
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 2483 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Civ 5 or 6 is by far better. I'll change my review when they add another age, give us a earth map, make unit management UI even a thing, and put more relevance in using nuclear weapons. The wonder completion scenes are so so. It does look good in some aspects so not to be all negative.
Civilization is dead
Media

Related
Related
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 21: 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.
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 2,515 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
이걸 돈 주고 샀어? 정말로? 이걸?
To preface this I have 2500 hours in civ5 and this review is based on one game as Catherine and Russia. I tried this out during the free week to see if this was a good game after seeing the negative reviews for it. I love civilization so leaving a negative review for a series I love stings. I really dislike this game. To start beyond the ui which I think needs improvement and my distaste for the dark atmosphere of the graphics as the former can be improved and the latter is an aesthetic preference, there are fundamental design decisions that prevent me from enjoying this game. The ages system as well as the building districts/quarters are imo the worst aspects of this game and are fundamental to this game. The ages system is terrible and there is no redemption for it. I finally got a hang of the game had about 4 cities and my syncretism up (something I actually liked) everything just reset. It took me out of my civilization experience. I lost all connection to my civ. It felt as if I was no longer playing for fun and instead was just hitting next turn to get this game over with. All the planning and decisions I made before felt like they were pointless and as if nothing mattered. The only age that matters for winning is the last age as everything resets and all the contributions beforehand towards score are miniscule compared to the final age. It seems as if you are on predetermined rails and not building your own civilization. Your decisions don't feel consequential. Not even where you settle feels consequential. Resources at first seem really important, but they slowly become worthless. By the final age a factory resource gives a 3% buff, which why bother? It was painful having to look at the resource screen every time a new trade route was established by the end. In civ5 strategic resources were the end all be all. You fought over them, here it doesn't matter. Technology doesn't even feel important. Some techs in previous civs changed how you played and the pace of your development. Getting universities or observatories in civ5 first made or broke you. Getting a certain tech was felt meaningful and felt like a strategic decision. Here I could care less which tech I chose. None of them changed what I needed or how I played or influenced my decisions. I could say more on this but I will leave it there. For the districts and quarters it seems like they tried to pull something off from Humankind but failed even worse. At first planning your districts seems important but it in the end is meaningless. In previous civs you had your worker to improve tiles, here you just click and it improves. I think this is both a downgrade and an upgrade. Once you decide what to improve you are locked in and forced to work that tile and until another pop grows you can't change your decision. In previous iterations you could change what you were working. It is nice how you don't need a worker now, but not nice how you are locked in. If you wanted to go full production while strategically starving yourself to get a wonder it is no longer an option. I also miss my worker buddy sometimes, added flavor to the game and made it feel lived in. City placements don't matter due to the districts/quarters. You will run out of space and there is nothing you can do about it. The ages system comes in here as planning loses its meaning. As russia I get a unique building which improves yields in tundra on non district tiles, but everything will be developed so that building is worthless. More to say but this review is too long. Many features are undeveloped. Religion is undeveloped, diplomacy is undeveloped, even war imo is undeveloped. The game has certain design decisions which I disagree with and I believe are not fun as well as many undeveloped features. My main complaint is that this just does not feel like a civilization game; both civ5 and civ6 feel like a civ game even when I dislike certain features. I don't think I will be buying this game in the near future or ever. I was really excited and wanted to like it, but I just cant. 3/10.
It's been over a year now and this game still isn't good. Moreover, the fact that everything costs so much when its in this kind of state is a joke. Play the previous games, they're great. This one is pretty trash.
confusing and complex, too hard to get into doesnt work well on steam deck, too busy,
As of the current state of the game I cannot recommend it at all. The game made some bold changes over some core mechanisms over previous versions. Even if we leave these changes for debate, the game itself is extremely buggy, the multiplayer would just refuse to work and maybe it would spare you one successful loading attempt after trying 20 times. Just fix it please.
Civ VII is a sad step backward for a franchise that used to feel like a celebration of human history. The biggest issue is the way it pairs leaders with cultures. It feels careless at best and racist at worst, reducing entire civilizations to interchangeable aesthetics while separating leaders from the historical and cultural contexts that make them meaningful. Instead of making history feel richer, the system makes cultures feel like costumes that any leader can wear. That is not thoughtful representation; it is a shallow game mechanic that ignores the identity, history, and complexity of real people. Beyond that, the game simply does not capture the magic that made previous Civilization titles so addictive. Civ VII feels like a confused attempt to reinvent the series, and it loses much of the personality, immersion, and respect for history that made the franchise special. This should have been a proud new chapter for Civilization. Instead, it feels like a disappointing legacy.
Directly got raid by independent power in start at easy mode and it never stop sending troops. Production is weird The concept about town and after that city is weird Victories mechanism is weird Tree tech/culture are weird All seem off and unbalance in Civ 7! Stay on civ 6 people! Its farrrr better
bad
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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