
Theater of war, infinite drama. A masterpiece of historical simulation "ROMANCE OF THE THREE KINGDOMS 8" is revived after 20 years. Enjoy the greatest military drama in the Three Kingdoms series, with the largest number of officers and scenarios!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
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): 1.57/day in the week to Jul 30 → 1.71/day in the week after.
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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 | $59.99 | 3.1Kreviews | 50% | — | $6.8M |
| $59.99 | 1Kratings | 75% | — | 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 832 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
いつものパワーアップキッド商法は仕方がないとしても、その後の対応が酷い。 あまりにもバグが多い状態でリリースしているからやりたかったプレイ(古武将を使う等)がまったく出来ない状態になっている。 そのバグも直すとは言ったがいつまでに直すとは言っていないしあまりにも無責任すぎる。 多少の不具合やバグが出るのはしょうがないが、アプデの楽しみにしてた部分がバグまみれとなると買うのをおススメ出来ない。 直ったとしても信用出来なくなるからメインとなる部分はちゃんとテストプレイして確認してほしい。
半年不更新,然后就迫不及待出威力加强版圈钱,真有你的啊,脱裤魔
俘虏系统是没有的,小势力是光速投降的,低情谊是反复横跳的,砍人是看心情的,单挑是看运气的,礼物是五十块一个的,交友是点点点的,文本是尬出天际的,玩起来手是累脑子是热的
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 1: 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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese*, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $59.99 |
| — |
| — |
| — |
| 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 832 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
가격대비 아쉬운 삼국지.. 일단 60프레임지원이나 일러스트,시나리오,ost등등 발전된 부분은 많긴하지만...여러가지 시스템들은 오히려 퇴보한 느낌..연의전만 해도 군사,태수,도독취임도 다 연의전을 거쳐야되고 발생하기 싫은 역사이벤트 안볼수 있어서 좋긴하나 그외에 자잘한 무명,문명상승,공용배우자 결혼등 다 연의전을 통해야하니 안그래도 내정,교류는 그냥 클릭클릭 반복인데 연의전도 맨날 클릭클릭 설전,일기토시 인게임 캐릭터 모델링이 거의 모바일게임 수준.13보다도 안좋은 느낌.특히 설전때는 설전시작시 지력이 높은쪽이 선제공격을 하는데 그때마다 눈깔엉망인얼굴 클로즈업되서 나와서 볼때마다 짜증 또 문관,무관 개념이 없어서 제갈량이 일기토신청한다거나 관우가 설전을 신청하는 경우가 나옵니다..전투때 일기토 거절이 없고 내가 걸려고 할때 걸지,안걸지 선택만 가능해서 상대가 신청해오면 꼭 해야되는데 부장이 아니라 부대장이 나가서 질경우 그대로 부대가 삭제되고 부대장은 포박ㅋㅋ 네임드 장수 30명만 기재있는것도 문제지만,장수간에 능력치 차이에 따른 격차가 너무커서 통솔,무력,지력애매한 애는 많이 끌고와봤자 공격해도 반격뎀으로 더 맞으니 전혀 도움이 안되는 수준 그래도 장수제라 교류나 결혼,육아등등 인간관계시스템덕에 재미는 있으나 코에이삼국지답게 오래하면 너무 질리고 피곤함,다른 하자있는 게임시스템때문에 할 때마다 불편함이 있음 7만원주고 샀지만 7만원 주고 살 게임은 절대아님 [strike]게다가 파워업키트도 안낸다고 하니 그냥 이대로 유기하겠다는걸로 보인다.[/strike] +수정 2026년 1월 파워업키트 출시 예정 예고한거는 뭐 많이 추가되는것처럼 보이는데,직접 해보기전에는 판단하기 어렵다.결론은 1월에 파워업키트 나오고 반응본 다음에 게임+pk 사는게 나아보인다.
リメイク前の三国志8の方がマシかも・・・ こんなものじゃなくて早く蒼き狼と白き牝鹿4のPKを出してください
端的に言えば評価できる部分もあるが荒削りでストレスが多いという7,8,10でありがちなパターンそのまま 個人プレイということで13PK(や太閤5)と比較していくが、特にこだわりがなければ13PKの方を推奨したい。 アップデートが最近ないのではよアプデしろという催促も込めてレビューする(25年6月末) 良い点 ・武名、文名、悪名システム これは結構面白かった。武名文名が低いと面会できないとか悪名高いと弊害出るとか13ではあまりない要素なので今後の個人プレイ作品でも踏襲して欲しい。戦闘時に武名が高い武将が威圧して戦意を下げてくることがあるのだが、ゲーム開始直後くらいしか遭遇しない。主人公の武名が低い時しか起こらないのか? ・演技伝 13だとゲーム開始前の設定で歴史イベントをオンにしていると、その後条件を満たす限りイベントがどんどん進行していく。一方で8はプレイヤーの任意で発生するorしないを選べるので「このイベントで打ち切ってここからイベント無しでやってみよう」みたいなこともできる。良いシステムだと思う。通知がうざいのと、伴侶イベントなどもう達成できないイベントがいつまでも残って目障り(下の方に追いやることはできるが)なのは×。 ・ほぼ1年刻みのシナリオと豊富な架空シナリオ シナリオの多さはオリジナル8の時から踏襲された要素で健在。それに加えて架空シナリオも多いのでいろいろなシナリオが楽しめる。といっても結局最終的にお気に入りの武将が活躍できるシナリオばかり遊ぶことが多いのだが、まあ多くて悪いはずもなし。2,3年でガラっと勢力図が変わることも多いので特に190年代のシナリオが多いのは評価できる。三国鼎立以降は1年刻みでシナリオあっても勢力図変わらないから正直あんまりいらない。架空シナリオは面白い設定のものも多い。 ・途中エンディングですぐ終わることもできる 毎回天下統一まで進めるのはダルイという人でもこのゲームは地方統一でエンディングに行くことが可能なので、面倒ならそこで打ち切って終わりでも良い。西北制覇EDなんて4都市だけで良いのでめちゃめちゃラク。まあ飽きたら別にエンディングいかずに打ち切りで良いとも思うが、どうしても一区切りつけたい人のため。 ・鍛錬で効率良く経験が稼げる これは13で不満だった要素だが、鍛錬のコマンドが13の時は稼げる経験値が微々たる量でこれでパラメーターを上げるのはかなり効率が悪かった。8リメではちゃんと鍛錬でそれなりに数値が伸びる。最高効率を求めるなら他のやり方もあるが、まあ普通にやる分にはこれくらいが妥当かなという感じの数字。 ・戦闘は面白い 不満点はある(後述)が13PKよりは面白いかなという感じ。個人的に評価したいのは副将の価値が高くなったこと。今作では副将の方が兵科適正高ければそっちが優先されるし副将の戦法も使える(13ではできなかった)。地形によって使える戦法が変わったりするので地形を活かして戦うという要素はこっちの方が強い。関はクソ。AIのおつむも悪い。というかアプデで改善したかと思ったらむしろ悪化してる部分もあって結局アホだった。 ・武将が処断される 13では基本的に処断というものが発生しない。張角や董卓といった一部君主が対象になることはあるが、それ以外だと仇敵だろうが処断しない。8ではちゃんと仇敵は処断するし、君主側が敵視されていても処断される。裏切ると君主との友好度が下がって嫌悪関係になり、処断される可能性が高くなるのでこれで裏切ることへのデメリットを表現している。 ・降伏勧告が決まりやすい&制限がない 13はかなり大勢力にならないと敵勢力への降伏勧告が決まらない。なので実質ゲーム中盤~終盤でしか使わない。しかも特定の君主は降伏を絶対拒否するクソいらない仕様がある。今作では割と中堅勢力が弱小勢力に対して勧告してもまあまあ決まる。そして特定君主が拒否する仕様がないので曹操や劉備あたり相手でも決まる時は決まる。もちろん滅ぼしたかったら勧告せずに滅ぼせば良いわけで今後もこういう仕様でお願いしたい。 不満点 ・能力が99までしか上がらない このゲームは能力の初期値が99以下の武将は99までしか上がらない。一方で初期値が100の武将(というか呂布と諸葛亮)は100以降も成長していく(最大120まで)。つまり初期値99の武将は伸びしろゼロ。最終的に結構多くの武将が99に到達するので初期値98やそれに近い武将はその有利を活かせる期間が短い。99→100で必要経験値が莫大でも良いから上がるようにして欲しかった。 ・孫氏の兵法書を孫堅や息子たちが独占する シリーズおなじみの統率+10補正を持つ最強アイテムの孫氏の兵法書を孫家の連中が所持していて、原則としてプレイヤーが入手できない。他に統率+10アイテムが存在するとかならそれでも良いのだが、もちろん存在しないし編集で作ることもできない。前述の仕様とあわせて最強育成する楽しみを奪われた気分。 ・目標を設定するとそこしか攻撃しなくなる 現状ではこれがもっとも8リメイクの問題点で改善しないとダメな要素と思われる。一度どこかの勢力を攻撃目標に設定すると、他にどれだけ落とせそうな都市や滅ぼせそうな勢力があっても完全にスルーし、対象の勢力のみを攻撃し続ける。いや、攻撃してくれるならまだマシで大抵の場合、攻めても無理と判断して何もしなくなる。無理だと判断したら目標を他に切り替えれば良いのにそれもしない。これがどの勢力でも起こり、結果完全に膠着する。実際にデモプレイでCOMに任せると大抵の場合膠着エンドで動きがどこかで全くなくなる。13と違って隣接都市にしか軍勢派遣できないのも一因と思われるがとにかくどうにかした方が良い要素だと思う。 ・ゲーム中編集やアイテム編集、イベント作成ができない チートや逆チートができない。前述のように統率10アイテムを実質入手できないなど自由度は低い。 ・相克がうざい 戦闘中に自分と能力傾向が近い武将がいると強制的に相克関係になる。この相克関係になるとその武将がこちらを敵視してくる。これがとてもダルイ。まず戦闘で相手が視界内に入ると強制的に 相 手 だ け が戦意100になる。こっちは何にもない。周瑜や馬超のような奇才持ちが特に厄介。一応相手を撃破するとこっちの戦意が上がる恩恵はあるが明らかにこっちに不利な仕様なのは間違いない。そして相克関係の武将は絶対に捕縛されず、所属勢力を滅ぼしても逃げてまた別の勢力に仕える。なので捕縛からの処断や登用してもらって同勢力になるというルートがない。ものすごく面倒な仕様で捕縛は普通に発生するようにして欲しかった。相克関係になる武将が最大4枠で多すぎるのも問題。2枠でいいでしょ…。というか相克自体かなりストレスでいらない要素に近いと思う。前述のように捕縛は発生するようにするか、解消する手段(もしくは発生を拒否する手段)を増やして欲しい。ちなみに新武将でプレイする時は適当な雑魚武将を最大2枚ほど相克設定することで枠を埋められる。 ・奇才が少ない、格差が大きい 作品の目玉の一つとも言える奇才だが、明らかにぶっ壊れなものからゴミすぎるものもある。 というかまず30枠程度しかなく少なすぎる。汎用奇才など11の特技に近いシステムにしていろんな武将に持たせた方が面白いと思う。基本的に強い奇才が多いのだが(それはそれで奇才持ちと持ってない武将の格差が大きいことを意味するが)、中にはなんじゃこれと言いたくなるほど弱いものもある。呂蒙とか。もうちょっとバランス考えて欲しかったっすね…。 ・一騎打ちと舌戦がやること一緒 どっちも札選んで数字が強ければ勝つというシステムだが本当に一緒。 わざわざわけてる意味がないとすら言える。他のシリーズ同様に違うシステムにして欲しかった。 ・陪臣システムがない 太閤立志伝に存在する「家臣の家臣」といった存在がない(これは13でも不満だった)。 簡単に言うと何進に仕えている曹操をサポートする夏侯惇、とか劉備に仕える関羽に従う関平や周倉、といったプレイはできなくて基本的には同じ君主に仕える同僚でしかない。もちろん彼らを太守にしてそこの部下になることはできるが、太守が変わると崩れる関係でしかない。陪臣システムは三国志でも採用して欲しいシステムなので一考して欲しい。 まとめると ・戦闘はまあまあ面白い ・シナリオが豊富なのは良い ・勢力同士お互い睨み合って膠着しやすいのがクソ ・相克がクソ、奇才は練りこみ不足 13PKの方が面白かった。
내나이 38세 디지탈디럭스 산것으로 코에이와의 모든 마음의 빛은 청산한걸로 하겠소 다신 내눈앞에 얼씬거리지 마소
==================== Rugpulled under half year ==================== -Unbalanced damage calculation, your unit scales with your troops count, if you have 2000 soldiers per unit, you will have low Attack and low Defense -Repetitive off battle scene -Siege scene is gutted compare to the originally ROTK8 -China is supposed to have special tribal units across different province of the world, but it does not -No special weather, no food supply constraint, no strat -Battlefield all have these watch towers to artificially make attacking harder, to slow down your pace, so you don't finish the game too early, because the A.I. is dumb -Each officer/unit on the battlefield can use their ability once only, it means officer that are dumb/weak historically with no skill, they are screwed for eternity. Also, you can't use any ability if you have low morale for some reason, which is not fun I get tired of brainstorming to point out the flaw of this game, because it will take more time than the developers put into "Remake" this game. ====================================================================== Below is further extension of my thoughts after being patient, hoping things will be better ====================================================================== As of April 2nd, 2026, when all the PowerUp kit DLC has released and settle, where Koei claimed there won't be a PowerUp kit for this game. Note : I did not buy the DLC, since it has such poor review ratio, I will not bother. I've seen some fixes, but if you have to keep bug fixes, game balancing changes exclusive to DLC, there is something wrong with Koei's head. Disclaimer : This is mostly just an original ROTK 8 appreciation read and comparison. During this time, I have gone back to the original ROTK 8 to refresh my memory, since it's been 20+ years. The tl;dr version verdict is that the OG ROTK 8 is a better game by far. But, I will keep everything as short and summarized as possible. I will list out the good of the 8 Remake first, and then list the good of the OG 8. 1) Obviously, the new 8 Remake has better graphics, modernized UI, BGM fade out when game not focused. All the modernized crap that you could think of, voiceline effects for immersion, hotkey customization, scenario setup all can be modified. While the original 8 is played at some old 4:3 resolution such as 1024x768, there are tools such as Magpie that will upscale it, but pop windows gonna be buggy. No in-game audio slider. 2) During combat, the new 8 Remake uses hexagon grid unit system which allow units to cling onto each other nicely, it is in my opinion superior than the old 9-sub box grid unit system, it was clunky, doesn't fuse well into each other. 3) You can save game at any moment during battle, but you can't do that in OG8. ----------------------- I just can't point out anything good from 8 Remake that catches my attention. Now, onto why OG ROTK 8 is better, and I'm gonna focus on battle scene mostly, since off battle home town scene is just your boring 9-5 job. 1) In the OG8, during the Pre-War planning stage, you have to analyze several things, the map terrain, enemy troops count, enemy reinforcement, where enemies camp are, the general strength and weakness of the officer you will be facing, because there is this thing called "Tactics" that you must pick for each battle. I played the game in Chinese language, so I don't know what they are called in English, but basically Tactics such as Blitzkrieg (Fast movement/High Morale for first 10 round), Traps Sniffing (Because traps are very damaging), DragonBoat (If map terrain is revolving around water), Long range shooting (Great option if you have a lot archers), EagleEye (Increase view range), Teachings (Lower the success rates of enemies skills, great pick if you expect a lot of high INT officer), Brilliance (Increase the odds of your own skills success rate). And then, you have to allocate your strategem points, war howl (+Morale), Thunder, Weather modification, Wind direction alteration, Wall weakening, Internal conflict, quick extraction etc. As a defender, you have the option to start off the battle right inside your own castle, if you expect you are going to be heavily outnumbered before your reinforcement arrive, the trade off is that you will lose morale constantly. With that said above, you can imagine, why it is very crucial to pick your troops type carefully, cavalry is great for quick push, on foot soldier are great for blocking enemies and high INT officer who are not good at killing. The thing is ... 8 Remake has NONE OF THESE ... It's all dem pu33ies hugging their own castles, towers so they can have free hits. 2) In the OG8, during War stage, I mentioned high INT officer a couple of times for a reason. Because there are many executable skills involved, "Taunt" (to get someone hooked onto the taunter), "BattleScream" (to cause panic mode onto enemies), "Confusion state", "Traps induced immobilization state", all of these status effect can be cured, and high INT officer have significantly higher chance of curing these status effect. On top of this, there is "Extinguish fire" and "Calm ally" skill, which also scale heavily with higher INT. So, you see every officer unit, whether they are dumb or not, at least have one or two skills/tasks to perform each turn. The issue here again is ... 8 Remake has NONE OF THESE ... No heavy emphasis on high INT officer. If your officer unit has nothing to do, (Nothing to calm, nothing to taunt, no Fire to extinguish, nothing to attack), you will just wait for your next turn. Onto the next subject, Morale. In OG8, this metric is an indicator of your Attack/Defense, also decide how likely you will go into panic mode, very low morale will cause troops to flee. However, in 8 Remake, Morale isn't related to any of these at all, it is a gauge to determine whether if you can use your ability or not, you recover a little per round. And if you are under certain Morale threshold, you cannot use any ability, plus abilities are all one-time use only, what the freaking hell ... Koei? In the original review I wrote way above, I mentioned how your unit's Attack/Defense is directly proportional to your unit's troops count. That is a HUGE issue, but I didn't go into full detail explain why that is bad, you won't understand why it is bad if you have only played the 8 Remake. In the OG8, under the right circumstances, a low troops count unit (5000) can beat a high troops count unit (20000), if you inject it with panic/confused status, low morale. In the 8 Remake, it always feel hopeless for a low troops count unit going up against a high troops unit, because skills are lacking. The high troops count unit already has man advantage, and that's enough, why should it have 2nd layer of advantage, allowing the system to scale Attack/Defense with troops count? In Layman's terms, Koei is basically saying a high HP character will have higher Attack, higher Defense, when in fact high HP should only mean the number of hits you can take before you are out. In OG8, the defenders location are hidden, you can get ambushed very easily if you move your unit too quickly beyond your armies view range and bump into standing army. Battle usually take place in the center camp, there is a dotted line showing cutting across the center camp, and if attackers cross this dotted line, you will lose backline support and lose 5 morale per round, which is perfect because it doesn't force you to stay before the line, you could play beyond the dotted line all you want. Another thing is, you are not allowed to project your movement, by virtually placing your units to an enemy to preview how much exact damage you will do, etc and then right click to revert. In the 8 Remake, defenders location are basically revealed, view range are extremely broad, no element of surprise at all. It's usually going through these stupid tower turrets or defenders hugging their castle.
まず、飽きさせない試みを導入しようという気概は感じる。 ただ、その試みの掘り下げが、非常に、非常に雑。 今回のPK化のキモの一つであろう転機 例えば、決戦という転機がある。 これは、戦闘時に隣接以外の遠方地の都市から援軍が呼べる、決戦時の戦闘は両軍全滅が決着条件に格上げ といったものだ。 これはいい。すごくいい。 ただね、援軍が自軍本拠と敵軍本拠の真ん中に最初からいるってどんな状況よ? 君らの援軍都市、前線よりはるか後方よ? こういうゲームの難易度を、意味の分からない調整で濁すのは本当に雑、マジで雑。 ユーザーはこのアップデートに、毎回ゲーム1本分支払ってることをコーエーは忘れないでほしい。 別に新しい機能を充実させろとは言ってないんだよ。 雑な調整、雑なデバックはやめろって言ってるだけ。 本当、頼むよ。 このジャンル、まじで先細りなんだから・・・。
똥믈리에라 불릴 정도로 똥게임도 즐기는데 인생 처음으로 돈이 아깝다고 느낀 게임 평가 작성도 원래 귀찮아서 안 다는데 개 빡쳐서 처음으로 달아 본다
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