
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.
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
"용사란 결코 포기하지 않는 사람이다." 드래곤퀘스트 11 S 지나간 시간을 찾아서 2017년 플스4, 닌텐도3DS 출시 이후 완전판으로 2019년 닌텐도 스위치, 2020년 플스4,엑박,PC로 출시 되었다. 개인적 내가 해본 스퀘어 에닉스 턴제 rpg 중에서는 가장 잘만들었고 스토리로는 왕도물의 극치를 달리는 작품이며 이때까지 해본 턴제 rpg 게임 중 5손가락 안에 드는 명작 중 명작이다 . 왜 용과같이의 카스가 이치반이 왜 드래곤 퀘스트를 해보라고 했는지 이 게임을 하다보면 충분히 알 수 있다. 드래곤퀘스트ost [서곡]은 드래곤퀘스트 수십,수백시간을 압축해서 노래로 만든다면 이런 곡이 아닐까 싶은 명곡이니 꼭 들어보길 권한다. 1회차 때는 100시간 정도 하면서 정말 시간 가는 줄 모를 정도로 재미있게 했었고 2회차때는 빠르게 하려고 54시간동안 할거 하고 클리어 했으나 1회차 했을때의 그 감정.. 내가 정말 모험을 하고 있다는 몰입감은 2회차를 하면서도 그대로 느껴진다. 여기저기 대화와 설정등 스토리를 통해 달라지는 것에서 의외로 디테일함이 있는 게임이었다. 왕도물의 뻔하디 뻔한 스토리와 클리셰의 범벅적인 작품임에도 이 게임의 스토리에는 그 깊이가 있다 생각 한다. 동료들과의 모험과 용기, 그리고 희망.. 뻔함 속에서.. 아니 뻔하기에 느껴지는 그 옛날의 게임 속의 감성.. 여러가지 게임을 해봤다면 특히나 고전적인 게임을 해봤다면 알고 있는, 알것 같은 그 옛날 스토리의 추억들.. 그 모든 것들을 끄집어내는 그런 게임이 아니었나.. 싶다. 다만.. 이 게임은 몬스터들을 너무 반복적으로 똑같이 돌려막으며 색깔놀이가 어느 게임보다도 가장 심각한 수준이다. 레벨 노가다는 크게 문제 없었지만 재료의 부족함에 결국 노가다를 뛰게 만든다. 게임 시스템적으로 불편함이 없진 않다. 고전 jrpg의 불편함과 감성이 그대로 남아 있기 때문에 그때의 감성을 모르는 사람이라면 더 불편할 수 밖에 없고 감성을 아는 사람이라도 2026년에서 그 고전적 불편함을 감성으로 극복하기엔 무리가 든다. 극적인 얘기로는 불편한 시스템을 감성으로 포장해 팔아먹는 수작이라고 까지 밖에 말할 수 없다. 호불호가 심한 사람에겐 정말 고개를 저을 수준이 아닐까 싶긴하다. 나에게 그 모든 불편함을 감수 하면서까지 이 게임을 할만한 가치가 있느냐 묻는다면 나는 최소 1회차는 불편함을 감수 하면서 까지라도 이 게임을 할 가치가 있다고 말할 수 있다. 난.. 2회차를 잠깐하다 껏을때 베로니카 카드가 뜬게 아니었다면 아마 끝까지 하지 않았을 것이다. 2회차의 원동력은 오로지 베로니카와의 의리 하나였으며 오로지 그 캐릭터 하나만을 보고 2회차를 플레이 하였다.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 | 3.7K | 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 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.
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
Although an ill thought out third act threatens to take the wind out of its sails, Dragon Quest XI is mostly a fun time. An easy game, though one that comes with difficulty modifiers you can activate on a new game, its pun-filled charm, healthy doses of humor, and bright, colorful world carry the game. This, combined with its fairly frequently discounted status (in 2026) makes the game perfect for those looking to engage with Enix's premier JRPG series for the first time. Fairly rote and predictable story beats may turn off players looking for something less 'classic' in that regard.
ドラクエ3、5、6、7、8をプレイ済みで、裏ボスまで含めて約140時間ほどでクリアしました。 本作は、過去作品へのリスペクトを感じられる要素が随所に散りばめられており、シリーズファンとしてとても楽しめました。さらに、ボイス・3D表現・オーケストラサウンドが世界観をより魅力的に演出していて、没入感も非常に高かったです。 また、従来のドラクエらしいシステムをしっかり踏襲しつつ、オートセーブや倍速機能など、現代的で快適なシステムも取り入れられているため、最後までストレスなくプレイできました。 個人的には、シリーズ最高傑作と言っても過言ではない完成度だと感じています。
看到一大堆人在說什麼「JRPG玩家不可能不喜歡DQ11」 我想我一路上玩過FF、To、P、鍊金工坊,五六個IP,加一加快20款JRPG,可以算JRPG玩家了吧。加上「國民RPG」的光環,就無腦入了這款。 但我玩了11個小時,實在是打不下去了。 我喜歡回合制,p的回合制、軌跡的回合制都超級好玩,要說傳統回合制,FFX的回合制我也玩的很開心。但我真的沒看懂本作戰鬥系統的深度在哪裡。呃我猜怪物應該是有弱點跟抗性的設定,但打到沒打到弱點一點反饋都沒有,又不給抗性數值,又不給窺伺偵測,我到底要怎麼安排隊伍跟出招?我要怎麼策略性的調整我的技能?難道我應該拿張紙筆在旁邊算傷害數值推理抗性嗎? 真正的問題是劇情,所有角色無時無刻都在跟我插科打諢。開頭玩到樵夫變成狗的劇情我就已經很無語了。但還可以接受:調劑嘛,放鬆一下氣氛搞個笑,可以理解,畢竟哪款遊戲沒有小丑。沒想到劇情繼續推下去,幹溫泉鄉也在給我演小丑劇,反派在當小丑、主角團也在當小丑;往下推到沙漠,整個賽馬劇情就是個大型小丑劇,王子是個整天跟你搞笑的小丑,國王也是個負責搞笑的小丑,入隊新伙伴更是個名副其實的小丑。 幹整部遊戲就像是一群搞笑藝人的話劇演出。玩到海港看到接下來是個三小海之男兒競賽的時候,我真的忍不下去了。聽說更後面會有真正精彩感動的劇本,但我不想再看另一齣小丑劇了,我給了11小時,這遊戲沒能說服我玩下去,後面有什麼都不重要了。 我不知道,也許我對DQ的期待太高了,理論上我本來就知道DQ是稍微偏子供向的遊戲,不玩FF那種黑深殘成人劇本,也許我一開始就應該要預期到這就是一個這種調調的遊戲。但所謂的「國民RPG」……我本來以為會更有趣一點。
Game was beautiful and great till Sylvando shows up, he's completely unbearable and if he's in the rest of the game i probably wont finish it. i love dragon quest to so it kinda hurts, but how did we go from characters you cant wait for what they'll say next like Yangus in 8 to characters that are such obnoxious freaks like Sylvando who every time he opens his mouth i feel the need to skip the cutscene or punch the screen. Its not even just Sylvando being a fruit that makes it bad, all the characters feel shallow and less real due to most of them feeling like caricatures of specific stereotypes. Look I'm a big DQ fan, I have replayed DQ8 like 5 times (no, not the ♥♥♥♥♥♥ 3DS version) since it's launch in 2005 and all the others including spin offs like Torneko: The Last Hope at least once but for the first time i most likely wont finish a DQ game because they felt the need to add the gay freak, just sad and very disappointing. and while there's been flamboyant characters in the past they were never part of your main party so you only had to listen to them maybe once or twice.
Después de varios años he vuelto a Dragon Quest XI, esta vez en su versión de Steam. Es la cuarta vez que me lo paso. Lo jugué en Switch, en su día en PC en circunstancias… digamos poco ortodoxas (juventud y cartera vacía, no me juzguéis), y ahora sí: copia legal, logros de Steam completados y cierre oficial del ciclo. No es el “100% interno” absoluto del juego, pero sí el platino digital que me debía. Voy por partes. Lo que me sigue fascinando La historia funciona. No intenta reinventar la rueda, y precisamente por eso encaja tan bien. Es un relato clásico, con estructura clara, héroe predestinado y giros que apelan directamente a la emoción. Y sí, me ha vuelto a sacar alguna lagrimilla. Para mí eso es una métrica bastante fiable: si una obra consigue emocionarte después de saber exactamente lo que va a pasar, es que algo está haciendo muy bien. En lo visual ha envejecido de forma sorprendentemente sólida. Salió originalmente en 2017 y sigue viéndose fresco. Gran parte de ese mérito está en su dirección artística. El estilo cel-shading, el diseño de personajes de Akira Toriyama y la coherencia cromática hacen que el conjunto no dependa de realismo técnico para sostenerse. Cuando un juego apuesta por una identidad estilizada bien definida, el paso del tiempo le afecta mucho menos. Aunque los mapas estén instanciados, la sensación de apertura está muy bien resuelta. Mantiene ese diseño algo “pasillero” propio de los JRPG clásicos, pero está disimulado con inteligencia. De hecho, en más de una ocasión he acabado chocando contra una pared invisible convencido de que había un camino por ahí. Eso, curiosamente, habla bien del trabajo de layout: el entorno sugiere exploración incluso cuando el diseño está controlado. La música también cumple con nota. Es cierto que la saga tiende a reutilizar motivos y estructuras, marca de la casa desde los tiempos de Dragon Quest, pero lejos de sentirse repetitiva, activa directamente el botón de la nostalgia. Hay algo reconfortante en reconocer esos temas; es casi identidad sonora de la franquicia. Lo que no me ha convencido tanto El sistema de logros internos es mejorable. Para completar ciertos desafíos, como el de "experto en casinos", he tenido que recurrir a guías externas. En general, para el platino de Steam es prácticamente imprescindible apoyarse en la comunidad. No habría estado mal que la Definitive Edition incluyese una lista de logros visible desde el principio o alguna pista más clara dentro del propio juego. Ahora mismo solo aparecen al desbloquearlos, lo que complica planificar una partida completista sin información externa. Eso sí, hay que reconocer que la comunidad de Dragon Quest es increíblemente dedicada. Si necesitas saber algo, alguien ya lo ha documentado con precisión quirúrgica. También me ha resultado algo incómodo que la Definitive Edition modifique ciertos aspectos respecto a la versión original en lugar de limitarse a añadir contenido. En algunos tramos he tenido que dar más vueltas de las necesarias, y la sensación es menos orgánica que en mi recuerdo de la versión base. Conclusión He disfrutado el juego de principio a fin, incluso después de cuatro partidas. Completarlo “al 100%” (versión Steam, no me miréis así) ha sido más un ritual de cierre que una obligación. Puede que la nostalgia tenga parte de culpa en mi entusiasmo, pero cuando un título mantiene intacta su capacidad de emocionar y su identidad visual casi una década después, algo está haciendo bien. Para mí, sigue siendo un 10/10. Y esta vez, además, con la conciencia tranquila.
无聊的跑图,需要反复刷的材料,巨多的支线任务,在通关那一刻觉得全都无所谓了。说多了都是泪,我就喜欢这种简单明了的剧情,单纯的伙伴。感谢鸟山明,感谢崛井熊二,感谢椙山浩一,为我奉献这么好的故事,游戏和音乐。
堪称jrpg的集大成之作,基本包含了jrpg的一切构成要素,经典的王道剧情和回合制战斗,出色的人物塑造,优秀的地图探索,丰富的养成系统,游玩时的沉浸感很强。系统相比老游戏人性化不少,尤其是明雷遇敌在体验上好多了(约奇村除外,游戏内对比差距明显)。当然也有一些缺点,比如建模略显粗糙,后期的探索收集重复性太强,怪物甚至地图都是换皮,但总体上来说瑕不掩瑜。
Antes que os fãs joguem uma Slime na minha cabeça: eu entendo por que esse jogo é tão amado. Só descobri que ele não foi feito para mim. É bonito, carismático, tem uma trilha sonora excelente, personagens simpáticos e aquele clima clássico de JRPG que muita gente ama. O problema é que ele é clássico. Muito clássico. Depois de algumas horas eu já sabia exatamente o que ia acontecer: — Vamos para a próxima cidade. — Alguém precisa de ajuda. — Surge um problema. — Derrota o chefe. — Repete mais umas cinquenta vezes. Enquanto isso, eu continuava apertando o botão de ataque como se estivesse preenchendo ponto no trabalho. O combate é competente, mas raramente me surpreendeu. A exploração é agradável, mas nunca senti aquela vontade incontrolável de descobrir o que havia na próxima colina. É um daqueles jogos que claramente foi feito com muito carinho só que meu cérebro ficou o tempo todo perguntando: "Tá... e quando começa a parte que me vicia?" Ela nunca chegou. Nota: 6/10 Não é um jogo ruim. Muito pelo contrário. Só descobri que meu coração prefere RPGs que me deixam em crise existencial, me fazem apanhar de um fazendeiro ou me transformam em um vampiro em vez de sair caçando Slimes por mais 80 horas.
making the attractive female character the main character's step-sister is highly questionable and, depending on where you live, possibly borderline illegal game design. i mean...cmon just look at it this way - the game introduces an attractive girl nice the game says she is your step-sister windows xp error.wav less nice who approved this questline who wrote this who signed off on this who looked at the previous guy and said "excellent work" everything was going great then the writers remembered they had free will i wish they hadnt ive seen this trope in a handful of other japanese games like uhhhh is everything all right over there or what like bro, someone need to give japan a snickers bar and a bottle of mountain dew baja blast, and tell japan to sit down and chill out cause like, bruh i aint trying to clap the cheeks of my stepsister bro, whats being suggested isnt morally correct by any modern standards whatsoever lil bro. if you think im over exaggerating just do yourself a favor and look at the community hub, then have regret afterwards
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.