
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 2505 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好家伙,人家都是所谓的3A大作RPG走【快餐化】路线,追求画面/特效/打击感,舍弃架构/玩法/自由度/耐玩度/剧情世界观…… 我从没想过,你个4X策略游戏也想【快餐化】? 搞简化系统,缩水正常内容,减少一切操作空间,整个游戏体量大大缩水……行,自己找死那没办法了。 策略游戏的玩家本就是玩家群体里少见的有耐心,不暴躁,不追求短平快爽感的人……你倒好啊席德梅尔,反其道而行之,背弃基本盘,去讨好快餐玩家。 抄《人类》抄魔怔了是吧。 快餐垃圾,好死。
Overhaul the whole game and make it CIV 6 with better graphics and new leaders.
Media

Related
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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 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
Ils ont brisé la franchise.
I have been a fan of this franchise since Civ 5, and I'd love to tell you why I love Civ 7. First.. through a lens of its criticisms: COST and AGE REGROUP rework. COST TLDR-- Love that Firaxis hasn't paywalled the playability of this game through its additional content/leader pack DLC's, and committed to free improvements/updates. Buy what you can, or wait for a sale--the gameplay remains the same for all! COST:: I actually really like the way that Firaxis has chosen to release this game. Largely the comments about this game being overpriced come down to the content packs/DLC's that have been added. What is nice, is that I think the game is completely playable without any additional DLC's. The added content at release is overpriced, I agree, though they are completely unnecessary in enjoying the actual game. I felt like Civ 6 was largely not enjoyable until AFTER its first major expansion was released that added more gameplay functionality. It's reassuring that Firaxis has added multiple updates for free (one major game update already, and another now, at the time of this review 9/15/26). If you can afford the DLC's, feel free to support the game, otherwise wait for a big sale.. but I do like that the core game's additions aren't paywalled, which is what MOST other games do, and what most fans expect when purchasing additional content. AGE REGROUP TLDR-- FIRST this is already addressed in the first major game update: They reworked the game by breaking it down into three ages: Antiquity, Exploration, and Modern ages, which I REALLY like. It makes the game bite sized with each age feeling like its own playable short segment of the game. (I can do a 3-5 hour session with one age instead of having to marathon an entire playthrough with 14+ hours, OR come back to an increasingly hectic game days or a week later). It focuses civ abilities within each so all civs are relevant at every Age that you play in too! AGE REGROUP:: Apex Age: All civs are classified into Aniquity, Exploration, or the Modern Age making their abilities relevant at each stage of the game. You CAN play any civ in each, but Apex civs get their bonus units and abilities within their respective age. ((No more playing as America with a unique P-51 plane and film studio which you don't get to until the end of the game! In Civ 7, you can play them in the modern age after progressing through two other civs respective Apex ages. Remember you CAN change this option)). If your abilities work for the session you are in, you can keep your civ and unlock other abilities through the same civics tree through a new mechanic called 'Syncretism', OR pick a new Apex civ. This makes abilities (mentioned below) like religion or planes more relevant for the age they exist in. Length of Ages-- I started SO MANY Civ 5 and 6 games that I only got halfway through because city management, and worker and unit actions just got SO HECTIC. I can't play for 14+ straight hours, so digesting each one in its own play session keeps me engaged through the end, every time for me. And the reset isn't so bad. It makes each era feel fresh and relevant with new strategies. ((Maybe I was losing Antiquity militarily and I can progress from Greece to the Normans, which are a scientific AND defensive civ having fortifications bonuses?? )). This does majorly disrupt the traditional way to play the game in previous CIV titles, but I think it improves where Civ 5 and 6 just.. dragged on. HERE IS WHAT I REALLY LIKE:: Cities and Towns: I love how the settlement cap works within cities and towns. You only have to manage a handful of city's build actions in Civ 7. Everything else starts out as towns that can later be specialized to help cities grow via farming or mining towns, increase culture or science yields as urban centers, improve trade and happiness bonuses as trading outposts and resort towns, OR function as strategic/defensive military settlements as fort towns. Gone also are workers and endless (and quite frankly, kinda pointless) micromanagement. Every population bump in a city/settlement either adds another yield tile, or adds a specialist to an urban 'district'. Settlements RANT:: I HATED the Civ 6 expansion strategy of frantically just trying to wood chop out a settler to expand to the perfect spot, because early military was just SO costly to try to capture an opponents settlement if he got there first (and the advantage of early settlements meant you had 10-40 turns of population growth to a city). You can only get to half the map in the Antiquity in Civ 7 anyways, so it DOESN'T MATTER. Focus your cultural yields! Focus your science! If you're a military civ, it's not a huge impediment to your own growth to go take another settlement if your neighbor overextends and has a weak approach to military strategy. It felt like Civ 6 punished you for military expansion if someone else had the technological edge on you with a higher tier unit. Combat felt like it was far weaker than just simply having a better expansion strategy, SO YOU HAD TO DIVERSIFY WITH ALL THESE SPECIAL MILITARY COUNTER UNITS. Combat in Civ 7 is much simpler, and it is self contained within each age. I've spent the Antiquity pummeling my neighbor, just to ally and trade with him in Exploration Age as we both go off in opposing directions to settle distant lands. Military:: Oh wow! It's refreshing that this isn't overly complicated, yet still tactically engaging and WAY MORE FUN. They reworked Great Generals into Army or Fleet or Squadron Commanders. Now you have simpler unit types that are either enhanced by Army Commander Abilities or civics abilities (which makes civics so relevant from a defensive perspective). Yes, the unit types are simpler, but it's not impossible to hold off an attack with an earlier tier unit, OR conquer and hold a settlement if you're technologically behind. Army commanders make combat WAY more strategic by allowing you to withdraw/deploy units more flexibly, exercise special combat tactics, or maneuver terrain to overcome positioning. It focuses the combat from just reaching higher tier units to a dynamic tactical strategy by multiple types of commanders. Religion: Because the game is split into multiple ages, it makes everything more relevant. Religion in Antiquity is a basic bonus applied to settlements with altars.. In Exploration you have missionaries that can convert other cities for your specific purpose (you select one specific way to acquire relics for culture, and then a yield type that focuses science, culture, or maybe a military enhancement). It's no longer a win condition and sits on the side as an enhancement you CAN pursue, or something that you lean on to give you a big leap. You can't get locked out of a religion like you did in Civ 6, and you don't reach end game basically "fighting" another version of combat for a religious victory via "religious combat". Triumphs, Dedications, and Victory Conditions:: Seldom mentioned, but this is what the game is really about! You get a list of triumphs to achieve within each Age that unlock dedications you can select in the next. Some give immediate bonuses, and others allow you to plan some of the next age's strategies. I like that Civ 7 also unlocks WHICH civs you progress to in the next era conditionally. If you settle next to a bunch of mountains, you unlock the Incas, which can work mountain tiles in Exploration (before Modern). Dedications are bonuses that make each game feel more focused for YOUR strategy. There is so much more, but I think this game does so much right! It mitigates hard RNG factors in Civ 5 and 6 and makes the game more flexible and exciting to play. I play above middle difficulty, and would say it's got an easier learning curve for new players and deeper strategies for veterans. All around, I think it's the best installment in the series and it is only getting better.
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.
I've played Civ 1 since release (I'm old!) and everything up til now. I gave it 14 hours and just couldn't be bothered with the plodding pace, only having one city that can produce buildings/troops in the traditional sense (all others require gold not production), the nerfing of religion, incessant irrelevant decisions, pop-ups, and the new era mechanism. It was not only plodding but boring. The only positive I'd say is I like the new diplomacy mechanic better. A waste of $50 (for the Bundle on sale).
For me CIV 4 is my favourite, this game plays nothing like it. Does not make it nesscary a bad game, but for i liked civ 6 and civ4 more and the way the game played. If you consider buying this game i would wait a few years. Its probably going to be around 4/5 euros then.
I have been playing Civilization since the very first one, a port for the SNES and was hooked immediately although back then I did not really understand the game as a kid. I have played all parts except for 4 and I was always a huge fan and liked the games a lot. Of course I was excited about Civ 7, especially when it was sales season. I read the reviews but ignored them as I want to experience the things myself. I have played the game for 2 hours, that is when I progressed in the age era, and immediately stopped after. Why? The new age did, in spite of the test of time update, reset many things. Strategic alliances with City states are gone, because of a new age The buildings I built are gone, because they are not ageless. The units are inexplicably upgraded because of a new age. Why can't I steam roll horse archers with my armada of tanks, or bomb knights with my AEGIS cruiser, or bomb my opponent in the medieval times back to ancient times with my sweet fruits from project Ivy? The research you have done - gone, because it is a new age now. These are just some examples. The game recommends to change the leader. Well, good idea, if you give me Caesar, Augustus, Trajan, Flavius, Konstantin with all different abilities and strengths and weaknesses. But not that Augustus can be a leader of a new Civilization, then in the end it was always the Roman empire. If the game wants to be more realistic in terms in history, great, but history has the beauty of a fluid motion and there is not clear cut when which era ends and you could implement the change from Augustus to Konstantin to have an advantage in the orient and a disadvantage in the occident to keep it more realistic, but not like it is implemented. Civilization tries to fix things that were never broken. I like the visuals and many of the new aspects and mechanics, but the age era and the included resets is no fun at all. If a new update lets me choose between the classic and new experience, I buy in again. But for now, 2 hours of playtime and I got my refund. Something that never happened before. Such a shame.
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.
VI is far better then this one.
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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