
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 2568 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
seems fun so far idnno
I had wanted to buy this game for a long time, but the price point and negative reviews put me off. I finally had the chance to play it for a good number of hours during a free trial, and I can now form an opinion on why the game is so controversial. Here are the pros and cons. First of all, the game feels great to play, is addictive, and looks beautiful. I really liked that entire districts are now built across tiles, helping the city look organic. I also appreciated moving away from the concept of builders as separate units, it eliminated unnecessary micromanagement. I absolutely loved that your settlers can no longer be stolen, only killed. I liked the new army management system, you no longer need to make countless micro movements to get units from point A to point B, as they can be conveniently grouped under commanders. I liked the new system for managing unique resources and their associated bonuses. I also liked that ships can now navigate rivers and that hostile units are clearly highlighted. Now for the downsides. The first and most annoying issue is the "eras" system. I don’t know whose idea it was to have players suddenly halt the game mid-session, change absolutely everything, and restart from scratch, but it’s a bad idea. I want the game session to flow seamlessly. The previous installment had a perfectly fine system of ages, I don't know why they felt the need to introduce this nonsense with eras. It is also incredibly annoying that a new era prevents you from building Wonders from previous eras, or at least finishing the ones already in progress. Furthermore, detaching leaders from their civilizations is completely absurd. No, having Napoleon lead the Maya isn't a "refreshing" gameplay idea, it’s a lazy stopgap used because the developers failed to include enough gameplay mechanics to ensure variety. The policy system has deteriorated, policy cards are now simplistic, and their quantity is severely limited. Espionage and trade have been stripped of their status as distinct, complex activities, all that remains are rudimentary fragments lacking proper management mechanics. The leaders are dull and uninspiring and, frankly, rather minor figures. Have we really run out of truly great historical names? Overall, the game feels unfinished and lacks critical mechanics. Fundamentally, there is nothing here to sustain long term play, by the Steam Age, a session turns into a "skip turn" button-pressing simulator. I see wonderful potential in this game, given how solid its core feel, but it needs at least two major overhauls and a far greater number of interesting leaders to become a worthy entry in the franchise. At which point I would happily buy it, even at a premium price. P.S. I also remembered that I liked being able to build multiple structures in a single tile, it certainly improves tile managemenею Иut at the same time, it’s annoying that as time goes on, you have to replace old, useful buildings with new ones. No, I don’t want to destroy a hospital to build a residential buildings. I would be great to add a third building slot per tile for the modern times, or whatever else works.
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 24: 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
SIX SEVEN
They dropped the ball so hard on this. Civ 7 feels like a summarized version of Civilization, designed for 5-year-olds. It’s the simplest Civ game ever. If you were going to make it this dumbed down, you might as well have given it a different name instead of calling it Civilization. AND THIS COST $100 ON RELEASE. What a joke. The fact that there are always three times more players playing Civ 6 than Civ 7 speaks volumes.
I've always wanted to play this game as a kid, I enjoyed it a lot, 10/10.
дефотний юніті шрифт мінус вайб юай гавна
Игра пока что сырая, конечно. И свою стоимость совсем не оправдывает Мало контента, мало достижений, интересные идеи со сменой цивилизаций, но сейчас совершенно нет баланса в механиках. Не хватает аналитических тулов из civ 6, линз на карту, цивилопедия пустая Я, конечно, в моменте при}{уел от необходимости депать в эту игру всю получку, чтобы получать...лидера? другую цивилизацию? Впечатление черной дыры для денег. MVP, у которого еще много впереди, чтобы достойно называться полноценной игрой. Видимо, текущая ценовая политика обоснована корректным прогнозом по продажам: - Цель выйти на 100 денг - Давайте сделаем хорошую игру и продадим её 100 людям за 1 денег - Долбоеб? Мы продадим дрист-чебурек 4 людям по 25 денег Буду апдейтить, что хочется по мере игры: 1. Достижения смешные/интересные. Можно не так много, как в 6 циве, но точно больше 40 2. Линзу/карту для ж/д дорог 3. Мировые события. Как кризисная чума, только, например, бум на торговлю или всемирная выставка или олимпийские игры. Но с контентом. Пронести огонь, например. 4. Более удобный UI для просмотра ресурсов по городам. Сейчас названия столбцов не закреплены, по ним неудобно ориентироваться. Также неудобно смотреть сколько ресурсов даёт отдельный город в этой таблице, так как там сейчас намешено всего. Вот бы можно было свернуть и посмотреть тоталы по городам 5. Экспансионизм у ИИ - сейчас ИИшки на любом уровне сложности занимают даже самую тупую дыру - лишь бы влезть. 6. Карфаген очень несбалансированный на низких сложностях 7. Баланс в силы/способности платных и бесплатных лидеров/цивилизаций
Une honte
am i the only one that likes this game? I'm having a blast in it. The end game is a little lackluster, however I do enjoy the changes and how the game interacts with you. I'd definitely recommend on sale for sure. I do not recommend the over priced exp packs, I have no clue why they're so outrageous.
As a fan of the series since the first, I couldn't pass up an opportunity to take the free weekend play offer. Visually, its very strong, and it has a lot of positive play tweaks, such as managing settlement expansion and construction without builders. Combat and exploration are improved, and the terrains hills and cliffs now add potential environmental strategy, which I enjoyed. The experience itself seems somewhat too streamlined, thinner than the more immersive experience of past games, and I can only conclude that this is an expansion of the continued push to build a game that works on PC and consoles, rather than the former PC centric releases in the franchise. Despite much of the fan distain from this release, I'd honestly expected to want to purchase it after playing, which I feel no draw to do. A sad entry into an otherwise timeless franchise, that doesn't make you want that one more turn.
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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