones tiran demasiado hacia el espectáculo hollywoodiense: saltos imposibles, escenas dignas de Matrix y, por supuesto, el legendario Chris Redfield repartiendo puñetazos a una roca. Los jefes, en cambio, me han parecido bastante flojos. Mi favorito probablemente sea Excella, por encima incluso de Wesker. Y precisamente Wesker me deja una sensación extraña: es un villano muy querido y tiene una presencia brutal, pero creo que su final podría haber estado mucho mejor resuelto. Después de todo lo que representa el personaje, acabar en un volcán recibiendo lanzacohetes me parece una despedida bastante tonta. Jugablemente también se le notan los años. Los controles tipo tanque requieren adaptación y la IA puede ser bastante torpe. Normalmente se deja llevar, pero en Profesional llega a convertirse directamente en una carga. Mi última batalla en Evasión a la desesperada ha sido probablemente el mejor ejemplo de ello. De los DLC me quedo claramente con Perdido en un mar de pesadillas. Su ambientación, mucho más cercana al survival horror clásico y con ese sabor a Resident Evil 1, ha sido de lo mejor de toda la experiencia. Evasión a la desesperada, en cambio, me parece acción por acción. Para eso ya existe Mercenarios; no necesitaba otro modo basado prácticamente en oleadas constantes. Como juego para cazalogros ha sido bastante asequible. Hay coleccionables entretenidos, mejoras de armas, figuras y algunos retos curiosos, pero la mayoría de logros son fáciles. Solo unos pocos, especialmente en Profesional y dependiendo de la IA, han conseguido apretar de verdad. El último logro fue, con diferencia, el que más me hizo sufrir. El multijugador tampoco me ha aportado demasiado. Los diferentes modos me han parecido demasiado parecidos entre sí y, en mi experiencia actual, encontrar partidas requiere prácticamente organizarse con la comunidad. ¿Recomendaría jugar hoy a Resident Evil 5? Probablemente no, salvo que quieras recorrer toda la saga o tengas especial curiosidad por esta etapa de Resident Evil. Venía de Revelations y el salto hacia estos controles se me hizo bastante brusco. Incluso personalmente prefiero Resident Evil 6, pese a todo lo que se suele discutir sobre él. Me gustan los Resident Evil y he disfrutado completando este, pero ahora que está terminado siento que ya he visto todo lo que quería ver. Nota final: 6/10. Entretenido, disfrutable y digno de completar una vez. Pero el platino ya está en la vitrina… y ahí se queda.
o re5 e muito bom
This game is basically like that one person you laugh AT, not laugh WITH. Be prepared that the only fun you'll have in this game will be from laughing at the frankly terrible writing/VA work and ridiculous cutscenes/QTEs. When it comes to the controls, it's terrible, but not in a "it's so bad, it's good" way. The game has this strange fetish of only allowing you to do one thing at a time, for example: While reloading, you cannot move OR look around. While moving, you can't properly turn around. While aiming/shooting, you cannot move. Everything has to be done in isolation. I'm guessing that this is a remnant from the previous OG games, which were proper horror games, so this limitation was a way to build tension or something. About that, despite the game being called "Resident Evil", it has nothing to do with horror. This isn't a game about avoiding most threats, on the contrary, you're expected to shoot everyone and everything in sight, which can be a bit of a problem, since you're not allowed to buy ammo whatsoever, so you'll be perpetually out of ammo for half the game. The enemy designs are terrible due to many things, but the main one is how incredibly bullet spongy EVERYTHING is in this game. A standard zombie takes around 5 pistol rounds to the face, which seems doable, until you realize they now move faster than the player, use pikes, knives, grenades and even actual firearms from around the halfway point of the game. They also get helmets that make them immune to headshots, FUN. RE is known for having pretty mediocre or just straight up bad bossfights, so what do you think they did with them in RE5? Tone them down? Remove them entirely? Nope, fu€k you, you get a bossfight basically every 5 minutes, and yes, I'm counting the "normal" strong enemies among those, because they do the exact same thing (High HP, instakill attacks etc.). They COMPLETELY drain EVERYTHING you have, be it ammo or medical supplies, and then drop some trinket worth 5% of what you wasted on them. Money is basically worthless in this game, because again, YOU CANNOT BUY AMMO. All you can buy are upgrades which don't do anything and guns that you get for free in the levels. If you're gonna play this game, you're basically forced to convince someone to play this pile of garbage with you, because CO-OP is the only way to not end up in a psych ward. If you THINK you want to play this game, just watch the funny and ridiculous cutsenes on youtube, because this "game" has genuinely nothing to offer from a gameplay point of view.
jogo gostoso pqp
Almost my favorite RE game of all time. If you liked RE4, you'd have no issues enjoying RE5. Endless replay due to weapon upgrades, treasure hunting, mercenaries is awesome, and so is the versus. Capcom put an absolute banger of a game out in 2009 that still holds up today.
крутая часть,хорошая графика,но управление страдает
sandwich girl, boulder, and seven minutes
Коридорный шутан с минимумом исследования, отвратительным управлением, несколькими тут и там распиханными записками и скучными однообразными боссами. Босс? Скорее всего есть какая-то особая механика, чтобы его победить. Какая-то имба пуха, захват или нечто подобное, но нужно сделать это 1-2-5-10 раз, чтобы окончательно убить имба-вражину. Да, немного насыпали ЛОРа + дали кусок RE 1 в Lost in Nightmares. Второе DLC исключительно для любителей пострелять много, никакой практически смысловой нагрузки не несет. 5/10 если хочется с другом по фану побегать - найс
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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.
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