
Lead the revolution in this first-person open world guerrilla shooter. Fight with improvised weapons, travel however you can, and build your rebel network to take down Castillo's regime.
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.
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.
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
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; 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 | $5.99−90% | 35.7Kreviews | 71% | #91 | $3.6M |
| $59.99 | 0ratings | 0% | — | 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 1389 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Far Cry® 6 오픈월드 어드벤쳐 파크라이는 이제 점점 전체적인 때깔만 좋아보이는 척 하고 게임성은 그대로인 시리즈가 되어가고 있는것 같음. 계속되는 반복 퀘스트, 수집요소 등의 전형적인 유비식 오픈월드. 이제는 지도만 펴도 한숨 나오고 게임이 하기 싫어짐. 스토리도 그렇게 흥미롭지 않고 캐릭터들은 매력이 없다. 다만 그 전작에 비해서 총 쏘는 맛과 근접전은 좀 더 좋아진 것 같음 만약 파크라이 시리즈에 입문하고 싶다면 추천해볼 수 있겠지만 전작들 다 해봤고 조금 질린다는 느낌을 받았다면 그냥 비추함. 분명히 잠입, 총격전 등의 매력은 있기에 할 맛은 남. 그래서 여전히 파크라이 입문자에게는 추천할만하다는 생각은 듦. 다만 개인적으로 스토리 진행 방식에 대한 정비는 조금 더 손봐야 할듯 싶다. 각 지역에서 퀘스트를 진행하면서 수장들을 죽이는 방식의 스토리는 오히려 몰입도를 방해하고 메인 빌런의 존재감을 약화시킴. 파크라이3의 바스 급으로 메인 빌런을 잘 설정할 것이 아니라면 차라리 어느 정도 선형적으로 스토리를 진행시키는게 오히려 낫지 않을까 싶음 그리고 등장인물들의 텐션이 과도하게 높아서 몰입이 안되고 그냥 미친놈들 집단 같음. pc 때문에 강인한 여성 인물들을 등장시키고 싶었던건지는 모르겠지만 그냥 고집불통으로 밖에 안 보이는 인물들이 보임. 전체적인 전투는 재밌지만 크기만 크지 텅텅 비어있는 맵들 산으로 가는 스토리. 시리즈 역사상 존재감이 너무 없는 최악의 빌런 엔딩이 너무 별로라 엔딩 이후 오픈월드 특성인 맵 구석구석 탐험하고 싶은 욕구가 너무 떨어지며 오히려 더 손이 안간다.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 1: 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.
Same day: best BR #8, worst US #91 · 11 markets collected
Reviews, worldwide (the counter carries no country): 9.14/day in the week to Aug 12 → 15.29/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.
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, Arabic, Japanese*, Korean, Portuguese - Brazil*, Russian*, Simplified Chinese, Spanish - Latin America* +2 more
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Гус Фринг не погиб от Гектора и Хайзенберга. Он улетел на Яру, чтобы вместо синего мета выращивать Вивито и стал Антоном Кастильо, новым конкурентом наркоимперии Уолтера Уайта
其实还是有点好玩的。 当然,这个好玩,得建立在你愿意接受开放世界游戏缺点和育碧游戏缺点的基础上。 刨去那些极度极度灌水的占领点和找东西支线,所有带剧情的无论主线支线寻宝任务我觉得都还算有趣。我不知道远哭系列以前是什么样,但至少这一部,每个npc都很鲜活,有独立任务独立剧情,不是硬拖时间水时长的那种,是做完能让我记住这个npc的程度。而且主线也一直很清晰没有被各种支线冲淡,不会出现玩着玩着我已经不知道要干什么的情况。会让人恼火玩不下去的,实际上是像地图设计和刷兵机制之类的方面,以及针对以上方面的各种偶发必发bug。印象中一向只会做景不会做人的育碧,这次能把所有人物都做出活人感,属实难得。 最后建议,如果真的愿意玩下去,请放弃全成就全收集,对自己好点。最多找找全武器,做做寻宝游戏,然后跟着主线和人物支线走就是了。等级差距不会长时间过大影响打法。否则等你一路地图全清道具全收,等好不容易打完剧情,发现莫名其妙又要重新去打曾经打过的各种站点,你会有一百头草泥马想送给育碧。
无聊到爆炸,任务依旧公式,对话依旧公式,剧情依旧公式,依旧一眼望到头。手感和fc3感觉也没什么区别。育碧依旧一群尸位素餐的混子。
кал
I love video games. I dedicate every day of my life to them. To me, they are a sublime form of art and beauty: the highest level artistic expression has reached. But there comes a point in every cultural industry where repetition ceases to be an artistic strategy and becomes a pathological diagnosis of a deeper condition. It no longer signals continuity; it reveals exhaustion. Far Cry 6 must be read precisely in those terms: not as an isolated product with design flaws, but as a symptom of a broader transformation in the logic of contemporary video games. Since Far Cry 3, the series had built a recognizable identity around a simple yet powerful premise: "the fantasy of individual power within a hostile environment" Progression was not based on numerical abstractions, but on practical mastery-pattern recognition, precise execution, improvisation under pressure. The experience was grounded in a form of direct agency, where every action produced an intelligible consequence within the game world: "a sniper headshot was a sniper headshot!" Far Cry 6 breaks that foundational contract. Now, you may need four or more shots to kill a generic enemy in the head. I. The Quantification of Experience and the Loss of Meaning: The introduction of RPG systems-levels, weapon rarity, health bars-is not merely a mechanical expansion, but an ontological mutation of the ludic object. The enemy ceases to be an entity situated in the world and becomes a quantifiable magnitude: a reservoir of hit points to be depleted, a bullet sponge that absorbs headshots. The effect is not trivial! When a headshot ceases to be decisive, the game undermines its own internal coherence. Action loses its meaningful character and becomes procedure. It is no longer about acting correctly, but about accumulating sufficient damage. This shift can be understood within a broader framework: instrumental rationality applied to game design, where every experience must be measurable, scalable, and optimizable. Yet in this process, what is lost is precisely what gave action its meaning: its irreducible quality. It is important, however, to acknowledge a counterargument: these systems increase accessibility, allow for diverse playstyles, and broaden the player base. But this inclusivity comes at a structural cost. By homogenizing experience into quantitative terms, the game dilutes what once made the series distinctive. Inclusion is achieved at the expense of identity. II. Repetition, Variation and Simulation Without Progress: Repetition is not inherently a flaw; it is constitutive of video games as a form. The issue in Far Cry 6 is that repetition has been emptied of meaningful variation. Missions (eliminate targets, destroy infrastructure, burn crops) do not generate new experiential configurations but reiterate a closed structure. What emerges is a troubling phenomenon: a simulation of activity without real transformation. The player is constantly acting, yet these actions fail to produce qualitative novelty. Time invested does not translate into real experience, but into accumulation and consumption. This design responds less to an aesthetic logic than to an industrial one: maximizing player retention time. Thus, a form of entertainment is configured that seeks neither artistic intensity nor transcendental meaning, but quantitative duration: spending more time doing the same actions, now artificially prolonged-where one headshot once sufficed, now four are required. III. The Open World and the Reduction of Space to Interface: The world of Far Cry 6 is vast, but that vastness lacks density. It is expansive in metric terms, yet poor in phenomenological ones. Here, the distinction between scale and depth becomes crucial. An open world, in its fullest sense, should constitute a horizon of emergent possibilities. Instead, the space is presented as a matrix of predefined tasks. The player does not inhabit the world; they traverse it as one navigates an interface. Exploration is reduced to optimization. Freedom becomes the selection between pre-structured options. In this sense, the world ceases to be a space of experience and becomes a system for distributing repetitive, empty activities. IV. The Infiltration of the “Game as a Service” Model: Although Far Cry 6 is not formally presented as a live-service game, its internal architecture clearly reflects the influence of this model. Systems of cumulative progression, standardized interfaces, and structures designed to prolong interaction rather than intensify it. The reference to Destiny is not incidental. This design paradigm has redefined success in the industry, shifting the focus from closed experiences to continuous engagement. Yet in adopting these structures, Far Cry 6 becomes trapped in an intermediate state. It lacks the systemic depth of a service-oriented game while also losing the coherence of a self-contained narrative experience. The result is a structurally unstable hybrid, marked by a persistent sense of emptiness. V. Narrative, Politics and Symbolic Emptiness: The presence of Giancarlo Esposito suggests a narrative ambition the game ultimately fails to sustain. The antagonist does not structure the experience but appears sporadically, without generating sustained or meaningful tension. More significant is the treatment of its political dimension. A story about overthrowing a dictatorship necessarily implies a stance-clearly echoing Cuba. Yet the game systematically neutralizes its own content. Politics is reduced to empty aesthetics: recognizable signs without interpretive commitment or corporate willingness to take a clear ideological position. Once again, a kind of fragility emerges-a reluctance to challenge, to offend, to assert. This produces an effect of symbolic emptiness. The narrative does not construct meaning; it only simulates it. VI. Alienation and the Loss of Identity: All these transformations lead to a deeper conclusion: Far Cry 6 does not merely alter its design-it loses its identity. It becomes a product aligned with external forces-market trends, metrics, retention models-rather than responding to an internally coherent logic. In this sense, we can speak of alienation: the game no longer belongs to itself. Its form no longer expresses intention, but adaptation to market logic. Conclusion: From Experience to Consumption: Far Cry 6 does not fail due to technical shortcomings or lack of resources. Its problem is structural: it is an object designed under multiple incompatible logics, none of which fully prevails. What is at stake is not merely the quality of a single title, but a transformation in the very nature of video games as a medium. When design becomes primarily oriented toward maximizing consumption time, experience loses its meaningful character and approaches a form of repetitive occupation—one that produces not aesthetic enjoyment, but a kind of mechanical nausea. It would be inaccurate, however, to extend this critique indiscriminately across the entire industry. There remain spaces (particularly outside the AAA circuit) where video games continue to explore their potential as an artistic medium. Precisely for this reason, Far Cry 6 is significant: not as a universal rule, but as a paradigmatic case of a dominant trend. The question it leaves us with extends beyond this game: "What kind of experiences are we designing when the goal shifts from intensity and meaning to mere duration-empty, repetitive duration?" In this transition toward market-driven logic, the real risk is not simply that we stop playing as we once did, but that we stop finding in games something worth experiencing as art. We, as players, do not want to be turned into Sisyphus: Sometimes we just want something as simple as a sniper headshot being just a sniper headshot.
Tento díl je tak trochu zvláštní tím, kde se odehrává "Kubu", ale stojí to za to. Hra vám nabídne obrovský prostor a velkou mapu, kde můžete plnit plno různých úkolů pro povstalce. Graficky se hra povedla a vypadá opravdu úchvatně. V některých momentech si člověk chrochtá blahem jak nádherně hra vypadá. Optimalizace se také povedla, protože běží i na slabších sestavách. Osobně tento díl doporučuji hlavně těm, kteří mají rádi sluníčko a celkově spíše tropické podnebí.
Прошли с другом Марюсом! Кайфанули! Отличная игра! Джанкарло Эспозито хорошо сыграл! https://steamcommunity.com/sharedfiles/filedetails/?id=3186187140
育碧罐头游戏,但是这个罐头属于很耐吃的,地图超大,而且战斗!爽!可以收集材料组装枪械,总的来说就是带领游击队解放雅拉(一个拉美小国)
Far Cry люблю, игру пройду, но это невероятного качества высер Неписи тупее чем в любой другой игре Точки интереса ♥♥♥♥♥ не интересные Открытый мир, закрытый ♥♥♥♥♥, потому что половина локаций квестовые и это абсолютно никак не понять Казалось бы зенитка, нужно уничтожить НО Во время одного квеста, зенитку удалило с мира, а после квеста, по тебе ебашит не существующая зенитка В другой ситуации, зенитка находится на абсолютно закрытой локации и ты как ♥♥♥♥♥♥ окунь долбишся в закрытые двери ебучего форта, где нету ни одного ЕБУЧЕГО прохода, потому что КАКОЙ ТЕ ЕБЛАН ПОСТАВИЛ ЗЕНИТКУ НА ♥♥♥♥ СЮЖЕТНЫЙ ФОРТ! ♥♥♥♥♥? А ну да Ещё тут есть баги Хуевый гей дизайн Система РАНГОВ которые дают ♥♥♥♥♥! То есть даже лутать этот дерьмовый мир смысла абсолютно 0! Сюжет дерьма, с мотивацией говна, аутистами в главных ролях и никчемным антагонистом И ДЛС как вишенка из говна на куче говна Как сказал один мудрый человек ,,Ни один компьютер в мире, не заслуживает, чтобы на нём было установлено дерьмо от ЮБИСОФТ,,
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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