
Lead empires that evolve or endure through the Ages. Build something you believe in with Sid Meier's Civilization® VII.
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.
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.
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.
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.
About

Will your civilization evolve with the Ages or stand the Test of Time?
In Sid Meier's Civilization® VII, every strategic decision shapes your empire's unique lineage. Rule as legendary leaders from throughout history and strive for unique victories by choosing how your civilization changes or persists across each Age of human advancement.
Grow your territory with new Settlements and architectural Wonders, spur advancement with technological breakthroughs, and conquer or cooperate with your competition as you explore and expand into the world's far, unknown reaches. Pursue prosperity in an immersive solo experience or play with others in online multiplayer.*
Whether you follow a path rooted in history or chart your own way forward, build something you believe in with Civilization VII.
EVOLVE WITH EACH AGE OR STAND THE TEST OF TIME
Lead your empire through distinct Ages of human history. Across the Antiquity, Exploration, and Modern Ages, choose whether to lead one Time-Tested civilization from start to finish, have it strategically evolve to flourish with a new identity in the next Age, or split the difference through hybridization. As accomplishing scientific, cultural, militaristic, and economic milestones within each Age unlocks advantages in the next, you'll decide how and when your empire's identity and strategy develop.
CHART YOUR OWN PATH TO VICTORY
Shape your empire's unique story by pursuing a wide range of distinct Triumphs, attribute-based objectives that offer a player-driven experience. As each new Age expands the game's scope, it also brings opportunities to borrow elements from other civs, unlock new bonuses, and achieve Victory in myriad new and exciting ways. Order Commanders to move armies as one, engage enemies with revamped combat mechanics, equip swappable leader bonuses across campaigns with Mementos, and much more.
PLAY AS VISIONARY LEADERS OF PROGRESS
Embody illustrious leaders with one of Civilization's most diverse rosters yet, from traditional heads of state known for militaristic might or political prowess to visionaries who made lasting impacts on philosophy, science, human rights, and more. Your chosen leader will endure across the Ages, with a unique ability that can help reinforce or pivot your strategy from one Age into the next. For the first time in franchise history, leader selection is separate from your civilization, giving you the freedom to create all-new strategies by mixing and matching gameplay bonuses.
EXPLORE A WORLD VIVIDLY BROUGHT TO LIFE
Make your mark on a gorgeously detailed world! Your empire comes to life with a diverse range of cultural styles, represented across building architecture and Unit design. Traverse navigable rivers, explore the map's undiscovered reaches, and extend your borders with new Cities or specialized Towns. As your lavishly rendered territory expands, all of your scenic vistas, vibrant metropolises, and fledgling frontier territories will connect seamlessly across the ever-changing landscape.
TEST YOUR STRATEGIC METTLE IN MULTIPLAYER
Compete against other players online and prove your prowess as a great leader.* Multiplayer matches can be epic multi-Age campaigns or take place in a single Age, and cross-play is supported between PC and consoles, so you can play together with friends wherever they are.
*Online play and features (including progression bonuses) require an Internet connection and 2K Account (minimum age varies). Up to five players supported in the Antiquity & Exploration Ages. Up to eight players supported in the Modern Age. Map size restrictions may apply to certain cross-play multiplayer games. Terms apply.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 2558 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Civ 7 Review I purchased the Founders Edition on day one at launch and, like many Civ 7 players, was hugely disappointed by the state of the game. Now, about a year later, it feels as if they finally finished the base game that we all bought into. As someone who became a die-hard Civ player during Civ 6 and has logged almost 3,000 hours across both games, I still have some notes for Civ 7. Mostly, and unsurprisingly, the UI is still my biggest problem. Mods save this game for me. Without mods, I probably wouldn't play at all. I hate how much they try to conceal information from the player. Civ players love strategy. I, for one, love trying to min/max within reason, and Civ 7 makes it so hard to understand what's actually going on. Yields are unclear and unexplained. There are tables that are essentially pointless because, when you open them, you still can't understand why or where a yield is coming from. Civ 6 did a great job of making the map searchable and helping you understand how all the yields added up (except tourism). I wish data were easier to find, interpret, and therefore use to enhance gameplay. My biggest issue isn't that the lack of data keeps me from min/maxing. My biggest issue is that I don't always understand what the good or bad moves are because the game doesn't give you enough useful data or feedback. This makes decisions lose value and reward, and really just adds friction because gameplay with no reward is actually a net-negative. When Civ 7 came out, it gave me the impression they were trying to make a more immersive game that involved less math, less calculus, and more intuition. That completely failed. Why? Because it's taken me a year to relearn this game, and it still isn't intuitive. The result is that you constantly feel like you're fumbling decisions because the cause and effect of your choices aren't clear. My other big UI issue is the map. I constantly struggle to read it. Basic information is concealed. I think the enhanced graphics are a failure compared to Civ 6 because they make it harder to process the absolute basics of the game and constantly cause me to fumble small unit movements. It should be absolutely evident when you're about to move onto a tile that will end your unit's movement. Rough terrain and vegetation get completely obscured once you have buildings and armies covering the map. I cannot stress enough how this has been my least favorite part of Civ 7 since day one. Don't even get me started on cliffs. I actually love the concept but hate the execution because, again, they're impossible to read. There need to be icons along the hexes, coloring, or something that tells me, "If you move in this direction, your turn will end." It is the least rewarding part of the game to be in the middle of a brilliantly executed war and lose units or ground simply because you can't clearly see the board's properties anymore. Graphics are useless if the visual stimulation gets in the way of the gameplay. They really failed the UI. I won't go further because I have a long list of complaints that plenty of others have already covered. Map readability has been my number one issue since day one. On the positive side, they did fix the broken game mechanics and made the meta far more dynamic. It's a good game now that they've pulled off the Test of Time update. I actually felt the difference. After two or three games learning how the new mechanics changed gameplay, I'd stand by this being a genuinely good and playable game. I don't love all the gameplay changes, but because I came into the series with Civ 6, I'm not especially attached to one style or another. As long as it's a good game, it works for me. What did interest me is that Deity is now a lot harder, war is more interesting and relevant, and you really need the Modern Age to overtake the AI. I enjoy that because, before this update, it felt like I could always win during Exploration and the Modern Age (or late game, if you will) just became filler and rote execution (something that civ 6 struggled with as well). The governments are better, and across civs, techs, civics, war, and settlement expansion, it feels less like a race toward one obviously optimal decision and more like balancing good decisions against slightly less good ones. There aren't as many "if you can just get three +5 science buildings early, you win" moments, and I enjoy that. I will say I'm still confused about how the AI gets these insane yields. I'll have 11 thoughtfully constructed settlements, cities with great adjacencies and efficient specialists, and a nice town balance, yet still have half the science and culture of a neighboring civ whose cities are poorly constructed, have weak adjacencies, and terrible wonder placement. I like the challenge on Deity, but... is it just a buff? The only reason this is a bummer is because, once you finally capture the capital of the civ that had you on the ropes for an entire era—which is incredibly rewarding—you start rebuilding the city and realize how underwhelming it actually is. So how were they so far ahead? It's not a huge deal, but it makes earning the city I stole feel surprisingly unrewarding because there isn't much great about it. It also sucks that you can't really reconfigure those cities. One comment PotatoMcWhiskey made really stuck with me. The way these maps and city builds work—especially with ageless buildings—makes the map feel incredibly cramped. My own thought is that, because of the progressive un-buildability of cities, expansion becomes less and less interesting over time. Expanding and building in the Ancient Age feels exciting and full of meaningful choices. By the middle of Exploration, it starts feeling like a slog. You're no longer making exciting decisions; you're mostly choosing between decent options. Something has to change with ageless buildings. While they help anchor gameplay across ages, they reduce your city's buildability in a way that just isn't fun. It doesn't even feel like a meaningful choice because you basically have to build them. Even if you don't need them all in the Ancient Age yet, you're locking yourself into progressively fewer opportunities for creative city planning later. In Civ 6, I miss the feeling of playing turns 1–50 while already anticipating the setup for turn 150. You can't really do that in Civ 7 because of age-locked buildings and wonders. There just isn't enough visibility or permanence to intelligently reserve space for long-term plans. I can't stress enough how much of a loss this is. For a player like me, pulling off a great strategy after dozens of turns of tension, planning, and buildup is one of the most rewarding parts of Civilization. Civ 7 just doesn't deliver that feeling as often. The wins don't hit as hard because so much of that long-term anticipation and payoff is gone. I still play this game a lot, and I enjoy it far more now than I did at launch. But I still think Civ 6 is just a far better game. It's simply more enjoyable, period. Civ 7 is stimulating, and I enjoy the intellectual challenge that Civ offers. For me it’s worth continuing civ 7 as the game community keeps up with the meta and helps reduce the friction of relearning the game through these updates. I have hope that modders will help solve some of these UI issues and that one day the devs might keep up. For someone new to civ, I think civ 6 is the better game to play. But if you have already played lots of civ, try civ 7. It’s a *different* but interesting game. You will need mods though.
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 23: 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.
Latest in each market: best PL #49, worst AU #96 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 52.86/day in the week to Sep 4 → 369.86/day in the week after.
Of the 6 markets with a position on both sides, 4 climbed and 2 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 25.43/day in the week to Sep 3 → 360.29/day in the week after.
Reviews, worldwide (the counter carries no country): 20/day in the week to Aug 28 → 52.86/day in the week after.
Of the 2 markets with a position on both sides, 2 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 25/day in the week to Jul 22 → 37.5/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil, Russian*, Simplified Chinese*, Traditional Chinese**languages with full audio support
Hours played at review time, across 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Compliqué de recommander le jeu actuellement avec le peu de contenus qui existe, dans civ6 on avait le conseil mondial (avec gathering storm) là rien. La diplomatie rien de bien fou en nouveauté, ça devait être le coeur du jeu à écouter les devs, mais finalement les choix restent assez limités avec peu de conséquences... il est bien optimisé cependant, les nouveaux dirigeants sont sympa mais il va quand même falloir attendre quelques temps pour avoir un VRAI nouveau civ. Les maps c'est n'importe quoi aussi, ils ont retiré la map terre classique (heureusement que les modders existent) wait and see!
Не фанат цивилизаций, но civ7, на мой сугубо непрофессиональный взгляд, гораздо приятнее, чем civ6. Графика, музыка, анимации, модельки - просто шикарно. очень понравилась эта атмосфера, однозначно рекомендую уже за это. Геймплей не такой затянутый, как в шестой части. Во многих моментах стало проще, где-то - дополнились механики, которых не хватало раньше (те же реки или менеджмент товаров). Единственное, что в игре пока что сильно не понравилось - возможность смены страны, а не правителя. По какой-то непонятной мне задумке правитель всегда один, а вот его народ - разный. Как-то лишает чувства единения с своими владениями, что ли. надеюсь в будущем завезут больше правителей и цивилизаций в dlc, чтобы я их благополучно спиратил :)
+ Very beautiful game; + Better system of communication with city-state; + Better influence of benefits from city-states; + Better organization for armies with comanders; - Terrible UI; - Terrible the system of three ages, which breaks an atmosphere; - Illogical choice in each age a new nation with new bonuses; - Price! (DLCs for half of price of main game!? Oh! Come on!..) P.S. Civ 6 has simpler systems, but more logical. That's why in Civ 6 I played 319.2 hours and Civ 7 - only 18.1 hours.
Played CIV 2, 3, 4, 5 and 6. CIV VII is were my run on this game ends... Go play VIC 3 instead guys
When the game first came out, I was honestly not the biggest fan. I had thousands of hours on 6 between Steam and console, and just was too used to it's mechanics. After over a year of owning it, I gave it another try and I have genuinely been having a really good time. I do however wish they brought back TSL map(s) or something equivalent. In general, my main issue has been starting locations.
Premierowa wersja była okropna. Gra borykała się z fatalną optymalizacją, błędami wyrzucającymi do pulpitu, a niektóre nowe mechaniki wydawały się niedopracowane i po prostu frustrujące. Dziś w Civilization VII gra się po prostu super. To zupełnie inna produkcja niż w dniu premiery.
This game is not fun. I played Civilization 6 and really enjoyed it, but this time it's the opposite.
Its fun.
Best game EVER!!!!!
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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