
Winner of more than 200 Game of the Year Awards, The Elder Scrolls V: Skyrim Special Edition brings the epic fantasy to life in stunning detail. The Special Edition includes the critically acclaimed game and add-ons with all-new features.
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.
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.
Reviews, worldwide (the counter carries no country): 71.71/day in the week to Jul 30 → 92.43/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 2,420 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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 377.7Kreviews | 92% | — | $235.2M |
| $39.99 | 103.9Kratings | 95% | — | not modelled | |
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 3330 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Un-Modded is fun but modded is better. You know the memes, the atmosphere and music so just play it guys. You'll never regret this!
Dovahkiin, Dovahkiin, naal ok zin los vahriin, Wah dein vokul mahfaeraak ahst vaal! Ahr fin norok paal graan fod nust hon zindro zaan, Dovahkiin fah hin kogaan mu draal! Huzrah nu, kul do od, wah aan bok lingrah vod, Ahrk fin tey, boziik fun, do fin gein! Wo lost fron wah ney dov, ahrk fin reyliik do jul, Voth aan suleyk wah ronit faal krein! Ahrk fin zul, rok drey kod, nau tol morokei frod, Rul lot Taazokaan motaad voth kein! Sahrot Thu'um, med aan tuz, bey zeim hokoron pah, Ol fin Dovahkiin Komeyt ok rein!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 20: 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 AU #78, worst US #98 · 4 markets collected
US · last 30 days
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*, Polish*, Traditional Chinese, Russian*, Japanese**languages with full audio support
| $39.99 |
| 35.4Kratings |
| 88% |
| — |
| not modelled |
| $9.99−75% | 1.6Kratings | 88% | #34 | not modelled |
| $39.99 | — | 97% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 3.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Skyrim is the only game where it can be finished for years, have a complete modding community built apon the current version, and some how the devs that release an entirely pointless update that breaks every mod and makes the game crash if you dare to open the map 4 times
really good though the combat is pretty dated
Cool game, but no matter what you do, don't become a stealth archer.
Soy un jugador relativamente reciente de Skyrim, ya que llevo aproximadamente 2 o 3 años jugándolo, y esta es mi opinión. No tengo palabras suficientes para expresar cuánto me gusta este juego. Me ha hecho experimentar una gran variedad de emociones, especialmente empatía hacia sus personajes e historias. A pesar de los conocidos bugs que muchos mencionan (y que, en lo personal, casi no he experimentado), el juego logra que uno les reste importancia, porque su esencia y calidad superan ampliamente esos detalles. Considerando el tiempo que ha pasado desde su lanzamiento, creo que Skyrim se mantiene increíblemente bien, conservando una gran calidad en su jugabilidad y contenido. Llevo alrededor de 350 horas jugadas (que para algunos puede parecer poco), y aun así me quedan muchas misiones por completar. Definitivamente, y por lejos, es mi juego favorito. 100% recomendado...
its skyrim what more could u ask for
jueguen esta wea cabros es como la pasta base
I have played Skyrim for ten years and spent around 1,500 hours in the Special Edition, plus another 300 hours in the Legendary Edition. On my first playthrough, I skipped much of the dialogue and paid little attention to the main story. I knew very little about the setting, but I was already enjoying myself enormously. Whatever kept me playing was there before I had learnt much of the lore. Looking back, I think it was the opportunity to create a character of my own, learn how the world around her worked, and decide what she would do in it. Skyrim gave me something to do with my imagination, even when I had little interest in the story it was telling. Character customisation matters here. I prefer to play as a lady, and I appreciate being able to choose her appearance and shape her abilities rather than take on a fully prescribed role. My preferred character wears heavy armour, carries a shield and uses magic to heal and protect her companions. The combination of skills and equipment gives that idea a practical form. A build is as much about who I want to be as what I want to defeat. That would mean less to me if the people around my character were merely there to perform their parts in her story. What caught my attention was how much they could participate in the same world. Their equipment, abilities and allegiances affect what happens. A weapon can pass from an enemy’s hands into mine, and from mine to a companion’s. Other people can fight one another without waiting for me to settle everything. I can assess a situation and intervene in it. I am not claiming that every villager has a convincingly simulated life. I noticed the repetitive routines early on. What matters more to me is whether people and objects can become part of what I am doing: whether an ally can help, an item can be put to use, or a relationship can matter outside a conversation. These connections give me reasons to pay attention. Over time, paying attention became a pleasure in its own right. I began to notice patterns in how characters behaved, form expectations and revise them when something unexpected happened. Often I was not trying to improve my character at all; I simply wanted to understand why something had happened. Understanding more of the machinery did not make the world less interesting. It gave me more to notice. I have never needed Skyrim to hide the fact that it is a game; I enjoy getting to know how this particular game works. Companions are especially important to me. Giving someone better armour, helping them survive a difficult fight and relying on them to deal with an enemy all have a tangible purpose. They make the protective role I enjoy playing worthwhile. I can spend a fight keeping other people alive and still feel that I have contributed. I like being useful without having to be the only useful person present. There is also continuity to these experiences. When I return to a save, I am picking up a character whose equipment, companions and circumstances have taken shape through earlier decisions. A piece of armour may remind me of where I found it or whom I passed it on to. The world does not preserve everything forever, but enough carries over for my time in it to feel cumulative. Just as importantly, I can usually set my own pace. I can take another road, return to town, bring help, or decide that a quest can wait. I do not need every problem to admit some ingenious alternative solution. Often, I simply want the ordinary options to remain available once a quest has begun. Accepting an objective need not mean surrendering the rest of the evening to it. Towns matter as much as the roads between them. I like having somewhere familiar to return to, somewhere to sort through equipment and prepare for another journey. Not every session needs a major battle, a revelation or a completed quest. Sometimes travelling with companions and getting home again is enough. Those quieter stretches are part of what I come back for. None of this makes Skyrim perfectly consistent, nor does it make every limitation charming. Understanding why an awkward piece of behaviour occurs does not automatically turn it into good design. My affection rests on how often the game’s systems work together to accommodate the way I want to play, rather than on a belief that they never fail. I recommend Skyrim for the room it gives me to make a character my own and to care about what happens around her. The appeal is not confined to choosing dialogue or pursuing the strongest build. It lies in all the smaller decisions through which a character becomes mine: what she carries, whom she helps, and when she stays or leaves. After ten years, I do not need another grand reason to go back. There is a character I enjoy being, company I enjoy keeping, and a world I still find worth paying attention to. That is more than enough for another evening in Skyrim.
Its Skyrim. if you don't know about this game by now, i would ask where have you been? Its great and even better with mods. It always takes me back in memory to the good old days when bethesda could actually remember how to make a vidya gaem.
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.
Related
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