
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 2446 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
내가 이돈을주고 이딴쓰레기를 샀다고? 싶은 기분임 문명이라는 프랜차이즈를 살리지도 못했고, 4K 전략시뮬이라는 본질적인 가치에서도 멀어지는 단순 보드게임 수준의 게임성을 가지고 있다는게 제일 큰 단점임 4K 전략시뮬에서는 하나하나의 행동이나 턴소비 만으로도 그게 나중에 큰 차이점이 벌어짐, 예를들어 고전시대때 콜로세움을 지었으면 그 주변으로 도시를 건설해야되서 멀리 확장을 할 필요가 없어지거나, 고전시대에 철을 발견 못했으면 바로 기마병 쪽으로 테크를 변경하거나 하는식으로 변형이 되어야 함 (문명6) 근데 이 보드게임(문명7)은 특정 점수를 획득하는 방식이 몇가지가 존재하고, 어떤 시대, 어떤 국가, 어떤 지도자를 선택하든 시스템에서 지정하는 점수 획득 방식을 따라가야함 그렇기 때문에 4K 가 가지는 매력을 잃어버리고 단순히 적군처치 몇명, 건물 건설 몇개, 특정 유닛 생산 몇개, 이런식이면 뭐든지 쉽게 풀림 더 심각한건 각 시대별 연동이 안되거나, 미약하다는 점임 초반에 몰아서 성장을 했으나 그게 후반까지 큰 영향을 미치지못함 게임으로서 이건 새로운 기회를 주거나 긴장감을 주는 요소이지만 전략시뮬레이션 으로써의 연속성에는 큰 악영향을 끼치는것은 분명함 그렇기 때문에 기존 연속성을 기반으로 하는 문명 프랜차이즈 사람들이 이 게임을 싫어함 게임의 볼륨은 시대에 따라 다양한 방식이 있다곤 하지만 오히려 승리조건과 발전하는 재미는 몇 가지의 방식으로 고정되어 버렸고 그 시스템을 따르냐 안 따르냐가 승패를 좌우하는 단 하나의 요소가 되어버렸음, 그래서 이 게임은 딱 3~4판 까지는 새로운 시스템이나 새로운 게임을 할때의 두근거림은 있음 그러나, 그 뒤로는 정해진 마우스 클릭질에 수렴하기 때문에 금세 질리게 됌
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 |
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| $133.3M | 262.7K | 92% | $39.99 | |
| $135.5M | 184.9K | 96% | $49.99 | |
| $130.1M | 243.6K | 81% | $39.99 | |
| $138.8M | 101.9K | 96% | $59.99 | |
| $129M | 1.1M | 98% | $9.99 |
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| $4.8M | 3K | 67% | $39.99 | |
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| — | 0 | — | — | |
| $7.4M | 6.9K | 83% | $39.99 | |
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| $60.4K | 1.2K | 84% | $1.99 |
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 20: 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 CA #97 · 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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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*, 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 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Unfortunately the age system is bad. It's one of the two main problems with the game. Continuity mode doesn't fix it because the part I hate is not changing civilizations. I don't really care about that. The part I hate is the clock running out and things that I'm trying to do ending .The second part of the game that feels bad is the user interface. It lacks color, it lacks depth. The realistic look of the cities is cool until you can't tell where your districts are. There are so many things in this game that are just underbuilt or left out. Where the hell is the religion system? I literally thought I was missing something for like 30 minutes until I realized how bare bones the religion system is in this game. It's actually laughable. It's like they asked, "what could we do to add religion with the least amount of effort possible?" Overall things in this game are just confusing and bland, like the tech tree and the fact that there are so many different tech trees in this game but none of them make sense. I'm never excited to get a new technology unlock. Overall I think I'm going to continue playing Civilization VI instead.
With Civ 5 and 6 being my most-played games on Steam, I was sent by curious friends as a canary in the coal mine to investigate the state of Civ 7 during this free week. What is the game like now after its infamous launch? Ultimately, it feels more like a competitor game that is trying to usurp Civilization's iconic status, giving a sense that the game is competing against itself--racked with uncertainty, which is not helped by the "options" added post-launch to tone down the original vision--rather than just being a Civilization game. I felt genuinely sad, given the many cool improvements within. It's not that I was having a bad time; I just didn't feel really compelled by a "story" of my civilization relative to others. To compare with Civ 6: the "board game"-ness has been toned down, but not removed entirely. There are adjacency bonuses, but they are harder to achieve given that city districts now must be placed adjacent to another district. While I love this change, making cities (the few true cities you will have) feel more organic, the adjacency bonuses are less impactful, so they're just kind of *there,* not feeling particularly significant like they were in 6. The visuals contribute to a sense of liminality, between being Civilization and an upstart rival. I find the UI both atrocious and unhelpful; information is rarely available when I want it. Furthermore, geographic features have a weird scale to them. "Mountains" appear as 15m-tall rocks, and "forests" are groups of 4-5 trees. This has a big effect on what the map appears as narratively; armies in prior games could be understood as representations of larger formations, given that they were surrounded by natural features that looked imposing. Now, given that the natural features look scaled in to the unit size, my "armies" appear as a group of guys fighting for a rock on a hiking trail, as the "mountains" are no longer imposing geographic barriers but a group of rocks. At times this led to some genuine confusion; why did my unit stop moving when it got into that group of five trees? Ah, that is a "forest." The era changes are the most controversial, and I find them still too jarring; tragic, given how baked-in they seem in the core of the game. I'm not opposed to organic civilization change; that would open up narratively significant possibilities. The era changes feel like time skips to different civilizations, rather than a real continuity from one age to the next. Given building obsolescence, automatic unit era upgrades, and the reset of most diplomacy, the last 10-20 turns of an era feel pointless. It's deeply ironic that the goal of era changes was to eliminate just clicking through to the end of the game, and now that will happen three times in a game. There are a number of positives: privateer ships being able to attack other vessels (treasure ships and merchants!) without being at war is absolute genius and gives them a real purpose. Cities, although harder to read at a glance, do look more like cities now. I also think resources operate better than in Civ 6; the six city luxury cap always felt a little arbitrary. Now, trade is significant as your cities open up more resource slots. I think this game could potentially shine at casual multiplayer. Unfortunately, it needs to be compelling enough for my friends to play on their own, so they can learn it; I did not really find the game to be as narratively compelling as past titles. The leader-civ disconnect and starkly changing civilizations really contributes to that, as well as civs and leaders largely feeling same-ish. Bonuses for the most part are +1 culture here or +1 science there; it never really feels like civs have unique playstyles, compared to past titles. Truly disappointing, in the sense that there are some facets, like the military and conquest, that make me not want to go back to Civ 6. I would pick this up for maybe $15 or preferably less, just to goof around with friends.
just not civ as ive always known it. i really wanted to like this but is got no depth
Being a lifelong crazy fan of Sid Meier's games (most of all Civilization, but not only), I bought the presale full collector package without expecting such a disappointment and I am so sad to eventually decide to write this review. I waited for a long while but it seems that the devs won't be adapted despite all the complains, so here I am: this is my worst purchase on Steam so far. Civ7 totally ruined the conquest style with the cities limit, and instead of trying to find a reasonable balance, they merely slightly increased the limit through technologies... This leads to an impossible limitation to handle your growth, and a choice to destroy cities you cannot afford, meaning most of them! That's really a pity because most of the new concepts were awesome and the logic was great, with the potential to bring a whole new experience. But if you can't play and face your foes, expand without burning all cities to ashes... What's the point? And how is that a more accurate management experience? If a Civ 8 ever happens, I'll need serious convincing that they learnt the lesson from the current debacle... All my regards to all devs for the stunning work on all other aspects, and wishing them to hold on for a better future.
I tried it on the free weekend. It looks like CIV but does not play as smoothly and feels clunky. It prevented me from getting the "just one more turn" experience. The happiest moment was, when I quit the game and uninstalled CIV VII.
I hate to be that guy but is there an overhaul mod that would just make this game civilization 6 without all the BS. The graphics are great and there are some really good ideas here but overall, this is just a terrible game and makes me want to go back to playing civilization VI.
The game is okay but it's just not as good as VI. Its missing a lot of features/units and even a modern era. It just has better graphics.
CIV 7 is unintuitive, complex, and difficult to understand. Perhaps someday I will master it, but right now it doesn't make any sense and forces decisions without adequate knowledge of the impact/effects. note: CIV 1 thru 5 were intuitive and easy to understand, but tricky to master. I don't remember much about CIV 6 except I didn't like it.
I've been a fan of Sid Meier's Civilization since Civ 1, and every time a new Civ came out, i bought it and played non stop for hours at a time. Naturally, i got this one as well. And don't get me wrong, it's not a bad game, it's just not a Civilization game. So If you're looking for a decent strategy game, go ahead... you'll be fine. If you're looking for a Civilization game, you'll be very dissapointed.
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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.
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