
THE CRITICALLY ACCLAIMED FANTASY ACTION RPG. Rise, Tarnished, and be guided by grace to brandish the power of the Elden Ring and become an Elden Lord in the Lands Between.
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.
Every market we collect.
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 publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 1.2Mreviews | 93% | #49 | $935.4M |
| $59.99 | 180Kratings | 94% | #62 | 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 3586 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Simplemente es una obra maestra. Si te gustan los retos y la exploración este es tu juego.
People keep crying about the difficulty in souls games, i feel like miyazaki kinda made elden ring a little too eazy, i have the perfect solution: hard mode only for real gamers, it would be perfect...
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Latest in each market: best JP #22, worst PL #82 · 14 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*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +3 more
| $59.99 |
| 55.2Kratings |
| 90% |
| Top 100 |
| 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 3.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is so blood boiling and toe curling I have gone through every emotion possible and genuinely ripped strands of hair out of my head from how unfair and ♥♥♥♥♥♥♥♥ the bosses in this game can be not even the main bosses like Radahn or Godrick the ♥♥♥♥♥♥♥ field bosses in this game for whatever reason are just such ♥♥♥♥♥♥♥♥, I would rather lick the floor of an entire sweaty gym locker room than ever EVER fight that ♥♥♥♥♥♥♥ Death Rite Bird again it puts Radahn to shame how ♥♥♥♥♥♥♥♥ it was had me screaming and crying in my room to the point where my neighbors knocked asking if I was okay so I ♥♥♥♥♥♥♥ killed them. Anyway best game oat 10/10
No ultrawide.
ну это не кал, но и кал
added microtransactions which can determine your starting class. i have way more hours in souls and elden ring than steam shows btw, but if you support microtransactions like this the slippery slope will eventually no longer be a fallacy
Nice for a while. I'm fed up with soulslike games. Worse game engine thati remember, like all fromsoftware games. Tired of repeating all over again when I die. Good luck!
took me 40 hours to complete my first run and broke a table. 100% worth it
yippee
[h2]QUICK VERDICT[/h2] Elden Ring is my favourite game of all time and one of the clearest examples of a game becoming a personal journey. It expands FromSoftware’s action RPG foundation across a vast world filled with mystery, danger, beauty, and decay. The Lands Between rarely feel like a checklist. Every castle, ruin, battlefield, and underground city feels connected to an ancient world. It is not flawless. Repeated bosses, obscure quests, late-game damage spikes, and open-world fatigue weaken parts of the experience. However, its discovery, challenge, atmosphere, and freedom make it a masterpiece. Some games are reviewed. Others are carried. Elden Ring is a game I carry. [h2]PROS & CONS[/h2] [h3]Pros[/h3] * One of gaming’s greatest open worlds * Extraordinary exploration * Huge build and weapon variety * Unforgettable bosses and art direction * Deep environmental storytelling * Enormous replay value [h3]Cons[/h3] * Repeated bosses and side dungeons * Harsh late-game damage spikes * Extremely obscure questlines * Minimal guidance can overwhelm * Repeat runs feel less focused [h2]STORY[/h2] The Elden Ring has been shattered, the demigods have claimed its Great Runes, and the Lands Between have collapsed into war and decay. You play as a Tarnished called back by grace to become Elden Lord. The story is delivered through ruins, item descriptions, architecture, enemy placement, and fragmented dialogue. You rarely witness history directly. You explore its remains. Its characters are broken legends shaped by power, faith, loss, and duty. The Erdtree is beautiful but oppressive, while the Golden Order promises structure but produces suffering and exclusion. Elden Ring’s story is not presented like a film. It is uncovered like a relic. [h2]GAMEPLAY[/h2] At its core, Elden Ring is about timing, positioning, stamina, patience, punishment, and learning. What separates it from earlier FromSoftware games is freedom. You can use colossal weapons, katanas, shields, bows, sorcery, faith, status effects, Spirit Ashes, summons, or hybrid builds. Ashes of War give weapons new skills, elements, and scaling. Spirit Ashes support solo players without removing the need to explore, upgrade, and understand each fight. Torrent makes travelling fast and enjoyable while changing certain battles. Dragons, mounted enemies, and field bosses feel different from dungeon encounters. Combat is at its best when it becomes a conversation. You learn what can be punished, when greed gets you killed, and when to heal or retreat. The balance is not always perfect. Some late-game enemies hit excessively hard, repeated bosses lose impact, and group encounters can feel chaotic. Death is not an ending. It is information. Failure becomes part of progress. [h2]WORLD DESIGN[/h2] The Lands Between are among the greatest worlds ever created in a game. Limgrave teaches freedom without relying on a traditional tutorial. The Tree Sentinel shows that not every enemy must be defeated immediately. Stormveil Castle delivers a twisting dungeon filled with hidden paths, rooftops, locked rooms, and ambushes. Liurnia becomes misty and melancholic. Caelid feels diseased and deeply wrong. Altus Plateau builds towards Leyndell, a capital that feels majestic and tragic. Discovering Siofra River or Nokron beneath an already enormous world creates a sense of impossible scale. Elden Ring constantly makes visual promises: a tower in the distance, a castle on a cliff, or a lift descending into a false night sky. It rewards curiosity rather than map icons. Caves, catacombs, mines, and boss variants repeat, while some late regions feel thinner. Yet the world still feels ancient, sacred, hostile, and meaningful. [h2]VISUALS & SOUND[/h2] Elden Ring is carried more by art direction than raw technical power. Its beauty is cracked, golden, diseased, sacred, and dying. The Erdtree dominates the skyline as a guide, religious symbol, and eventually something more unsettling. Every region has a distinct identity, while bosses such as Radahn, Rykard, Malenia, Maliketh, and Radagon are unforgettable. The soundtrack gives major battles mythic weight, but the game is equally powerful in silence. Wind across a field, footsteps inside ruins, and rain on stone strengthen the isolation. It knows when to overwhelm you. It also knows when to leave you alone. [h2]PERFORMANCE[/h2] On PlayStation 5, Elden Ring was more than playable, although not technically flawless. Performance Mode is my recommendation because smoother movement matters more than extra sharpness. Frame-rate fluctuations, pop-in, and occasional roughness can appear. The world, combat, atmosphere, and art direction remained far more memorable. [h2]DIFFICULTY[/h2] [h3]8 / 10[/h3] Elden Ring is difficult, but it gives players many ways to respond. You can leave, explore elsewhere, level up, change your build, summon help, exploit weaknesses, or return with more knowledge. Bosses punish carelessness, panic rolling, poor positioning, and greed. Late-game encounters can be severe, and Malenia demands serious patience. Difficulty can be shaped through preparation. Magic, status effects, shields, ranged attacks, crafting, summons, and exploration all provide options. Elden Ring is not simply about being hard. It is about how you respond to hardship. Walking away is not failure. Preparation matters. Patience can be stronger than aggression. [h2]REPLAY VALUE[/h2] Elden Ring can last for dozens or hundreds of hours. Different builds transform the experience, while alternate endings, New Game Plus, co-op, PvP, challenge runs, and Shadow of the Erdtree create many reasons to return. Even after learning where everything is, the atmosphere still works. Elden Ring is not just a game to clear. It is a world to revisit. [h2]RECOMMENDED FOR[/h2] [h3]Recommended for:[/h3] * FromSoftware and action RPG fans * Players who enjoy exploration and mystery * Fans of dark fantasy * Players who enjoy build crafting * Anyone seeking a demanding adventure [h3]Not recommended for:[/h3] * Players who need clear quest logs * Anyone who strongly dislikes repeated deaths * Players who prefer direct storytelling * Anyone wanting a relaxed adventure * Players who dislike large open worlds [h2]PERSONAL EXPERIENCE[/h2] I cannot pretend Elden Ring is just another game to me. It is my favourite game of all time, and I have it tattooed on me. That is not something I can separate from this review. Elden Ring gave me a broken world that still asked me to move forward. Beauty existed beside suffering. Grace remained in ruined places. Progress came through patience, failure, learning, and returning. It reminded me that games can become places of discipline, reflection, structure, and emotional memory. They cannot replace real support, but they can give us somewhere to breathe and enough strength to take another step. The Platinum Trophy felt less like a checklist and more like finishing a pilgrimage. Elden Ring reached me in a way no other game has. [h2]FINAL VERDICT[/h2] Elden Ring is one of the greatest games ever made. Its world design is extraordinary, its combat is deep, its build variety is immense, and its art direction, music, atmosphere, and discovery are unforgettable. It asks for patience, humility, and a willingness to become lost. It can frustrate, confuse, and overwhelm. But for those willing to meet it on its own terms, it offers a world worth enduring. The Lands Between are where ruin and grace exist together, and where the player becomes special because they kept standing back up. No game has meant more to me. Elden Ring became part of my story. Read my complete Elden Ring review here: https://hermittalksgames.com/reviews/elden-ring-review
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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