
Empire of Sin is a new strategy game brought to you by Romero Games and Paradox Interactive that puts you at the heart of the ruthless criminal underworld of 1920s Prohibition-era Chicago.
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.
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): 0.14/day in the week to Aug 17 → 1.43/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 2,400 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.
About
Roleplay: Choose one of fourteen unique bosses based on fictional and real-world gangsters, then set out to build and manage your criminal empire in Chicago’s infamous Prohibition era.
Empire Management: Build your Empire of Sin and run Chicago’s underworld economy with business savvy, brutality or city-wide notoriety. Strategically manage your establishments such as speakeasies, supply chains, casinos and more.
Turn-Based Combat: Assemble your gang and slug it out in turn-based combat to defend and expand your territory – or send a message to opposing gangs.Genres
Sums Steam only; PlayStation, Xbox, 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 | $39.99 | 4.5Kreviews | 50% | — | $5.4M |
| $39.99 | 3.1Kratings | 69% | — | 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 817 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Buggy, Unpolished, alot of bugs are game breaking also very much unbalanced in general. Game has seemingly been abandoned by the devs, their commitment to it was shaky on release in general which is sad as it had alot of potentional, shame 1 of the things it tries to put emphasis on characters and interactions like that but they're the most buggy of all things. Do yourself a favour and get yourself "Omerta City of Gangsters" instead if you want a criminal empire building game.
*Updated review* Borderline radio silent for the last 4 years and then stealth dropping a DLC due to a contractual obligation to do so. No patches, no bug fixes, no communication. Everyone thought this game was abandoned. It probably still is because i doubt they spent that time fixing all the bugs, overhauling the mechanics and refining the combat. But i am still baffled it took 4 years with zero communication to release the second DLC...Like that's just crazy to me.
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Korean, Traditional Chinese*languages with full audio support
| $39.99 |
| 1.8Kratings |
| 58% |
| — |
| not modelled |
| $39.99 | — | — | — | 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 825 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Автор не призывает к насилию и геноциду, все сказаное относится только к событиям в компьютерной игре. Я очень люблю атмосферу США времен сухого закона: гангстеры, шляпы федоры, автоматы Томпсона. И очень обрадовался, когда вышла эта игра. Первое, что неприятно удивило - какие-то фрики в качестве лидеров мафиозных кланов. Ладно, на это можно закрыть глаза, тем более, есть нормальный Альфонсо Капоне. Второе - чрезмерное обилие женщин и негров в качестве гангстеров, в качестве полицейских. И это в США 1920-х годов.... Ну хотите инклюзивности, ну сделайте банду черных, как в сериале "Подпольная империя", вы же и оттуда референсы брали, там же и действительно интересные сильные и независимые женские персонажи были. Ладно, можно починить модами, благо их есть. Игровой процесс довольно аркадный, экономика тут для галочки, в отличии от "Омерты", где экономический базис был действительно основой всего. Тактика вполне сносна, хоть и всякие способности типа куная вызывает вопросы, атмосфера улиц и заведений вполне неплоха, выбор оружия хороший. Но, скажите, на кой черт вы напихали туда механики отношений между гангстерами?! Притом с уклоном в гомосятину? По вашему мнению, в банде Аля Капоне негр мог влюбиться в пожилого деда-снайпера?! А диалоги!? Управляющий пивоварни грубо ставит Аля Капоне перед выбором: или иди грабь вражескую пивоварню, или рожай заторный чан... Ложка говна может превратить бочку меда в говно, а тут говна даже больше половины бочки. Почему я в это играю? Тут можно с хохотом нашпиговывать свинцом из Томми гана тупых баб, возомнивших себя гангстерами, черномазых, которые забыли свое место, педиков и страшных лесбух - спасибо создателям игры, что дали такую возможность. Ну еще тактика. Люблю тактику. P.S. Многие баги до сих пор не исправлены
With Capone the Mission "It's all irish to me" is broken so that you can't continue the Main Story! This issue is know for over 2 years now and never got fixed as you can read in many online forums! Developers don't care so I can't recommend this Game...
This game had potential. Somebody on the development team clearly understood the ambience of 1920s and ’30s gangland crime. On the street level, the world looks the part. The ambience is strong, the atmosphere convincing. Whoever designed those graphics got it right — the lighting, the detail, the smoky vibe of prohibition Chicago. It works. But the moment you pull back to the world map, it all falls apart. The scale is hideous, the colour palette drains to a Unity-style grayscale mess, and the transition is clunky. It doesn’t feel like surveying an empire; it feels like being tilted back into a dentist’s chair. And for a game about running a crime empire, that sense of control and immersion should never be broken. But graphics are not the real problem here. The real problem is that whoever designed the gameplay had absolutely no idea what it means to play as a mob boss. What we’ve ended up with is not a mafia game at all, but XCOM in a pinstripe suit. And while I don’t mind a bit of grind at the start — running street-level gunfights to establish your crew is fine as an opening act — once you become the boss, you should stop pulling the triggers yourself. Carlo Gambino didn’t personally storm warehouses with a Tommy gun every time he wanted to expand territory. The essence of being a mob boss is distance: you give the orders, your people carry them out, and you deal with the consequences. Violence, when it happens, is rare and deliberate — it’s about pressure, extortion, and fear. Empire of Sin misses that completely. That’s why, even nearly thirty years later, Gangsters: Organized Crime remains unbeaten. That game understood what it meant to be the boss. You handed out orders for the week, sent your men to do their work, and then sat back to see how it played out. If someone resisted, you reacted. If someone crossed you, you escalated. You weren’t down in the alleys throwing punches — you were above it all, pulling strings. Empire of Sin doesn’t even attempt that. It throws you into endless turn-based firefights as though you’re just another hood, and the whole fantasy of being the one in charge evaporates. And here’s the rub: even if you do accept the idea of “XCOM in pinstripes,” Empire of Sin still fails, because it’s a bad XCOM clone. The tactical combat is clunky, repetitive, and boring. If I send twelve men to storm a racket, I shouldn’t have to micromanage every single one of them through a turn-based trudge. That’s not strategy, that’s busywork. Worse still, the AI is dreadful. Your crew charges into a fight like headless chickens, bunching up in the middle of the room so the enemy can lob grenades into a perfect huddle. Not only does it break immersion, it makes every battle feel like the same tedious grind. The order of turns is random, the pacing is sluggish, and after a few encounters, the whole system collapses into boredom. And that’s the major problem: if your core mechanic is combat, and your combat is poor, then the game is poor. Even judged purely as an XCOM knockoff, it’s not good. Even when you try to act like a strategist, the interface won’t let you. For example, you can “upgrade” security on rackets, but you can’t do the most basic thing imaginable: post men on chokepoints. I controlled a whole precinct with only two ways in. Any real boss would have hoods on those corners day and night, making sure rivals couldn’t sneak in unnoticed. In Gangsters: Organized Crime, the moment one of your men spotted an enemy hood, you got word back, and you decided whether to intercept, tail, or ignore them. Here? Nothing. Other gangs wander into your territory with impunity. The police are equally useless. I’ve had full-scale shootouts in the street while patrolmen strolled by without batting an eye. In Gangsters: Organized Crime, if you started a fight in front of the police, squad cars would come screaming out of nowhere and you’d be lucky to make it out alive. And God forbid you tried anything near City Hall — you might as well have signed your own death warrant. Here, the police don’t matter. They’re props. And that is idiotic. What made Gangsters: Organized Crime so good, beyond the mechanics, was the interaction with the community. You weren’t just running rackets; you were running a city. You dealt with the public, the newspapers, the churches, the politicians. You felt like you were weaving yourself into the fabric of the neighbourhood, building influence and respect as much as fear. Every decision rippled outward into the community you claimed to control. In Empire of Sin, there is no community. There are just numbers on a screen. No sense of ownership, no sense of belonging, no sense of consequence. You’re not running a family, you’re ticking boxes in a spreadsheet. The sit-downs could have saved it, but they don’t. On paper, the idea of negotiating truces, forming alliances, and carving up the city is great. In practice, it’s shambolic. You agree to a truce, and thirty seconds later the AI breaks it because the hidden algorithm flipped from “friendly” to “hostile” on some invisible curve. It doesn’t feel like strategy; it feels like coin-toss diplomacy. The result is that deals carry no weight, no permanence. There’s no tension, no fear, no satisfaction in the betrayal — just frustration that the system is broken. And then there’s the soundtrack. It’s wonderfully put together, full of smoky swing and prohibition flavour. But it feels strangely pointless, because so much of the real music of that era is already in the public domain. They could have dropped in actual recordings from Duke Ellington, Bessie Smith, or Jelly Roll Morton and made every speakeasy feel authentic. Instead, we get imitations. Competent, yes. Atmospheric, yes. But never quite real. The chance to elevate the game into something genuinely cinematic was missed. What really twists the knife is that the blueprint already exists. Gangsters: Organized Crime came out in 1998, and people still talk about it as the best mob game ever made. Why? Because it understood the fundamentals. You weren’t just running rackets, you were running a city. You dealt with the churches, the newspapers, City Hall. You bribed police chiefs, judges, attorneys — you lived in the community you controlled. One Steam user summed it up perfectly when talking about Empire of Sin: “With SO MANY different games to take inspiration from… yet you ignore 90% of the cool things that happen… bribing police chiefs, judges, attorneys… all of the depth of a realistic game have been removed.” And the difference goes deeper. In Gangsters, you gave orders to your crew and watched the week play out, dealing with consequences like a true boss. You didn’t babysit every hood with turn-based dice rolls. You felt powerful because you were above the action. In Empire of Sin, you’re down there in the muck, micromanaging twelve idiots bunched together waiting for a grenade. Even if you accept it as “XCOM in pinstripes,” it fails — because the combat is clunky, repetitive, and boring. As another fan put it: “Gangsters is still the godfather of the genre. Nothing since has even come close — not Omerta, not Empire of Sin, not anything.” So here’s the comparison from a mob boss’s perspective: In Gangsters: Organized Crime, I was the Don. I gave orders, built influence, kept the cops and press onside, and controlled a living community. I was feared because my men carried out my will, and I was respected because the city bent to it. In Empire of Sin, I’m a babysitter with a Tommy gun, stuck in endless firefights that make me feel more like a hired thug than a boss. There’s no community, no consequence, no depth — just repetition and grind. That’s why Gangsters is still remembered, and Empire of Sin will be forgotten. One game understood what it meant to be the mob. The other confused it with a bad XCOM clone.
terrible, buggy mess. I had to restart my save three separate times due to game-breaking bugs and data corruption. technical difficulties aside, the game just isn't that great either. for every neat idea or fun mechanic there's at least 5 other things that sabotage it. the voice-acting is horrifically bad, the gameplay falls into a monotonous and boring routine after like two hours and it very rarely ever differs in tone. it was fun sometines but it just kinda sucks. it's a shame, on paper a mobster XCOM kind of game sounds real fun.
You promised 3 DLC but only deliver 1 DLC!
Definitely not worth $40 developers abandoned the game and made false promises. Personally I will steer clear of any Romero Games Titles and look with suspicion at any Paradox Games.
I love this game, it had a lot of promise but it's long been abandoned. 2 updates in the last 5 years, it's filled with several common game breaking bugs that even with the final update release recently weren't addressed. This game is in no way worth the $57 it's priced at.
This game is the reason why Steam needs a third option beyond the thumbs up thumbs down we're given. Ultimately yes I would recommend the game, but the developers gave up on this way too early in my opinion. The concept is great and had a lot of potential that is lost. The ability to develop and manage a mafia empire was a huge draw for me. The combination of RTS and turn based strategy is equally well done in my opinion with the design of the game. Other pros that make the game worth while are a solid soundtrack and graphics. However, the game is limited in its selection of bosses and maps. The allowance for the ability to design your own boss and select different cities would have allowed for greater variety and replay ability. A multiplayer feature would have also added a great deal of variety as well instead of being locked into only being able to go up against the AI. All in all a worth while game, but if you purchase this I recommend getting it on sale and not at full price since it is abandoned. As a PSA I would NOT pre-order the "Coming Soon" DLC as it has been like that for years now with no change in its status. 3 out of 5 Stars
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Active players
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Players by region
Where this game's players are, estimated from review languages.
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