
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 2331 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gosh. You know as a very long ime player of Civ (from the 1st Edition) I have to say that this version is a bit of a step backwards in regards to playing experience. I can appreciate the time and experience streams and they are intreguing but the pace ofplay is a lot slower than previous versions. Having to click on each individual unit to give orders is a major irritant. So far I have made 5 attempts at playing this version and have yet to complete one of them I keep on returning to Civ VI.
I have poured nearly 4,000 hours of my life into the Civilization franchise. I am exactly the type of dedicated fan who drops $130 on the premium Founders Edition without hesitation because I trusted this developer. I genuinely liked Civ 7 up to this point. But with their latest update, Firaxis and 2K have made it clear that they no longer care about making great games—they only care about how much money they can milk out of us.The blatant corporate greed and deceptive marketing in their latest patch notes is disgusting. They literally sneaked a paid $30 DLC announcement into the exact same breath as a free patch, writing: "And lastly, this free update launches alongside Part 1 of our newest paid Content Collection: Brush and Blade." This is predatory, insulting grammar. Bundling "free update" and "paid Content Collection" in the same sentence is a deliberate tactic to obscure the price tag and hijack consumer goodwill. After bleeding your most loyal fans for $130 upfront, you expect us to squint through patch notes like a legal document just to find out we're being nickel-and-dimed for more content? The monetization has officially ruined the experience. I have given nearly a thousand hours to Civ 7, but I cannot recommend a game that treats its community like an open wallet. If you buy this, prepare to be viewed as a cash cow, not a player. Fix your monetization and start treating your players with transparency, Firaxis. This is shameful.
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 17: 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.
Same day: best UK #16, worst BR #65 · 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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a downgrade in comparison to the previous versions.
As a long time fan of this franchise and being gamer for the last 30 years playing a wide variety of games and genres over that same period. I have never been more disappointed in a game than I was with Civilization VII, I truly wanted to enjoy this game, but I ultimately couldn't. I have played Civ Revolution, IV, V, and VI. I loved Sims City 4 and when Sim City Societies came out it was a betrayal to the core game and the fans, it was a new city builder that so happens to have the same name as it predecessor with cheap mechanics. When City Skylines came out I didn't have to figure out how to play it, because I knew how to play it because it built onto what made Sims City 4 great, even though there was some rough spots with City Skylines 2, I still felt like I was playing a quality game with new mechanics that built onto the old mechanics. The theme park genre, Roller Coaster Tycoon 3 was the best, but ultimately flopped with subsequent titles, and when Planet Coaster was released it built onto what made Roller Coaster Tycoon 3 great. Civilization 7 has that same feel, Fire axis abandoned what made the previous games great for them to do a complete restructure on how the game is played. All previous titles I never had to re learn the game, I just had to venture and learn the new mechanics that were built onto the old. With 2k being the publisher, I would imagine they may have been at fault for the unpolished parts of the game. Civ 7 you feel like you are not building a civilization or strategizing how to build your empire, instead it feels like a player is just clicking around and doesn't produce any meaningful mechanics, or mechanics that the player would want to spend more time to learn. It feels like you are not invested in the empire you are trying to build. Civilization 6 complaint was issues with AI and long turns, I like that they removed the districts and builders and replaced it with a city sprawl instead of almost everything being in the city center. A Big city feels like a big city in Civ 7, however how they get there they sacrificed a lot of the core game mechanics of previous titles. There is little to no city management now. I like the idea of towns feeding into the big city and roads already being built between the city and town. I feel like with some more polishing, this mechanic would have worked really well. The over simplification of the game ruined the feel of the game, you feel like your not building and learning about a civilization, even the encyclopedia feels empty and unable to learn about the various things you have built into the city, I have more complaints, but ultimately this game isn't true to the franchise.
There are more people playing Civilization V rather that Civilization VII. If that doesn't tell you something then I don't know what will.
This game is hot garbage, and the developers have the balls to drop a new paid dlc that gives you roughly 13 paper straws worth of content. Might as well give your car to a homeless man and watch him crash it into a guardrail instead.
its not good
It is unfinished! With the new update it's playable. But is is still not good. # My main critique: No modern units! Where are the modern units?? The unit development somewhat ends between WWI and WWII. You can still sense the game was meant to end with the Modern Age. Never meant to play any longer, which is disappointing for a Civilization game. From Antiquity to Space isn't a guiding principle here. While all previous Civilization games also had modern units, you're missing out any real modern units in this game. There are no modern tanks. No rocket artillery, no ground air defense guns. Talking about planes, jet planes are never invented in this game. Yes, you read it correctly, all fights are fought with propeller planes. Also the WWII bomber is the only option to drop an atomic bomb. IBCM? No. Also not from submarine, because rockets and cruise missiles were ever invented in this game (except for the one that goes to space, but that's merely from a project you can finish in a city). The most modern ships are still the huge battle ships with a wooden deck. Of course there is no stealth technology of any kind. Even if the modern units won't change anything significantly in the gameplay and could be mainly a graphical and power update, it still feels like a cheap decision to leave them out completely. If there were modern units, I'd be considering giving the game a positive rating. I hope those units will still be added. # Oversimplification and unnecessary micromanagement They tried to simplify the game, and in part it worked. Sometimes it's too much simplification and sometimes you wonder why they integrated new granularity in management. Where the simplification goes too far: Tile improvement and extension of borders are now the same process. It would have been better if the borders extend by themselves and tiles could be improved without workers. There is only one religious unit, no inquisitors anymore. Freshly added unnecessary micromanagement: I don't want to assign a new resources to a list of cities every time in detail if something changes in resource availability. Can't this be done automatically? Yet, the game continues to prompt for new resource assignment. Also, repairs after a natural desaster and tile improvements can become a bit tedious. # Design decisions that are not understandable nor fun There are design decisions that are just not understandable to me and don't make the game fun: Why an artificial settlement limit? Let me build (or keep!) cities. Why can't I quickly assign planes from an airport to an airplane commander? Why don't the planes keep their assignment when the commander lands at an airport? The upgrade button for commanders is always available – regardless whether there is a promotion available or not. It would be good if there were an option to play without natural desasters. # Age sections The age transitions are alleviated, but still integrated in the game. It's playable now and you can keep the civilization, so it's okay now. Also, the crisis effects before an age transition can be deactivated in the settings of a new game (yet not the politics cards). But you still have to make the following decisions before an age transitions: Shall I start a war in this age (because after the age ends everyone is at peace again) and do I still need to upgrade this unit now (because in the new age all players get the new units for free). However, the age mechanics – alleviated with the update – don't cause a negative rating for me anymore. Positive: The graphics are great.
I’ve been playing Civilization since the original, back when “one more turn” meant accidentally staying up until sunrise. I’ve survived every redesign, every experiment, every questionable mechanic. I’ve adapted. I’ve enjoyed. I’ve believed. So imagine my surprise when I boot up the newest Civilization and discover… Humankind wearing a Civ Halloween costume. The terrain? Humankind. The city mechanics? Humankind. The eras? Humankind. The leaders? Humankind, but somehow less personality. It’s almost impressive — not the game, but the commitment to copying. Why would the market leader in 4X decide, “Hey, instead of building on decades of success, let’s carbon‑copy the underdog”? Bold strategy. Can’t wait to see how that plays out. I put in about 10 hours trying to convince myself this was Civ. Spoiler: it wasn’t. The magic is gone. The charm is gone. The “one more turn” feeling? Missing, presumed dead. What’s left is a bland, generic strategy game that somehow manages to feel like a knockoff of a game I already own. And then there’s the short modern era. Because nothing says “premium experience” like removing an entire era and leaving players to guess which future DLC pack will sell it back to them. Truly visionary. If you’re looking for Civilization, keep looking. If you’re looking for Humankind, congratulations — you already bought it once.
I waited until the last update to get a better game. Unfortunately this game is so flawed it needs a total do over. Whoever decided to do the age changes should be fired. There are literally just a handful of maps that you continually play. Just a mess. Don't buy.
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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