
Tom Clancy's Rainbow Six® Extraction is a tactical, co-op, PvE first-person shooter where you and your squad face an evolving alien threat. Teamwork, tactics, and flawless execution are key to your survival.
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.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−75% | 3.2Kreviews | 66% | — | $616.9K |
| $39.99 | 31.9Kratings | 82% | — | 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 800 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Its fun but my friends are getting molested by the monsters
I'm sad this game was abandoned before it got a chance to improve. It was 100% savable. Its obvious playing someone had the vision and passion once but the game still lacks a lot. It feels like you have to unlock and complete an objective for everything. The game play feels highly controlled, you have to follow the specific steps the game wants in order to advance. I feel like the fun in zombie games is fighting the zombies how you choose and that's why it feels rewarding to survive. That being said, I love siege and zombies so if you like both and the games on sale it could be a fun quick afternoon game with friends.
Media

Related
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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 2: 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.
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*, Arabic, Simplified Chinese, Traditional Chinese, Korean, Spanish - Latin America*, Japanese*, Polish +4 more
| $39.99 |
| 7.2Kratings |
| 60% |
| — |
| 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 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just... no.
最近出炉的土豆服务器,掉线还有惩罚,明明是你的垃圾服务器还要处罚我,不推荐
当初彩六奇美拉行动的时候就很希望育碧单出一个pve模式,结果推出异种之后一言难尽,没多久就停止更新,真是可惜了,好好的一个pve为啥做成箱庭式的闯关,非常单一。现在就偶尔打打单人过个瘾。
Tom Clancy’s Rainbow Six Extraction takes the tactical shooting principles of the Rainbow Six series and reshapes them into a cooperative PvE experience centered on containment missions against an extraterrestrial threat. Developed by Ubisoft Montreal and published by Ubisoft, the game abandons conventional counterterrorism scenarios in favor of dangerous incursions into locations infested by the Archæans. Despite the dramatic change in subject matter, its emphasis on reconnaissance, careful movement, specialized equipment, and coordinated teamwork keeps recognizable elements of Rainbow Six intact. The core experience supports squads of up to three operators, although missions can also be attempted alone. Every incursion sends players into hostile environments containing objectives that must be completed while managing ammunition, health, equipment, and the increasing possibility of being overwhelmed. Instead of encouraging players to eliminate everything in sight, the game rewards controlled aggression. Scouting rooms, marking enemies, destroying nests, using suppressed weapons, and coordinating abilities can prevent situations from escalating unnecessarily. One of its most interesting mechanics is the decision between continuing an operation and extracting safely. Completing an objective does not necessarily mean the mission is finished. Players can advance deeper for additional rewards and greater challenges, but doing so places their operators at further risk. This creates genuine tension because greed can transform a successful run into a disaster. Knowing when to retreat becomes an important skill, especially at higher difficulties where mistakes are punished much more severely. The operator roster gives the game considerable tactical flexibility. There are 20 operators with distinctive abilities, weapons, and potential roles within a squad. Players can complement these abilities with more than 25 REACT gadgets designed for reconnaissance, defense, support, or direct combat. A well-organized squad can combine operator abilities to control encounters before they become chaotic, while an uncoordinated group can quickly lose control of an otherwise manageable situation. Operators also have consequences attached to failure. Characters can become temporarily unavailable following unsuccessful operations, and rescuing missing operators introduces an additional layer of risk management. This system encourages players to learn multiple characters rather than relying exclusively on one preferred operator. Progression gradually strengthens the roster and expands available tactical possibilities, providing a meaningful incentive to experiment with different approaches. The Archæans are more interesting opponents than their alien appearance might initially suggest. Different enemy types require different priorities and tactics, ranging from relatively straightforward creatures to specialized threats capable of disrupting a squad's plans. Stealth remains extremely valuable because eliminating enemies quietly can prevent reinforcements and unnecessary complications. When stealth fails, however, the game can rapidly shift into intense firefights where positioning, target selection, and communication become critical. Mission variety helps maintain momentum across repeated incursions. The game includes 13 mission types spread across 12 dynamic maps, with objectives and enemy arrangements changing between operations. This unpredictability prevents players from completely memorizing every encounter, although repetition eventually becomes noticeable after substantial playtime. Four difficulty levels provide a reasonable progression from accessible missions to demanding operations where careless decisions can end an entire run. The environments contribute significantly to the atmosphere. Familiar urban spaces have been transformed by alien contamination, producing locations that feel hostile even before enemies appear. Strange organic growths, nests, environmental hazards, destructible surfaces, and oppressive lighting establish a convincing sense of infestation. Audio is equally valuable to gameplay because nearby creatures can often be detected before they are seen. Listening carefully becomes another form of reconnaissance rather than merely an atmospheric detail. Gunplay remains one of the strongest elements. Weapons feel precise and effective, while the tactical equipment creates opportunities beyond simply firing at enemies. Destructible walls and surfaces can provide alternative lines of sight or entry points, reinforcing the idea that preparation is often more effective than brute force. The best encounters are those where a carefully coordinated plan succeeds quietly, followed closely by those memorable disasters where everything goes wrong and the squad must improvise its way toward extraction. Playing alone produces a noticeably different experience. Solo incursions can feel more suspenseful because there are no teammates available to watch another entrance or rescue the player from a mistake. The game adjusts to solo play sufficiently to make it viable, but cooperative play remains its greatest strength. Communication between players adds an unpredictable tactical element that cannot be fully replicated alone. The progression structure and demanding endgame content provide additional reasons to continue after becoming familiar with normal incursions. Players who enjoy improving operator proficiency, experimenting with equipment combinations, and tackling increasingly difficult situations can spend considerable time mastering the systems. Cross-platform multiplayer also makes finding cooperative partners more practical. Its largest weakness is repetition. Although changing objectives, enemies, locations, and difficulty conditions provide variety, the fundamental incursion structure eventually becomes predictable. Players expecting a lengthy cinematic campaign may also be disappointed because the experience is designed primarily around repeatable tactical missions rather than a traditional story-driven adventure. The extraterrestrial premise may further alienate Rainbow Six fans who strongly prefer the grounded military identity of earlier entries. On Steam Deck, the game is categorized as Playable rather than fully Verified. The default controller configuration is functional, making handheld play possible, but some interface elements may occasionally display keyboard, mouse, or non-Steam-Deck controller prompts. It is therefore a workable portable experience with minor compatibility limitations rather than a completely seamless Steam Deck implementation. Tom Clancy’s Rainbow Six Extraction ultimately succeeds by combining tactical Rainbow Six mechanics with a tense cooperative survival structure. Its risk-versus-reward extraction system, varied operators, specialized gadgets, responsive gunplay, challenging enemies, and emphasis on teamwork create plenty of memorable situations. Repetition and its unconventional direction prevent it from matching the broad appeal of the strongest entries associated with the franchise, but players interested in methodical cooperative PvE combat can find a surprisingly deep and entertaining tactical shooter here. Rating: 8/10
Been playing this game with my friends for a couple of months now and its a lot of fun. The missions, while similar in concept, have a lot of variation to keep you engaged. The gun play fells great and offers customisation without overwhelming you with too many options. The game does have some stability issues during launch, but these disappear once you're actually in game (I've only crashed during a mission once). The game runs fine on my laptop, though the opening cut scenes while the missions load are a bit laggy. Genuinely don't know why the game is so poorly rated, I've had a great experience.
this game is one of the more ambitious spin-offs set in the Rainbow Six universe. Playing in the Siege world but in a completely different scenario is really cool. Using familiar operators and maps from Siege now turned into infested zones gives a fresh experience. Seeing these maps in altered, infected versions is honestly awesome. I don’t really understand all the hate this game gets. It’s true that Ubisoft has somewhat abandoned it, and there’s no guarantee of future updates, but that doesn’t mean it isn’t enjoyable right now. I played a few co-op matches, and while the game maybe sounds a bit dead when you check player count on steam however I was still able to find matches in under 30 seconds early in the morning (European time zone). I think enabling crossplay helps with matchmaking. I’ve played around 3 hours so far, and the graphics are great. Using Siege operators’ abilities in this PvE style is fantastic, and the gameplay has a nice level of tension. You can actually lose operators, which forces you to go on rescue missions, and if they extract with low health, they stay injured until you recover them. That adds a strategic layer that I really like. Overall, I hope this game gets the attention it deserves.
Wait for it to go on sale then buy it. Its still a great game!
You guys gave up to soon, the only people who truly extracted were you guys.
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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