
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.
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
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 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.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
ゴミゲー
It's fun for a free weekend but will never be worth spending money on. Until it and its DLC are are a bundle of maybe 60$ this game is not worth the price. Even playing the base game through twice I've seen everything. There is not enough content for the base game for this price even with a deal.
First off, Steam only allows you to say Yay or Nay - but I want to say Meh. So, regarding the question of: do I recommend the game, I have only selected "No" so that my criticisms are heard. Until Steam adds a "Meh" option, unfortunately you have to pick a side. Ultimately, at some point this review will be outdated and I will delete it. But whether I am actually saying whether you, the reader, should buy the game or not, depends on if what I criticise is also an issue for you. If not, you may still find a lot of enjoyment here. I'd rate the game at about 5.5/10. Not going to bore everyone with how many hours I've spent on Civ 6, or how much I hate change. Overall, I like the civ swapping as well as the regroup settings. It makes logical sense - you don't have modern day Romans or ancient Americans. All it means, is that in each age, you have to regroup your strategy, which makes the game more interesting. I cannot understand why the game got so much hate over this, with people claiming it is not a real Civilization, because it is, and these changes do not alter the gameplay as much as people claim. The same is said for the regroup settings. I am on board - a snowball victory is boring, where you know you are going to win, the AI cannot outpace or outstrategise you - then why play against any opponent at all? It would be boring. With regroup, you have to do a bit of rebuilding at the beginning of each era. However, even I find the harsher settings too generous. You get to keep way too much gold, influence and units on era transition. I would like it even more restricted. I also really like the settlement limit. By adding one, it prevents a snowball victory by you being able to greedily gobble up the whole world. If you exceed the limit, all your settlements suffer a happiness penalty. If a settlement is too unhappy, it can revolt and join an opponent's empire. If you plan to go to war, you should try and increase your limit so that you can capture some settlements. Now, razing has a significant impact. You don't want to capture too many settlements and go over the limit, so if an AI settlement is in your way and is of low value, it might actually be an advantage to raze it, but doing so affects your influence for the rest of the age, significantly lowering your diplomacy if you're a war hungry settlement destroyer. This was an excellent touch of balance. But now, here is my beef: GAMEPLAY: ultimately this game has not grown from 6 in terms of how a match is going to play. And years later, the same issues exist. - the AI is not good. It cannot play a strategic game. Instead, it relies on cheats as you increase the difficulty. Instead of creating optimised cities, it gets free handouts of science, culture, armies, gold, etc. Ultimately, you are not playing against an opponent, but against a timer. - the victory conditions cannot be altered. Once I reach immortal difficulty, every match plays the same. During antiquity and exploration, you build your empire. Once you reach modern era, the victory decay drops so much by around turn 70 that one of the AI with their inflated cheat stats will trigger a victory. I have been unable to play a peaceful game and outpace the AI cheats via yields alone, the only option is to get aggressive and go to war. I have attempted to try various game settings, change the map, amount of players, game speed, but ultimately each match plays the same: build, build, build during the first 2 eras, modern era victory triggered around turn 70 by someone unless you go to war. But if you do go to war, it is still difficult to win via science/culture/economy because your dominion skyrockets while the runner up's plummets, creating a huge score gap and triggering a domination victory. - choices are superficial. I want civic/science choices to be branching, more dynamic, and when you select one branch it should lock you out of another. Instead, if your yields are good, you can research everything every era. So you're not making choices, you're just clicking items in a different sort order. - no unit selection. Luckily some good modders have addressed this. - overall, a lot of the game's UI looks like a website developed in 2000. It lacks a sleek, modern polish using powerful colours that help user accessibility. For instance, the resources screen wastes too much vertical space, the yields should be on the same line as the city name, thus flattening the list and allowing for more items on screen. It is difficult to compare cities when only 2.75 fit on screen. - having said that, I have experienced all I can from the game, and no future patch will address the AI issue. The game runs the same as 6, that is a dumb AI that relies on cheats instead of optimisation leading to the same experience. BUGS: even on patch 1.4.1 there are multiple unaddressed issues - hotkeys: because I play on Boosteroid, I have to remap these every session. But the issue is, if you remap any hotkey to a number 0-9, it does not show this in the UI. The UI displays stale data, and you must exit & re-enter in order for it to update. I reported the bug during 1.4.0, but it was not addressed in the next patch. - the same issue applies when you use numerical input in renaming cities - additionally, renaming cities is bugged. When you click edit, the text highlight immediately cancels, meaning you have to reselect the text again and delete it. If you type immediately after you click edit, nothing happens. It is a bug. Alternatively, you can click, edit, cancel, edit, and then it will correctly highlight the text allowing you to type over it without manually highlighting it with the mouse - back to Hotkeys: the defaults are complete nonsense. The number row is completely unused, but for some reason they map F1, F5, F6 and F9. Why use F-Keys when there is a free number row underneath, that doesn't need an additional Fn key press to activate? Modern keyboards have changed, but the game is following outdated status quo legacy, it's been the way it's always been practices, instead of thinking laterally. Again, why F1 and F9? My right hand wants to live on the mouse, and my left hand wants to remain on the left-hand side of the keyboard. Why map keys all the way on the right-hand side, when SO MANY unmapped keys are on the left. Again, Boosteroid user: remapping is every session practice. I do not remap the whole game because of this. - hotkeys: some hotkeys do not remap properly on 1st attempt. For instance, when I remap Yield from Y to U, I have to remap it twice before the game listens. - hotkeys: Many devs are following this non-sensical practice, of instead of mapping the game ergonomically, i.e. mapping the most pressed keys closer to WASD, instead they map alphabetically: i.e. Y = Yields, P = Pause. Sure, that makes sense if you play in English, but if you play in another language this system falls completely apart. Instead of creating an environment most accessible to the user, you try too hard to use a word that matches the key. Truth is I don't want to press Y or P because they are on the right-hand side of the keyboard. - the directional keys constantly get stuck mid-game. This happens several times every session, where you might press left and then the game is permanently scrolling left. You have to mash other directions in order to unstick it. This one is really annoying. - disappearing tile tooltips - requires reload to fix. I do commend the devs for working hard to address user criticism and releasing major patches this far down the game's timeline. Compare this to EA when they released Anthem and it didn't turn out to be the instant cash cow they expected, it was abandoned in months. The issue is that people turned their attention onto the wrong issues. And the issue I am criticising, is unlikely to be addressed in future series. I hope for the success of the Civilization series and that it evolves in future to be around for a long time to come
Not even free with it compel me to stop playing Civ6 after experiencing what ever that was
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.
很好玩,很有趣,不要听那些狗屁评测。
I tried playing this game for free. They got rid of Auto Explore? and Builders? Early game pirate ships AI are everywhere in archipelago. The UI is ugly and all over the place and difficult to read. Why did I have to pick a Leader and then pick a Civ I want to play that leader as??? are civs no longer tied to their leader? Where are all the cool leaders?? The loading screen sucks that I forgot I was loading a game. Why isn't Sean Bean not narrating this game?????? This reminds me too much of the failure of a game that was Humankind. All these changes are confusing, they threw out decades worth of similar ui playstyle for something that is totally different and difficult to read/understand I kept wondering why the tech tree is hard to understand as well as the civic. I'm sure there is more but I don't have patience to play more of this crap and not worth my time. Play Civ 6 instead
loads of bugs
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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