
The Unknown Journey Continues... After escaping the city of Midgar, Cloud and his friends set out on a journey across the planet. New adventures await in a vibrant, expansive world in this standalone entry of the FFVII remake trilogy.
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.
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


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, Epic, 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 | $14.99−70% | 35.7Kreviews | 75% | #40 | $11.1M |
| $49.99 | 62.7Kratings | 93% | — | 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 2814 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have picked this game up and dropped it a few times now. A few of the areas are fun gongaga sucked cosmo canyon sucked just big empty places with terrible transversal. The music is a mixed bag for me I prefer the original music significantly. The combat is interesting in the beginning then quickly looses its luster. Having to find a chocobo in each segment was a chore that was not very fun. The towers to get info were not well done and the maps are just big and uninteresting. If you are getting this on a significant sale its worth it if not I would avoid it but that is up to you. I havent beaten the game yet I will update the review afterwords.
20 fps on low settings in 1080p, already tried windows too
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 4: 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 JP #17, worst PL #68 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 36.33/day in the week to Aug 4 → 40/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.
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, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese*languages with full audio support
| $14.99−70% |
| — |
| 95% |
| #24 |
| not modelled |
| $24.99−50% | — | — | #21 | 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 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i like beer
Not recommended. The open world is boring, and the mini-games are dull, repetitive, and annoying.
Акушер сбежал от роженицы, когда увидел что сделало обновление с игрой 1.005 на видеокартах амудэ - Тени (за что) - Клауд сгорел почернел - Рэд сменил расовую принадлежность - Тифа объелась пластмассы
First of all, I've never written a Steam review before, but after playing Rebirth I genuinely felt that I should leave a review simply because someone might actually be helped by knowing what they are getting into. Rebirth had the potential to be a genuinely good game, but a series of bad design choices in almost every aspect (although, to be honest, they feel less like choices and more like a lack of competence and painfully outdated sensibilities) ultimately turned it into a rather pathetic game. --- 1. Mini-games are not the real problem Everyone complains about the mini-games, but that is almost giving Rebirth too much credit. The real problem is the complete absence of restraint. Mini-games, forced sequences, forced interactions, extra modes, repeated challenges, the game keeps introducing things that would be perfectly acceptable in moderation, then proceeds to give you absolutely no moderation whatsoever. The combat, while it does look like something from a Chinese mobile game made in 2017 with the excessive air combo ♥♥♥♥, is decent enough to carry an RPG by itself, which makes it particularly impressive that Square Enix managed to bury it under all this other stuff. 2. Exploration is bizarrely miserable The open world is enormous and beautiful, and apparently the developers decided the best way to make you enjoy it was to make moving through it as irritating as possible. Each zone is basically one giant puzzle. Paths twist around for no reason, obvious routes are blocked by invisible walls, and you constantly reach places that look accessible only to discover that, no, apparently Cloud is incapable of stepping over that particular piece of geometry. Mounts are painstakingly badly designed. You ride along and constantly bump into one of the 8000 pebbles that the dev put in for no reason, and the bird does its little flapping animation and locks you up for two full seconds. This happens constantly. It genuinely stops you from pressing the G key and rather run everywhere. For a AAA game released in 2024, this genuinely feels embarrassing. 3. The game constantly gets in its own way One of the most frustrating things about Rebirth is how often it refuses to simply let you keep playing. You finish a quest and have to sit through the completion animation. You trigger something and suddenly the game takes control away from you for another little sequence (there's this kid called chadley that'll make you want to quit the game). You pick something up, open something, interact with something, and there is another unnecessary animation, notification, transition or dialogue before you can move again. The game is so desperate to try and show stuff that they think is cool (but of course the opposite) that it frequently kills its own pacing. 4. The writing and direction feel painfully dated It feels less like natural writing/characterization and more like watching a group of executives in their 60s enthusiastically recreate what they remember young people enjoying. The character models are 'somewhat' detailed and the presentation is expensive, but the dialogue, gestures, character animation and so-called comedies feel like someone's idea of “cool” from forty years ago (Yuffie is probably the worst offender) I hate the word cringe and I think the word hurts a lot of things, but sadly it's the only word that's able to explain the game. The game keeps insisting that these characters are cute, funny, sexy, badass or emotionally devastating, but somehow they managed to make it worse than the original game. 5. An empty world The world looks like an enormous amount of effort went into it, which makes it even more sad for the devs that almost all of that effort ends up feeling pointless. NPCs aren't Cs (characters), they are props. People just stand in their designated spots and you can't meaningfully interact with them at all. In fact, they're somehow worse than invisible objects because they're collidable 'pillars' making you wish they weren't there. The same goes for the environments. There are countless detailed buildings and rooms you can enter, but once you're inside, there is essentially nothing to do. You can't interact with anything, you can't sit down, you can't do anything that makes the place feel lived-in. And the funniest part is that even something as basic as sitting down on a couch apparently wasn't worth implementing. Cloud already has the sitting animation and assets (for benches), so this wasn't even a development effort they couldn't afford. They put an absurd amount of effort into making the world look detailed, only to make it completely meaningless through unbelievably shallow interaction design. --- Overall, it genuinely feels like the devs worked incredibly hard to make a good game, then spent the rest of the development cycle finding new ways to make sure it wasn't one. At this point, I honestly have to admire the consistency. Sad game for everyone. Sad for original fans, sad for new fans, sad for devs.
Awesome remake of one of my all time favorite games. Both are amazing and I can't wait for the 3rd one!
I did not like FF7 Remake. Gave up after about 8 hours as the combat just wasn't gelling for me, not to mention the initial Midgar part of the original game is, in my opinion, one of the weakest parts of the story. That said, I watched a primer and went in to the sequel with an open mind, knowing that there's a lot more ground to cover here than just one city and I'm glad I stuck with it. The odd part though, is while the highs are extremely high, the lows are bafflingly low which makes for kind of a "Yeah it's good but" sequel that really didn't need to be this ambitious. I've played through FF7 countless numbers of times on my PS1 and I was glad to be out of Midgar at the beginning of Rebirth (I have a set save on my memory card at Kalm every time I start a new game). Just a recap, although I understand the reasoning, I really don't see the point of adding characters and giving them backstory that just are around to die at the end. They're ultimately cannon fodder and "Look how bad Shinra is" when the sector plate falls. I don't think we needed a whole 40 hour game just covering that part of the story, but again, if they didn't do it, we wouldn't get Rebirth. And Rebirth is a massive expansion on the sections of the game leading to the Northern Crater. And I really liked some of the creative liberties they took story-wise, like giving Cait Sith something to do besides his one story beat, expanding the lore of the Cetra and Gi, and making the world feel lived-in. I also appreciated the reduction in backtracking, like having to return to the Midgar Zolom a second time just to see that Sephiroth had killed it. Where I think the story falters though is in their insistence of establishing the multiple timelines. It's never really explained, characters just seem to come out and leave into nowhere, and at no point does anyone just point out exactly what's happening with it. I feel it even undercuts the big emotional moment of FF7 when you're like "wait, what just happened". The combat is much improved from what I played in Remake and the half real-time, half turn-based combat worked for me this time. I do think there are too many systems that I didn't engage with, including the Synergy skill shortcuts mapped to the right bumper, and the weapon mastery skills which I never figured how to do. I don't think they needed all of it and hope they cut back in part 3. The fights though, are amazing, especially when boss fights get interrupted mid-battle for something crazy to happen, and the last string of bosses brings a tear to my eye. This is what we should be doing with Final Fantasy going forward. That said, while the fights and combat are great overall, the open world is more of a mixed bag. I think it's a triumph that they were able to go open-world and that world is so unique and luscious with detail, but ♥♥♥♥♥♥♥ Chadley. I'm glad they toned his down a bit for this one, but his World Intel is probably the worst part of the entire game. The first two zones, fine, go to a few locations, climb a tower, fight some monsters. But once the intel screen pops up for the SIXTH time, I was just done with it, and completing the intel felt more like a chore than anything, even though the rewards were pretty good. I completed my playthrough in 76 hours. That's the main story and all of the world intel, minus the secret boss section at the end, but there is still so much to do, including all of the Combat Sim fights, the summons I gave up on, mastering each of the side quest chains, not to mention Queen's Blood and the rest of the Golden Saucer, AND the whole game in Hard mode. Is it for me? No. I'll probably just stop here and be happy. I'm going to echo a sentiment many others have said: I think there's too much here, especially for a middle part of a trilogy, and it's going to be a really tough ask for new players once the third game comes out to go through it all especially if Revelation is just as long. There's definitely a good 40-hour version of this game that cuts the bloat of the open world and I can't understand why they packed in the extra junk except to justify the AAA price tag. But I was hooked for all 76 of those hours. There's a level of polish that very few other JRPGs have, and you can tell Square is putting a lot of care and money into this. I think the gamble is paying off, let's hope it can stick the landing. There's a lot of potential with the last few acts of the story and I can't wait to see what they do. Maybe just a few fewer timelines though Check out my other reviews on [url=backloggd.com/u/DanipoGames]Backloggd[/url]
Game looks really beautiful, but runs like ♥♥♥♥♥♥♥ hot garbage with an extra steamed pile of ♥♥♥♥ on top. Occasional stutters, sometimes the game would straight up freeze my entire PC. Unreal Engine slop at its peak
needs A CONTROL PAD
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 |
|---|---|---|---|---|
| $0 | 0 | — | $69.99 | |
| — | 0 | — | — | |
| $8.3M | 52.9K | 87% | $9.99 | |
| $29.6M | 33.7K | 78% | $19.99 | |
| $2.2M | 7K | 89% | $17.49 | |
| $4.1M | 12.5K | 87% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11.1M | 10.1K | 87% | $49.99 | |
| $11.1M | 16.1K | 82% | $24.99 | |
| $11.1M | 22.5K | 92% | $17.99 | |
| $11.1M | 22.6K | 85% | $19.99 | |
| $11.1M | 16K | 89% | $24.99 | |
| $11.2M | 12.7K | 86% | $29.99 |