
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.
About





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 836 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
讚
000
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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 |
|---|---|---|---|---|
| $6.8M | 15.2K | 98% | $11.99 | |
| $6.8M | 8.8K | 92% | $24.99 | |
| $6.8M | 21.5K | 95% | $19.99 | |
| $6.8M | 10.5K | 82% | $34.99 | |
| $6.8M | 10.7K | 88% | $23.99 | |
| $6.7M | 11.8K | 52% | $17.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $417.8K | 453 | 74% | $39.99 | |
| $16.8M | 7.6K | 58% | $59.99 | |
| $478.6K | 692 | 83% | $29.99 | |
| $110.1K | 148 | 74% | $29.99 | |
| $78.3K | 159 | 68% | $19.99 | |
| $22.7M | 16.2K | 63% | $59.99 |
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 836 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
还不错
面白い。ただ、能力が99で制限しつつ、左慈に頼るのなら、移動制限は解除してほしかった。
실행이 안됀다 18
[h1]一把叫宝珠之剑一把叫转运之剑?《三国志8RE PK》测评[/h1] 《三国志》几乎是构成游戏历史本身的传奇长寿系列,而24年末发布的《三国志8 Remake》,则是对于其四十周年的献礼。光荣立项这个“系列首次Remake”时,大概料想不到8RE出师未捷褒贬不一的境地。 2001年发售的原版《三国志8》确实是意义特殊的一作,受到光荣当年大受赞誉的《太阁立志传》系列影响,转型期的《三国志》系列光速太阁化,从传承六代、统领全局的祖宗之法,转向个人武将的身份扮演视角。但《38》又把《37》迈得过大的步子撤回了一些,并通过老老实实的加法实现了系列首次的全年代剧本覆盖,由此成为当年视角下颇为优秀的一作; 所以不难理解为什么光荣在系列40周年这个节点,选择《38》进行重制(当然核心原因还是15的工期绝对赶不上),但是《38RE》的滑铁卢大概是所有人都始料未及的——这个玩法模式对于2024年的玩家,还是太干瘪了,重复就是《38RE》的主旋律。不同于《314》,扮演武将意味着你的精力不能集中在大战略,而是通过完全重复的拜访、赠礼、舌战堆砌出来的相生关系玩法分走精力。而当年主打的等级身份区别,如都督、太守等身份,也只是在完整的“君主”模型下逐层进行减法,限制能力创建的。 既然症结明确,自然也就利于下药,《威力加强版》的所有核心改动,都是针对贯通游戏的重复感,以及身份玩法的徒有其表进行优化的——最核心的新增机制为“宝珠”和“转运”。 [h3]身份玩法的对症下药:宝珠[/h3] “宝珠”的实质是技能树的扩展,不过不只有一组技能树,而是可以同时激活三组:绑定于当前君主、都督、在野等身份的主要身份系统,可以自选另一个身份进行装备的辅助系统,以及所有英雄共通的共享系统。使用多个技能树的好处之一,就在于不会因为角色扮演玩法的身份转换,导致此前的加点白费:比如你作为太守反叛为在野之后,依旧可以把太守的身份技能树设为辅助——但是作为辅助身份的技能树仅能生效5个主要节点的宝珠效果,大部分的加成效果依旧来自当前的身份宝珠,以及共通。所以这在提供给玩家一定灵活性的同时,也不会导致身份玩法形同虚设。 宝珠带来的不仅是数值的叠加,也扩展了《38RE》此前没有的全新指令能力,比如太守可以“促进交流”,让麾下的将领互相之间的关系增进,普通身份则有指南,可以快速补平相生武将间的属性短板;在野和流浪军团的首领可以通过宝珠系统的新指令开店经商和劫掠城池,改善了原版游戏中这类身份不拜入势力就难以获得俸禄的根本缺陷,可谓都是对症下药。 如果你钟爱上述某个技能,而身份的转变不支持使用,也可以自由地把另一个身份设置成辅助——就像副职业那样,虽然属性的加点会被克扣不少,但是核心的指令都会得到保留,比如我个人最喜欢带的,是武人身份所带的压制和盖世,前者可以单挑稳胜一个回合,后者则可以在有武力优势时,即使跳过也可以保证取胜,大大简化了单挑的重复繁杂。(文人也有完全对应的技能,按需换用) [h3]催化行动的局外天意:转运[/h3] 另一个核心改进就是“转运”,也是PK版对于调解游戏中期重复感的一个旁路小巧思,简而言之,也就是一个事件系统:每三个月一次结算,会基于所有势力的周期内行为,累加时运值,当时运值足够高时,会引发一个全局状态。比如合纵连横,会令各种势力自发联合,集火当前的强权势力;觉醒则会基于对应特技的等级,强化统帅数据;疑心疑鬼则会减少非血亲外各类武将的忠诚,既要防范自家武将叛出,又是一个挖角心仪武将的好时机。 而具体此时发生什么事件,则会依照规定“契机”触发,比如想要触发合纵连横,总得有个明显的强权扩展;骑将或是步将崛起,也需要有实力研究对应科技——但是问题也就在这里,时运是个全局效果,而造就时运发生的来源也不只是主角,而是全局。所以即使你知道了契机为何,也很难定向触发自己需要的时运。 所以体验这个扩增玩法的最好方法,还是真正把这个当成“天命”,而不要强求。这个系统无疑会鼓励玩家和ai都进行更多互动或是攻打,也算是提振中期体验,降低重复感的核心。 [h3]总结[/h3] 新三国中,曹操有云,带兵如行医,医死的人越多,医术越高明。我料想做游戏也是如此,差评越多,制作水平越高,原版的弊病如此明显,对症下药就显得从容。《38RE》的褒贬不一纵不算天崩开局,但也是趁败追击的哀兵,想来必是天下无敌,那就预祝《38RE PK》可以靠着两大系统革新和新增剧本,扭转口碑吧。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
pk版本不错
1
good but abit boring .. the way it play
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.