
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
还可以,挺不错的,三国志粉丝值得入手。缺点是战斗地图太小,骑兵两个回合就到城下了,AI有点不够智能。
玩起来还行,字体看着很舒服,就是事件重复,PPT太多。
2024年《三國志8 REMAKE》發售時,作為玩家來說心態頗為複雜。一方面是對二十年前經典的懷舊情結,另一方面則是“換皮不換骨”的隱隱擔憂。事實證明,原版確實止步於“視覺翻新”,幾十小時後便陷入重複勞動的泥潭。時隔一年威力加強版如約而至,168元的定價在光榮體系裡算不上高,熟悉“傳統商法”的老玩家也早有心理準備。但真正上手後,這套“寶珠+轉機”的組合拳確實打出了些新意思。 本次PK版的核心,是一套名為“寶珠”的天賦樹系統。玩家通過參與各類活動積累“膽識”,用以點亮不同功能的寶珠,獲得實打實的增益效果。這套系統分為通用、身份、輔助三條成長鏈:通用寶珠貫穿始終,身份寶珠隨官職切換自動適配,輔助寶珠則從武名、文名、惡名中擇一發展,層次清晰且選擇空間充足。更難得的是,寶珠效果精准打擊了玩家的痛點——典型如太守寶珠,能自動拉滿轄區民心至80,徹底省去挨個巡視的瑣碎操作;君主寶珠中更有提升外交成功率至“勸降級”的逆天存在,後期統一效率大幅提升。視覺化的點亮過程提供了明確的階段性目標,有效緩解了策略遊戲常見的“目標感缺失”問題。 另一個值得關注的是轉機系統,通過積累“時運值”觸發隨機事件的機制,為後期戰局注入變數。其優勢在於打破“最優解”定式,讓玩家即便在大優勢局面下也得打起精神應對突發狀況。不過目前事件觸發略顯生硬,且官方已預告3月後將進一步完善,現階段只能算是“半成品”。當然這次加強版並非沒有遺憾,戰鬥系統依然原地踏步,攻城戰依舊是箭塔對射的老套路,野外會戰、圍城戰術等深度玩法並未回歸,以至於有玩家調侃“大概是戰鬥底子太差,光榮乾脆用勸降寶珠幫你跳過”。演義傳系統同樣未作優化,事件觸發條件依然缺乏提示,不看攻略極易錯過關鍵劇情。此外官職系統也顯得敷衍,基本照搬《三國志13》,除了提升忠誠度外存在感薄弱。 站在系列40周年的節點上,這款威力加強版的定位頗為清晰:它無意顛覆原作,而是在保留核心風味的前提下,通過系統層面的“補完”優化玩家體驗。寶珠系統的引入,本質上是將養成線從“隱性積累”轉化為“顯性目標”,同時用自動化機制壓縮了後期垃圾時間。對於新玩家而言,這套設計大幅降低了上手門檻——即便不懂複雜的策略博弈,跟著寶珠走也能獲得清晰的成長回饋。對於老玩家來說,雖然戰鬥系統的遺憾依然存在,但新系統帶來的變數和效率提升,足以成為重開一局的理由。 綜合來看,《三國志8 REMAKE 威力加強版》優點在於寶珠系統提供了清晰的成長主線和實用增益,轉機機制為後期注入新變數,中文配音的回歸也提升了沉浸感;缺點則是戰鬥系統無實質改進,演義傳等老問題依然存在,部分新系統尚待完善。如果你是玩過原版但意猶未盡者,或是喜歡RPG養成元素的策略玩家,那麼這次回歸絕對值得;但如果你期待戰鬥系統的革新,或是預算有限的非系列粉絲,或許可以再觀望一陣。
Media

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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 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
とても面白い戦略ゲームです!このような素晴らしいゲームを作ってくれてありがとうございます。今後、ベトナム語にも対応してくれたら嬉しいです。 Đây là một trò chơi chiến thuật rất thú vị! Cảm ơn vì đã tạo ra một trò chơi tuyệt vời như vậy. Tôi hy vọng các bạn sẽ phát hành phiên bản tiếng Việt trong tương lai.
그만 좀 맞자 ㅠㅠ....
三国志系列的我都爱玩
At first I didn't understand the game well, but now I can say that the game is very good, especially if you start as a free officer and develop to an emperor. I recommend it to everyone who loves this genre of game and I'm looking forward to Romance of the Three Kingdoms XV. Well done to KOEI, a lot of good work.
《三国志8 REMAKE 威力加强版》作为发售于24年底好评率并不算高的《三国志8 REMAKE》的新增dlc,其肩负的责任就是在游戏原版基础上进行的一次系统性的修复,将本体中一些影响游戏体验的部分给修改或补齐。 这次威力加强版本主要加入了更多的武将“奇才”特性来改变原版武将同质化严重的问题;独特的宝珠系统来改变游戏中的身份玩法缺乏区分度,几乎所有的其他身份开局都是君主身份的“阉割版”的问题;以及改变游戏中后期基本都是点点点导致的重复感强的问题。综合玩下来的直观感受是,威力加强版的内容确实比原版丰富了许多,修改了原本许多的地方,但这种“修补式”的dlc受到游戏原版几十年前的游戏框架所束缚,即时加入了许多增加游戏性的玩法和便捷功能,但几十年前大小回合轮转,战斗走格子,送礼交友点点点的玩法放在如今属实是有些过时了。 这次威力加强版最核心的不分有两点,一是加入了“宝珠”系统,《三国志8 REMAKE》中,玩家在选择开局的时候可以进行诸如君主,军师,太守等身份的选择,但是在游戏中的实际体验就是君主管所有城、都督管一片城、太守管一个城,本质上并没有很大的区别。而新加入的宝珠系统则在一定程度上改善了原版不同身份同质化严重的问题。 关于宝珠系统,简单点说就是不同身份的天赋树,在宝珠系统内,除了每个身份都能激活的共通宝珠天赋以外,其他的诸如君主,太守,军师等身份都有独特的可使用宝珠激活的天赋。在宝珠共通线中,加入了许多可以改善游戏体验的功能,比如终于可以自主选择是否与武将结为相生关系,不再因为一起打了几仗就被迫占用珍贵的栏位;比如会自动涨恶名等功能。而不同的身份线则让君主、都督、太守、军师这些职位真正有了玩法上的差异,比如君主就更偏向于忠诚度,外交,统帅方面;都督偏向管理武将,运营特权,战斗方面;太守侧重于内政和民心这方面。除了身份线以外宝珠系统中还有辅助线的存在,它允许玩家激活一种额外身份的技能。这套系统不仅增加了反复游玩的动力,也让每个身份都有了新的玩法。 游戏的另一大特点就是奇才系统的补充和特殊的转机系统。在游戏的原版中,只有少数名将拥有专属的特性,一些也很有名的武将在游戏中和无名小卒一样没有特性,只能沦为数值白板。而本次的威力加强版为大量武将增加了多种奇才特性,使得游戏中很多武将都拥有了特性,这让许多原本无人问津的中低阶武将有了用武之地,丰富了游戏的玩法。 游戏内新增的转机系统则给游戏带来了许多的不确定性。首先是这个系统会根据全图势力的行为累积时运,并周期性触发各种全局事件,有些会限制强权扩张,有些会导致武将忠诚度波动,还有些能大幅强化特定类型的部队。但这个系统的游戏体验并不是很好,因为很多时候触发了转运不是玩家想要的事件,对于这种情况玩家只能被动接受结果。而且部分转机事件的数值太高了,可能会影响玩家的一些游戏对局,使得原本能赢的局面输掉。 总的来说这次的威力加强新增内容还是比较丰富的,但游戏三月一周期,不断的点点点的的底层逻辑让游戏游玩起来还是有拖沓,无论玩家使用哪个身份进行游玩,每个季度能执行的指令是有限,而且在游戏中后期玩家必须花费大量的时间消耗在反复的交友点点点中,很容易让人产生重复劳动的疲劳感。但不管怎么说,威力加强版的出现还是改善了原版许多体验的。 [quote] 亲亲亲!亲亲亲!噗铃噗铃!爱你爱你!姆尼姆尼!叻咯叻咯!姆拉姆拉![url=https://store.steampowered.com/curator/44515001]不动不动不动卿[/url]亲亲亲!亲亲亲!爱你爱你!姆尼姆尼!噗铃噗铃!波隆奴璐璐!叻咯叻咯! [/quote]
比600多的13强
好玩
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.
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