
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 2526 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ui垃圾,玩法一坨,除了兵种动作和城市建筑建模好看以为,我真不明白我为什么要花500多当时直接买了最贵的版本,依旧不如文明n-1
Bro, this game is a complete and utter DISASTER from top to bottom. I don't even know where to start. Everything collapses the moment you touch it. I genuinely want to know what kind of stuff the devs at Firaxis were on when they made these decisions, because it makes zero sense. 1. "Age" Mechanics? More Like Trolling the Player Base First off, resetting the entire technology tree just because the Age shifts, and blocking us from researching past techs, is an absolute joke. Resetting buildings and resources when you transition ages is extra nonsense. Newsflash: human history didn't run on a synchronized clock! Not every civilization entered a new era at the exact same time; some were literally living as nomads while others were founding academies. Did humanity just forget how to herd sheep or ride horses because the Bronze Age ended? The "You shifted eras, bro, so sheep don't exist anymore" mechanic completely destroys any sense of immersion. Total garbage mechanic. 2. Was the Base Roster Picked by a Random Generator? Second, the base leaders they shoved into this game... Did the design team completely lose their minds? You’ve got people with minimal impact on world history taking up main leader slots. Who on earth is Amina? Who is Ashoka in the grand scheme of legendary Civ icons? In an attempt to push diversity, you wiped out the actual historical weight of the roster. Where are the civilization defining giants we actually care to play as? 3. City State Logic: Unlimited Troop Glitch? Third, these tiny micro states that constantly attack with zero tactical logic. Bro, who even are you, and why are you declaring war on me out of nowhere every 5 turns? How does a tiny, one city micro state manage to spawn an infinite army of units? Do these bots have a resource cheat code running in the background? It’s completely braindead and unplayable. 4. Stats are Trash, Perks are Useless Fourth, and probably the most painful part: the traits and perks given by nations and leaders are absurdly weak. They feel like they have a ZERO percent impact on the actual gameplay. Remember Civ 5 or Civ 6 where you could theorycraft insane synergies and builds around a leader? Gone. Leader choices feel completely weightless now. It’s like picking a cosmetic skin instead of a playstyle. 3/10 - 3 for graphics and animations
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 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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
Wow, this game looks so beautiful! I sure do hope they don't lock Great britain behind a 4.99$ paywall, have even more limited modding capability than Civilization 6 and have the game remain to be in a bland state after one and a half years since launch!... oh wait.. Civilization 6 may have had a weird cartoonish style which nobody asked for, but at least it felt like the game still had some sort of a soul.. (Key word "Some sort")
문명6하다가 사람들이 하도욕해도 그래픽 발전한거좀 구경해보고싶어서 사서해봤는데 걍 역대급 ㅂ;ㅅ게임맞음 ㄹㅇ임 문명6하다가 이거해보면 클베도 이따위로 안할텐데 라는생각이 드는수준의 완성도임
Well. thank you for letting me play this game for free. Started playing CIV games when I was 9 years old with Civilization 1 on my Amiga. Then played 3,4,5 and 6 on PC. I had 7 on my wishlist, but due to the negative reviews did not try it so far. Now, after trying I can finally remove it from the wishlist. I cannot imagine what the game was at launch, if currently it's not playable for me. Graphic is strange, UI is not intuitive, you do not even select the CIV at beginning of the game, you select a leader. Should it be then still called Civilization, or maybe "BeALeader" game? Anyway, I started the game, build first scouts. Encountered some minor nations. They were attacking me, so I though ok, new barbarians, let's destroy them. I found their camp/village/whatever that is called, conquered it and... nothing happens. Where is the logic? Then I read, that next year you will be able to play 1950-2050. Seriously?
So there are certainly things to love and adore about this game, but there are also a couple of glaring "what were they thinking moments". It might get better with more development, but Firaxis should get to the drawing board on couple of items ruining the experience. The good: 1. The early and mid game could be quite fun. There's a lot of Civ in this Civ game a lot of what has been moved from the previous games is still solid. 2. The new resource system is pretty good with two exceptions - the UI dragging is quite buggy and tedious to manage. The last era factory resources are extremely underwhelming and underpowered, especially for the required investment. 3. The new leader tree is fun and it feels like you're creating a build. 4. The new generals are fun although I'm not entirely sure it significantly reduce the micromanagement. 5. With the new towns/city concept gold is always useful and no matter how much you make you feel like its never enough. The bad: 1. The era transition mechanic is just rotten to core. It's like you're starting an entirely new game each time and it diminishes what you've achieved in the previous era. It was a bad idea and bad execution. If they really want to do eras, they should take a note how Millenia was doing it. 2. The UX and UI are just "I've never played strategy game" terrible. I would call it AI slop except that AI nowadays can do a far better UI than that. 3. Late game is just boring end turn cycling without many meaningful decisions. It's not like this problem is unique to civ7, but here the problem is more severe than most games. That's combined problem of poor balancing, AI and just the simple "number grow big" win conditions. As a result in my playthrough I spent 10 hours 1st age, 6h in 2nd age and 2h in the last age (moslty waiting for AI processing end turns). 4. The quality of leaders models and animation is on the level of 2003 3d game. 5. Unnecessary meta progression - I know several strategy games have tried this, but it doesn't work, not in this genre when a single playthrough can take 20+ hours. Very few people play enough campaigns to make this progression in anyway meaningful.
Worst Civ, dont buy it. 2 thumbs down. Why you might ask? its not fun, simple as that. If you enjoy spending hours and hours playing one game, maybe its for you. i have completed ONE game in 78 hours and half played 3 other games. Why do i have so many incomplete games? because its not fun. Wherever Sid is, i hope hes pissed at whoever made this heaping pile of crap. Thanks for wasting my time, keep the change ya filthy anuimals.
It's so different with Civilization VI, and it's in a bad way.. I've played Humankind and Civilization VII copied Humankind gameplay, which is hated by many. The ever changing civilization is really bad. Like why Isabel has Egyptian civilization? People hated Humankind for it, but the Civilization decided to copy that bad gameplay. And why pick non-leader people as the character here? Harriet Tubman? Ibn Battuta? There are many historical world leaders to choose from, so why chose them? Some people played Civilization game because they wanted to do some roleplay with historical world leaders. Civilization VII failed to give what we want. I've played Civilization game from Civilization V. That game made me occupied with Civilization's franchise. Civilization VII is too different from its predecessor. Between Civilization V, VI, and VII, I can conclude that Civilization VII is the worst sequel. I will just wait for Civilization VIII. I hope they will fix the game mechanic.
Game seems to be getting a lot of flack. I will admit was not there at the start. But really enjoying the game. This is the first civ game I purchased. Also got it for switch for portability. I also decided to get 6 5 and 4 for pc. So far 5 and 7 seem to be my favourite. Struggle to get on with 6 so far dunno why will give it another go at some point and yet to try 4. But the people saying it’s not a civ game seem really over dramatic. It possibly was before the test of time update but this game easily gives you more flexibility and choice over all the others now. That being said 5 is really good I got stuck playing it for ages this also has that effect for me.
半成品 UI超爛 設計又大幅簡化 簡直退回第4代 身為歷代粉絲要玩是可以玩 但總是會有地方讓我玩到一半就不爽一下 尤其兵種設計很難理解為什麼會變這樣 還有6代UI這麼優良為什麼7代可以退化這麼多 明明有這麼多前代的經驗 到底是哪個天才想把以前改善好的地方都拿掉的 完全神人
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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