
Run the league one decision at a time. EA SPORTS™ Madden NFL 27, powered by the all-new Persona Engine.
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.
About

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, 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 | $69.99 | 925reviews | 36% | #37 | $3.8M |
| $99.99 | 1.9Kratings | 65% | — | 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 929 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Recebedores dropam demais, linemans são burros, mas da pra se divertir
this game is ass
Crashed 3x in a row when trying to "Give Xavier Watts extra reps" after starting a fresh franchise. The blue loading screen freezes and the audio cuts. Waited over 5 min per attempt. Please remove your NFL partnership; we the fans don't deserve this low effort as our only option. Please.
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 6: 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 US #41, worst UA #96 · 4 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $69.99 |
| 1.5Kratings |
| 50% |
| Top 100 |
| not modelled |
| $69.99 | — | — | #6 | 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 931 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have played this franchise for years, and I can say without exaggeration that this year’s game is an absolute disaster from a gameplay perspective. It is marketed as a next-generation football simulation, but almost nothing about the actual gameplay feels next-gen. The engine feels outdated, restrictive, and fundamentally broken. The biggest problem is that the game does not allow you to play football the way you want to play it. Instead of giving the player freedom and rewarding football knowledge, stick skills, positioning, and decision-making, the game constantly forces you into predetermined animations and mechanics. It often feels like you are watching the game decide what happens rather than actually controlling what happens. Animations Control Everything Physics barely seem to matter. Players warp across the field, change direction unnaturally, and get sucked into magnetic animations that override positioning and momentum. You can make the correct read, throw the ball where only your receiver should have a chance, and still watch a defensive back magically glide across the field or through your receiver because the game triggered an interception animation. The same thing happens with tackling, catching, blocking, and running. Too many plays feel predetermined by whichever animation happens to trigger rather than by what the players actually did on the field. The AI Is Completely Broken Blocking logic is unbelievably bad. Offensive linemen will ignore a defensive tackle directly in front of them so they can run fifteen or twenty yards downfield looking for someone else to block. Meanwhile, you get hit immediately in the backfield. Defensive AI is just as frustrating. Defensive backs randomly stop following routes, ignore receivers entering their zones, or fail to react to passes thrown directly at them. Instead of being able to trust your play call and assignments, you are constantly fighting against your own AI teammates. There Is No Freedom to Play Your Style This might be my biggest complaint. The player has almost no real freedom to play the game the way they want. Every year, more systems, mechanics, abilities, animations, meters, and supposed "features" are added, but instead of making the game deeper, they make it more restrictive and frustrating. It feels like every new feature takes another piece of control away from the player. I do not need another gimmick. I want to call my plays, read the defense, make adjustments, control my players, and have the outcome determined by football decisions and execution. Instead, the game constantly fights you. Certain plays only work because of specific animations. Certain movements are restricted because the game wants to trigger a particular sequence. Players get locked into actions you never intended. The more "features" they add, the less control it feels like you actually have. The Running and Handoff Mechanics Feel Ancient The handoff system is especially terrible. Running backs will practically freeze while waiting for the quarterback to finish a slow, rigid handoff animation. There is no natural momentum or fluidity. By the time you actually gain control of the running back, the defense is already crashing into the backfield. Again, you are not fighting the defense. You are fighting the game itself. The Menus Are Embarrassingly Slow Even when you are not playing, the game manages to be frustrating. The menus are sluggish, freeze constantly, and suffer from noticeable input delay. Something as basic as changing a depth chart, managing a roster, or navigating Franchise mode takes far longer than it should. For a modern sports game, the UI performance is embarrassing. Bugs and Glitches Are Everywhere Scoreboards disappear. Presentation elements break. Menus freeze. Animations glitch. Games crash. Players warp around the field. These are not tiny cosmetic issues anymore. They directly affect the experience and make the entire product feel unfinished. After years of annual releases, there is no excuse for this level of inconsistency. The Franchise Needs a Fundamental Rebuild The frustrating part is that there is still the foundation of a good football game buried somewhere underneath all of this. But instead of fixing the fundamentals, every year seems focused on adding another mechanic, another system, another animation, or another marketable "feature." More features do not automatically make a better game. In this case, many of them actively make the game worse because they take control away from the player and pile additional systems onto an engine that already struggles with basic football. I want a football game where ratings, physics, positioning, play calling, timing, and user decisions determine what happens. I do not want to spend every game figuring out which animations and mechanics I have to exploit just to make football behave like football. This does not feel like a next-generation football simulation. It feels like an outdated engine buried underneath years of recycled systems and unnecessary additions. At this point, the franchise does not need another flashy feature. It needs to give control back to the player, fix the AI, fix the physics, fix the animations, optimize the menus, and rebuild the fundamentals of football gameplay. Until that happens, I cannot recommend spending money on it.
i cant even play the game i try playing my super star the game crashes i try playing head 2 head the game crashes no matter how many time i go into the game
I'm very glad I didn't buy this game; I'm playing the 10-hour trial with EA Play. If you've played Madden in the past 8 years, you've already played this game. They've made small changes to contract negotiations and free agency in franchise mode, but those changes are worth nowhere near the price tag. On another note, if someone could let me know the secret combination of settings to get this game to NOT RUN IN SLOW MOTION ONCE THE BALL IS SNAPPED please do share. This problem has existed since Madden 24 when they switched the PC version to the current Madden engine and I have no clue how it is still an issue on modern hardware. The game is near unplayable.
give another company the rights for the game
i cant even lod the game
Poorly optimized and the OLine are complete turnstiles.
Bad Geometry. like how does a DE block a pass to my RB on a quick slant out... outside the box outside the line.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7M | 2.8K | 40% | $69.99 | |
| — | 55.7K | 76% | — | |
| $210.3M | 107.4K | 51% | $69.99 | |
| $3.4M | 2.1K | 91% | $44.99 | |
| $10.8K | 98 | 67% | $4.99 | |
| $1K | 4 | 50% | $6.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.8M | 3.1K | 64% | $29.99 | |
| $3.8M | 8.3K | 98% | $19.99 | |
| $3.8M | 7.5K | 93% | $19.99 | |
| $3.8M | 13.1K | 96% | $14.99 | |
| $3.8M | 6.5K | 83% | $19.99 | |
| $3.8M | 4.2K | 77% | $29.99 |