
The Definitive Edition includes the critically acclaimed DRAGON QUEST XI, plus additional scenarios, orchestral soundtrack, 2D mode and more! Whether you are a longtime fan or a new adventurer, this is the ultimate DQXI experience.
Modeled estimate, not a reported figure. How we estimate →
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.
No United States chart position — it charts only in the markets below.
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




Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99−50% | 12.1Kreviews | 93% | — | $8.9M |
| $19.99−50% | 5.5Kratings | 88% | — | 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.
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 939 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
神ゲーです
如果你没玩过JRPG推荐试试这款,如果这款都玩不进去说明JRPG不适合你。不推荐的评论我都看了,基本都是没什么耐心的,吐槽的东西其实游戏设置里都有只不过有些人比较浮躁扫一眼没看到就认为没有,我整体玩下来只觉得图鉴方面还应该优化一下后期锻造和收集合在一起更直观。 普通难度不刷属性完全不肝,有些人又想全收集又觉得全收集麻烦真的很奇怪,就普通难度而言后期用开局送的五瓶爆气水基本就90+等级了,任意俩dps+俩奶挂机可过普通难度隐藏boss完全没一些人说的那么难。开六限八限是有难度的,谨慎选择,适合有耐心的新手和jrpg老手。 说下个人观点,过场动画时间太长不适合一些适应了快餐游戏的玩家,一周目有最少1/3时间在看过场动画上,有些长的过场动画达到15分钟以上并且3d模式基本每段剧情都有动画。 结论是JRPG跟现在的游戏市场不是很相符,如果一点耐心没有请谨慎选择购买。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.9M | 24.6K | 96% | $19.99 | |
| $8.9M | 13.3K | 87% | $29.99 | |
| $8.9M | 10.5K | 82% | $29.99 | |
| $8.9M | 9.9K | 73% | $29.99 | |
| $8.9M | 12.5K | 88% | $19.99 | |
| $8.9M | 18.1K | 92% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 8.9K | 86% | — | |
| $2.5M | 3.5K | 78% | $39.99 | |
| $5M | 2.9K | 88% | $59.99 | |
| $935.7K | 6.1K | 97% | $7.99 | |
| $0 | 0 | 87% | Free | |
| — | 0 | — | — |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 24: 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.
Reviews, worldwide (the counter carries no country): 3.44/day in the week to Aug 4 → 5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 940 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
good game love the combat system and exploration, kalo suka jprg wajib coba
comfort game
Jogaço, história emocionante! Uma pena que não têm opção de legenda pra o que é dito na dublagem japonesa, pois a americana é terrível.
I wanted to give the Dragon Quest series a try with DQ11 because it is a fixture in the JRPG and Japanese community overall. But it pains me to say that this game has ended up being depressingly disappointing. I really tried to like it but I am dropping the game after completing Act 2, which is around the 50 hr mark and around 60% into the game, by my approximation. I could likely go into great length describing why I feel let down by almost each and every game feature but I’ll elucidate just my biggest grievances here: The biggest disappointment here is the gameplay system. Combat is quite the let down both in difficulty and complexity. Addressing the former, the game is so painstakingly easy on the default difficulty that outside of boss battles you will find the most value out of using the auto battle feature to just do the tedious work for you. Even bosses are generally beatable in a single try without too much effort. Part of this is due to the latter issue in that the combat design is surprisingly simple. DQ falls into the pitfall of many turn-based games in that battles follow Occam’s razor. There are plenty of different combat options that boast potentially intriguing interactions or uses but they are far inferior to the simple “hit enemy hard” and basic buff/debuff loop. Enemies have different archetypes which you would expect to provide some divergent gameplay, but in nearly every situation ignoring these traits/elements is the most efficient solution because the generalist damage skills are the most powerful ones. Bosses also rarely have any intriguing gimmicks or mechanics so the simplest solution is to just keep using the same attacks over and over. Another annoying part of the combat system is that while your interesting spells rarely ever land, the enemy’s is pretty consistent. Essentially the battles in this game are only difficult when the boss gets lucky enough to inflict you with status effects turn after turn that you spend effort dispelling or trying to mitigate. The surrounding systems of combat are also lacking and my main annoyances are with the skill tree, pep system, and item systems. I disapprove of the skill tree in DQ11 due to how you unlock more powerful skills by having to dip through multiple specialized skill trees. For example, unlocking a strong weapon skill for the protagonist requires investment in both the great sword and one handed sword skill trees. Naturally you can’t use both great swords and one handed swords simultaneously, so there’s a feeling of waste that in order to get a cool skill you have to waste nearly half of your skills. This philosophy extends to the entire cast of characters and it feels absolutely abysmal, especially with the slow rate at which you garner skill points. Another lamentable inclusion is the pep system, which is basically a nearly random system in which your characters will enter “the zone” which improves their stats and allows for powerful combination attacks. The main rub here is that the activation of the state is fairly random. You can often get a feel for approximately when it should happen, but the rate at which characters enter this state typically varies so you’re often left without the opportunity to use the cool combo skills. The most common solution is tossing a character with pep into the backline until the other members of the combo attack get their own pep which is another miserable chore that you have to engage in with combat. Another aspect where I feel the game flaws flat is in terms of itemization. There is an monumental variety of gear, but at the end of the day it falls into the same trap as combat in that the simplest options are the best. Sure you can fine tune your stats a little bit based on certain pieces but most of it boils down to the same choices based on the type of character you are building. Many of the accessories are also pointless due to having very specific use cases. It would be interesting if you could anticipate the type of accessories that would help during battle, particularly the ones warding against status ailments but there is no way to know in advance what you need and often just by bonking the enemy you’ll win so you don’t get the opportunity to retool and retry the fight. The world doesn’t feel exciting to traverse either due to the linear nature and simplicity of each zone. Rarely felt any excitement looking through every nook and cranny of each zone, due to the simplicity and fairly linear nature of all the zones. It doesn’t help that the game makes you retread the world quite often, even taking away your fast travel points at certain parts of the game. The soundtrack is fine. I actually adore the symphonic tracks that permeate the game, but the downside is that there seem to be a lack of variety and I felt like I was hearing the same 5 tracks the entire 50ish hour run I had with the game. To give credit where it is due, the visuals are an absolute treat and somehow Akira Toriyama’s artstyle remains eye catching decades after first exposure via DragonBall. The characters are all a delight to spectate and the world is simple yet beautiful. I appreciate the town design too in that it feels relatively natural compared to many other JRPGs. There’s a sense of realism to the city that you can infer based on the structure placement, npc behavior/dialogue, furniture arrangements, even architecture often aligning with what you would expect in a certain environment. Entering a new town and looking at all the people and places was easily the highlight of the game. I’ll end by mentioning the writing because it is more of a subjective issue. The entire writing of DQ11 can be described as simple. The silent protagonist has nearly no personality of his own and most plot events occur just because. The supporting cast have somewhat interesting arcs individually, but that falls flat because their relationship with the protagonist and each other are pretty basic. Most of the cast join the protagonist because “plot told me to do it” and you rarely see any of the cast interact with each other. Enemy and ally motivations are also just as unexplored and most conflicts resolve with straightforward solutions. And somehow, someway, a plot with almost no substance is bloated and has one of the longest main story quests of any JRPG I’ve played. That being said I can imagine this being a boon to certain demographics, particularly the working class of Japanese society. The writing of this game is great in the sense that after a brutally long day of work you can just sit down and jump in and not have to invest too much brain power. There isn’t a long central story with interwoven subplots that you need to focus to retain. DQ11’s plot, paired with its great visuals, lets you just sit down and play the game for like an hour before you go do something else. I can see the appeal and I wanted to give DQ11 its flowers, but for me this is just another negative aspect to the game. I wanted to like it. I really did. But at the end of the day there are far more enjoyable JRPG series out there and I don’t have the time or patience to waste on another DQ game.
erik and sylvando my goats
dq小登入坑作。剧情让人沉浸,jrpg粉丝必入
pafupafu
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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.