
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
I was familiar with a lot of the negative criticism surrounding this game, but I wanted to give it a fair shot since it was free to play for a week. As a fan of the Civilization series and strategy games in general, there is a lot of positive things I could say about Civilization VII but I believe this entry has some very poor game design decisions that absolutely kill my enjoyment of it. I could elaborate on some of its many issues (poor UI/UX, civ switching, excessive monetization...) but at its core what fundamentally kills the game for me is the era transition system. Just like most civilization games the game is actually fun once it gets going but even with the recent changes the era transitions still feel like a punch in the gut. It almost feels as if you were having fun building your own sandcastle and then the game goes out of its way to stomp it to the ground. It also kills most long term strategies once you get close to the end of an era, since beyond triumphs and what's already immediately available to you won't have much of an impact in the next one. It pains me to say this, but I think above all else this core mechanic is antithetical to a strategy game. I get that they wanted to curb player snowballing and make the eras feel more special, but all it amounts to is taking agency away from the player in a very unengaging way. If I wanted a "reset" I could already do that by starting a new game, instead now I am forced to do that twice a game while slowing down the pace and limiting my strategical options for no apparent reason.
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 22: 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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
Excellent game with endless replayability. Loved the changes to it and recommend it to any previous Civ player.
我说白了纯半成品一个,玩了20多小时已经没有打开的欲望了,除了画风比6强别的真没感觉有啥长进。
This isn't even a Civ game. Illusion of choices, game is an autoplay slop fest. It looks nice..But you have no idea what you're looking at because it's all just filled with trees and fancy details blocking everything. Why is a grainery a entire tile?
I've been playing this game and honestly love it. I saw a lot of reviews saying things like "it's nothing like Civ 5 or Civ 6, it's a disaster" but when I actually played it, I picked up on the changes quickly and adapted right away, and ended up really enjoying it. The animations and visual details genuinely impressed me. They clearly put a lot of care into reflecting everything with historical texture and detail. Each civilization's style, along with how it evolves across the ages, is captured really well. As for gameplay, I love how it breaks away from the "autopilot" style of playing you could fall into in older titles. Every time you advance to a new age, it feels like you're stepping into a fresh challenge. Diplomacy and interactions are well done too, and I genuinely believe the game is only going to get better with future updates. The price felt a bit steep at first, so I waited for a sale before picking it up, and I don't regret it. Thanks to the whole team for their hard work!
Play VI instead
非常不好玩,白花钱
2k needs to resolve their account issues - I have my 2k account and steam accounts linked but the game says that I am not logged in.....this makes playing across devices impossible. Just implement steam cloud save! It's free! Don't make me use a worse thing.
Played for a short time over a free weekend, and the fact I feel enough gameplay was experienced to leave a review after only period should speak volumes enough. It feels somewhere between your half-baked, diamond in the rough we've come to expect in this section of the gaming market, and a well polished turd, that is still a turd no matter how much shiny bits you add to it. The key takeaway is that Civ7 feels like a total (unnecessary) simplification of the Civilization series while delivering some of the requested features that would have made Civ5 and Civ6 even better sequels. Trading navigable rivers and the village/town/city system for a completely gutted out research tree and the Ages system is something I wouldn't have done (and the lack of shift+click queuing in base game for some reason) -- innovating for the sake of saying you did rather than looking at popular modded in features from previous games or redesigning less than welcomed features to be more in line with what made other entries, successful. Perhaps in time, with enough free updates, Civ7 can be on the same basis as say Civ5, but then the devs will have to contend with having a game, several years post-release, be on the same level as a previous Civ game was on Day 1, but until then, I'm firmly meh about the game.
Ohje das Spiel ist sicher noch in keinem guten Zustand, vieles ist verwirrend beschrieben und Spielerisch ist es milde gesagt ein schlechter Nachfolger. Ich hatte noch kein CIV was mir anfangs so wenig Spaß bereitet hat, mag gar nicht auf die Gründe eingehen. Da ich sonst Bände schreiben würde. Ich ahne hier ist nichts mehr zu retten.
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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