
Become immersed in exhilarating battles as a nameless hero in the Three Kingdoms
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.
No United States chart position — it charts only in the markets below.
Latest in each market: best CN #80, worst KR #95 · 2 markets collected
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): 7.29/day in the week to Sep 14 → 7.71/day in the week after.
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, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $48.99−30% | 30.2Kreviews | 93% | — | $34.3M |
| $69.99 | 14.8Kratings | 89% | — | 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 1155 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
落笔之前我斟酌了好一会,细细回味这两周的游戏体验,方才确定了用“涅槃重生”这四个字来形容《真·三国无双:起源》不会太夸张。 事实上,历经了多部作品的不尽如人意,无双系列的口碑已经每况愈下,与玩家情感的连接也逐渐降至冰点——试想一下,无数怀揣着青春回忆的新老粉丝因为曾经的喜爱,花着300多的真金白银,购买着一部部“并不算太美好”的续作,这何尝不是一种口碑与信任的双重消耗。 无双前几代呈现的结果如何,相信各位玩家们都有目共睹,开放世界的尝试也有些弄巧成拙,飘红的“多半好评”、“多半差评”已经证明了项目的危机越来越大。 但一切的反转皆来自于“起源”,这款并不在数字系列中的产品,凭借着Demo中优秀的改变赢回了良好口碑。开发团队进行了大刀阔斧的改革,使其从一款三国群像割草游戏,摇身一变成为了三国题材的动作角色扮演游戏,加之重点增强了战场的氛围感和战术与动作要素,使得玩家终于能感受到属于无双游戏独有的魅力。 顺理成章的,游戏正式发售后市场反响依然很好,在线人数峰值达到7w之多,日活也居高不下。玩过的朋友们普遍评价是“起源救活了这个IP”。 对此,我亦深以为然,因为本作确实是近几年、乃至历代最好的“真·三国无双”作品。 那么,《真·三国无双:起源》究极做了哪些改动,让玩家们开始支持呢?我认为除了卸下一些固有的枷锁,改变游戏玩法之外,制作组的一些“加减法”也相当关键。 首先,是无名主角的加入。 玩家从传统操纵三国名将的冒险故事突然变为第三视角的成长历程,上来就带来了一波新鲜感。诚然,大伙失去了喜闻乐见的,欣赏女武将们英姿的环节,且可操纵的武将也变少到仅有9人(战场同行),可与之而来的故事感与沉浸感却是成倍增长的。 道理很简单,三国的故事想来大家都耳熟能详,历代作品也是翻来覆去的讲,实在是很难找到新意。而《起源》更像是带着玩家们历经了三国时期,玩家讲随着剧情的发展去到各个势力之中,感受魏蜀吴不同阵营的路线与故事,匹配上一些历史必然进程和IF线的改编剧本,如此一来,无论是新老玩家都能感受到一些别样的东西。 源从黄巾起,真三无双魂,想来这个项目的名字也饱含了制作组的愿景。 再者,是浓厚氛围感的呈现。 技术力提升带来的同屏人数的增加,使得战场上的细节更为丰满,刷起来也更有感觉当然,登场的士兵们也不是与以往一样完全站在原地当经验宝宝,他们也会根据指挥集结战斗。 个人勇武倘若只是沧海一粟,那么集结成大军团便可移山填海,连携发动攻击之时,还是会对玩家造成一定的威胁,按照惯性思维去玩本作的我前期确实吃了蛮多苦头。 还有就是“临场感”的加持。这意味着可以做的事情变得更多。 作战会议部署完进入战场之后,玩家可以根据局势去到不同地方,或帮助友军协防冲杀、或绕到后方偷袭破敌、或运用自身灵鸟之眼的能力破除陷阱,充分发挥战术能力,方能更快地占据地图据点,鼓动友军士气,带领全军突击开启最终大决战…… 当千军万马汇聚于城下,一齐冲杀的壮观场景,确实让人热血沸腾。 以上种种对于战场的决策、对于部队的指挥、以及敌我双方大战术的发动与阻碍,都是颠覆战局的关键所在,也正是本作优秀氛围的具象化呈现。 最后一点,就是不再和以前一样循规蹈矩,勇于革新求变。 前文也提到了,起源的改动是巨大的,既有动作游戏的爽快,又有RPG游戏的成长。游戏中技能天赋树的加入、宝玉的设计、以及武器词条的存在也算玩家主线之外目标的一环。 在人物塑造上的变化同样十分明显,对几位固有印象的角色都进行了一些改编,使得他们无论是在形象上、还是性格塑造上都略有不同。 譬如大家讨论度很高的张角,这位“天公将军”到底也算是历史上有名有姓的领袖人物之一,本作并没有将其作为一个背景板揭过,而是从正面与侧面的描写,加强对他的描绘刻画,玩家也能够愈发理解时代洪流下的人物心境,又迎合了历史与故事的深度,我认为算是比较好的改编。 战斗玩法上的改动几乎是颠覆性的。虽然可用的武器模组数量减少了,但是单个模组的可玩性却增强了。玩家可以通过提升武器模组的熟练度解锁技能派生,配合上“斗气和武艺”搭配组合出很多流畅的连招,每把武器不同的玩法和机制,就是在鼓励玩家多多换着玩。 与此同时,敌方武将增加了外功护体,击破其防御便可使用“收击”打出大量伤害,并且AOE到附近的单位,简单来说就是破盾+处决,顺便来个范围群攻,很好理解。 无双乱舞的延续则保留了系列最大的底裤,至少看了就知道咱们根正苗红。 以上三者的叠加使得战斗起伏更为跌宕,既不是无脑刷杂兵,也不是令人恐惧的Boss Rush,张弛有度的爽更为合理,更符合一骑当千的设计理念。 不得不提的还有Boss级别的武将难度陡升,给上述动作要素额外增加了一抹硬核色彩。我用其他朋友的两句话概括总结一下: “我刚在《真三》开无双,怎么遇到个大哥直接给我干到《卧龙》来了!” “遇到吕布之前都是开无双,打他直接变成魂like了!” 话虽如此,但各位朋友们也无需太过担心,强者们自有攻坚之心,如我这种动作苦手玩家,也能化身“卑鄙的外乡人”,耗死敌人。 当然,《真·三国无双:起源》实际体验下来并非人们口耳相传的那般完美无缺,战场稍显严苛的战术规划设计,无不考验着奔赴不同战线玩家的时间管理和路线规划能力,以致于本作不似以往无双游戏那么“相对自由”。 就像是悬于脑后的丝线一般,你我众人无异于设计程序的提线木偶,哪里有需要就要飞速去到哪里驰援。并非说这样不好,只是有些时候容错率太低,登场人数一多耳旁全都是各种将领的呼救声。 能够支援到位还则罢了,一旦去晚了,轻则我方名将被不知名小统领斩于刀下,重则主将败走任务全面失败。 但是烦请注意,以上问题也只困扰了我一小段时间,大概存在于某几个战况复杂且不太熟悉的关卡。倘若这些细枝末节与整个作品的表现进行横向对比,前文提到的些许不适只能说瑕不掩瑜。 还有大家都在诟病的“三国万人迷”剧情,确实不知道文案同学是怎么编写的,感觉全三国都在爱我,无论男女都要与我共诉衷肠,三句话不离暧昧,下一秒剧情就是别人老婆。 加之译文的腔调有些许尴尬,多少会有点膈应人。我习惯后倒也没什么不适,可能不少玩家比较在意,这个见仁见智。 综上所述,如果你要问《真·三国无双:起源》是否值得一玩,那么我想说: 本作无论是一周目的可玩性、还是多周目的重玩性都做的不错,目前十多个小时玩下来的我确实还意犹未尽,每晚下班都想把爽快与热忱留在那片三国战场之中。 一想到还有不同势力的IF线和真结局等待我去解锁,我的手柄就再也放不下去了!
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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.
Reviews, worldwide (the counter carries no country): 8/day in the week to Jul 30 → 8.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
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, Simplified Chinese*, Traditional Chinese, Japanese*, Korean, Arabic*languages with full audio support
| $44.99−25% |
| — |
| — |
| — |
| 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A Step Forward for the Gameplay, but a Massive Step Backward for the Franchise. When I thought Dynasty Warriors had hit rock bottom with Dynasty Warriors 9, Omega Force released Origins—a game that takes two major steps forward, but one massive step backward. The Narrative & StructureThe game takes place during the chaotic early days of the Three Kingdoms period, starting with the Yellow Turban Rebellion and charting a course all the way to the climax of the Battle of Chibi. Instead of choosing a traditional historical figure, you play as an amnesiac traveler nicknamed Ziluan. As a wandering martial artist, he follows the historical currents of the late Han Dynasty right into the heart of the Three Kingdoms conflict. Ziluan can wield a variety of weapons—specifically, eight base weapons that are shared with generic officers and unique legendary figures like Cao Cao, Guan Yu, and Yu Jin. In total, there are 11 weapons to acquire: two are locked behind DLC, and one is an endgame unlock. The Good: Campaign and Scale The first major positive is the story mode. The campaign is significantly more enjoyable than Dynasty Warriors 9 and offers excellent replay value. What keeps it fresh is the faction choice; you can align yourself with Shu, Wei, or Wu and follow their specific path until the final conflict. The campaign spans five chapters of varying lengths, during which you can build deep bonds with the iconic officers you meet. Furthermore, the bloated open world of DW9 is thankfully gone. In its place is a tactical map reminiscent of a streamlined Total War campaign or a stylized board game, complete with oversized character icons moving across a macro-scale map. The battles themselves are another massive high point. The scale is spectacular, featuring clashes with up to 5,000 troops on screen. By the late-game conflicts, the combat completely delivers on the classic power fantasy, making you feel exactly like Guan Yu or Lu Bu tearing through enemy lines. The Bad: A Bland Protagonist and Locked Officers However, the single biggest flaw—and my absolute main grievance—is that you cannot freely play as the other officers. They are strictly locked away as NPCs, forcing you to spend the entire game as a relatively bland and generic main character whose only real gimmick is wielding everyone else's weapons. I disliked this restriction so much that I resorted to using mods to bypass it entirely, finally letting me roleplay as Zhang He, Cao Cao, Guan Yu, and Lu Bu. Honestly, playing as the classic cast is where the real fun lies, and it wouldn't surprise me if the developers originally intended for the game to be played this way before changing their minds. To make matters worse, several prominent roster mainstays like Cao Pi, Ma Chao, and Cao Ren are completely absent from the game, which feels absurd for a mainline entry. Conclusion At its core, Dynasty Warriors: Origins is a fun, satisfying hack-and-slash experience. It doesn't quite capture the legendary magic of the classic DW3 through DW8 era, but it is a massive improvement over DW9. Stripping away the core joy of the franchise—the ability to play as 50 to 80 unique historical figures—and trading it all for one random amnesiac protagonist was a massive design mistake. Outside of that major flaw, the game is an easy, solid 7/10. It’s a genuinely good action game; it’s just not a great Dynasty Warriors game.
我才是真正的三国无双。
好玩
好
玩起来很爽,优化也很好
Not exactly thrilled with the new set up. I always liked playing as certain characters with their specific move sets and mousu, but this is a very interesting take on the line of games i grew up with. The game looks awesome even on my old computer. The Voice acting, even in English is done very well. They put a lot of effort into the game. The Lu Bu challenge fight is insanely hard on anything except the easiest difficulty, I literally plowed through the story until i got stomped 57 times and decided to reduce for that one single battle. Overall, 8/10 The grinding for reputation in each area is a bit much.
别问 问就是小时候买单长大了也爽玩
割草爽
Le bon graphique est phénoménal , les musiques et le sons en général sont excellent. Ce dynasty warrior casse complètement le coté planplan des ancien avec ses graphisme éculer son feeling "correct sans plus". A présent les batailles son de vrai moment de bravoure ou on s'extasie autant par l'intensité de ses combats que des graphismes (si j'avais penser dir ça un jour ... moi qui ai commencer sur DW2 sur ps 2 ...). Ici toute les mécanique des jeux moderne sont présent : dodge, just parry, roue des skill : on laisse apuyer sur RB et on "pioche " dans une technique avec x,y,a ou b. il y a tjrs le muso bien sur , on pex et recupere de nouvel technique ect Le jeu est bien plus scénarisé que les anciens , on suis l'histoire d'un personnage non historique. Il y a une carte de la région a la façon d'un 4X on l'on se balade pour choisir les mission et monter la paix dans la region, on loot des armes durant les combat, il y a des stats en mode rpg ect. Bref vraiment bcp a dir, mais si vous avez déjà joué a un DW , alors soyez assurer que celui ci est le meilleur de tous, et si vous n'y avez jamais joué alors vous êtes clairement passer a coté de qq chose, et celui ci constitue de loin le meilleur point d'entré. En tout cas une chose est certaine : après avoir touché a ce dynasty warrior impossible de revenir en arrière, il a fixé les jalons pour une dizaine d'années.
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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