
Take command of a civilization that has just achieved faster-than-light travel in Galactic Civilizations IV, the newest entry in the award-winning space 4X strategy game series. Explore the galaxy, colonize worlds, shape cultures, make alliances, fight wars and pioneer new technologies.
Modeled estimate, not a reported figure. How we estimate →
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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.
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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): 1/day in the week to Sep 7 → 3/day in the week after.
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Themes across 841 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's GalCiv. The UI is remarkably janky for a major release that's already on version 3.0. The map is a convoluted mess of icons. It's pretty when you zoom in, but there's never any reason to zoom in. As with most 4X games, the first couple of hours are fun, and then the next 15 hours are an endless stream of "Do you want +0.1% manufacturing or +0.1% research?" decisions and the like, until your eyes glaze over and you just keep slamming the "Next Turn" button in hopes that some sort of victory or defeat screen will pop up and mercifully end the torture.
IMHO, GC II is better. Optimized interface, more simple way to create own design starship, etc. So many years between GCII and GC IV, but so tiny gameplay progress. It's even few steps back ;( Some management is not comfy at all. They should have options for old gameplay like GSII in gameplay menu of GS IV.
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Reviews, worldwide (the counter carries no country): 1.86/day in the week to Jul 30 → 3.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Russian, Spanish - Spain, Polish, Spanish - Latin America, Portuguese - Brazil, Portuguese - Portugal, Italian, Simplified Chinese, Korean*languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 845 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a bit of a tough one. If the game were still in Early Access, I'd give it a thumbs up for potential. But since it already released years ago, it seems like many of the issues are here to stay. Generally this plays like Master of Orion 2, but many things seem a bit off and I found myself struggling to find things it really does *better*. Longer write-up below. Balance issues & design choices I really get an Early Access feel for some of the elements in the game in terms of balance (Normal and ...Bright(?) difficulty). The mechanics are in place, but all the values seem off. Influence (cultural borders) seems crazily overpowered and colonies switch owners at the drop of a hat. Repairing ships takes a ridiculously long time. Refitting ships costs so much that it doesn't seem practical, especially since you have to manually apply upgrades ship-by-ship. Technology trades either have weird values within the game or some internal mechanic (diplomacy?) isn't communicated at all, because it seems like I'm offering 100 units worth of tech to get 10 units worth and it's still not good enough for the other party. The galaxy is populated with storage containers and random things to discover. But for some reason more keep appearing as the game progresses. The cash value of selling the discoveries is high enough that just having 2-3 ships continually searching through newly added containers is enough to offset most of your economy well into the mid-game. This seems odd, like if Civilization kept popping up new villages next to my cities through the whole game. Churning through the containers and replaying the same events over and over started to feel like a chore later in the game. Star Bases have nice variety and the upgrade modules are interesting. But gameplay-wise the military ones don't seem to ...matter. I often found that a nearby starbase could destroy my entire fleet in combat, but that I didn't actually need to fight it at all, I could just invade the planet next to it and ignore it. They should work like in MOO and force you to engage them in combat before allowing invasion. Open Borders don't seem to matter at all. AI will happily fly through my space regardless of agreements and will seemingly let me do the same. As for AI in general, it seems to make terrible choices in colony management (tile placement) and in fleet management. I won a game where the reports said my last opponent was far superior to me in power. But they kept sending small fleets to attack my big fleet and losing all ships without making a dent. I destroyed their entire empire without losing a single fight. Rather anti-climactic. My biggest disappointment compared to MOO2 is the combat. I get the decision to not have turn-by-turn decisions for each ship, but since there's no agency in the combat at all (like fleet formations or having one or two mid-combat choices to make), I just ended up skipping watching the combats entirely. Narrative While 4X games aren't super story-driven, the background and context of the world you're exploring is still an interesting thing for me. But the execution here is a bit incomplete. I found it rather jarring that the text of events is almost entirely different from the spoken narrative. I'm guessing the audio is AI-generated, because at least one spoken dialogue line pronounced "prototype" as "proto-tippy". Some events have a pay-off in the form of a short video. But other times you do something momentous and don't get anything. Exterminate a race? Pop-up window! Build a Galactic Achievement? Nothing! It kind of made me feel like nothing mattered. Technical issues (especially UI) First of all, running at 4K resolution, the UI of the game doesn't fit fully on the screen. The bottom right corner UI has some buttons that just get clipped off. At least I can see the "End turn" button. The artifact bar for one-use items you find clips off the right end and I had to use several items just to actually see the one I needed. Generally the game struggles to communicate relevant information at a glance. I can refit ships, but I can't actually see the individual components/weapons I'm meant to be upgrading. I can't see how many turns it will take for an enemy fleet to reach my homeworld. I could almost never find what ship is active on my turn, because the icon is just a very light green ring *somewhere* on the screen. I ended up zooming all the way in and deselecting the ship, so that re-clicking the "idle ship" icon at the bottom right would then shift the screen to the ship. There are also some issues with information updating late. Like combat odds in pop-ups not immediately reflecting changes in fleet composition if you add ships. Or a Flagship module not appearing on a ship until the next turn. I often felt "oh, is this bugged?", but then saw the change applied the next turn. I also saw my fair share of bugs and performance problems. Star bases wouldn't collect minerals in their radius. The game slowed down to 1 fps and I had to quit to desktop to fix it. Animations like ship travel flicker and bug out. Other faction leader animations don't loop seamlessly, but have a clear skip where the head jumps slightly to start again from it's original position. Conclusion I think this *could* be a very satisfying 4X game, but the execution is lacking polish. As stated, it plays very much like an Early Access title with potential. Maybe some of my complaints are addressed in the numerous DLCs, but I'm not inclined to fork over more cash to find out. If the base game is somehow updated in the future to address the issues I've outlined, I might reconsider my review.
The combat is the best it has ever been in a GalCiv game. The races are varied and I like a lot of them, the look and backstory are great, a lot of variation. The game is just boring. Especially the empire building part. Everything takes 50+ turns to create so you build a lot of industrial tiles and now there is no room for anything else and even if there was room, there is nothing interesting to build. Starbases barely do anything, there just isn't much you can do to grow your empire. Maybe in 2 years and $200+ worth of DLC the game will be better but Stellaris clears this game by a large margin and Stellaris was made 3000 years ago.
Gotta say the game is good, but I keep running in to what I consider a game ending bug. Ships get stuck in shipyard, planets, starbases and will not eject. Tired of losing hours of time building and training a fleet to have it get stuck. Game has been out too long and bug is too well documented to ignore. So I cannot recommend this game, since they keep rolling out new dlcs without fixing old bugs. Stop trying to take my money for new features when you won't make the features that have useable/playable.
I really want to love this game. I enjoy designing custom ships, the load outs, not the physical shapes. The UI for that is terrible. I also like customizing the pros and cons of your race. I also like the beam and missile attacks outside of combat. Can really make use of them when using hit and runs to take on larger fleets. It is cool to see the computer try and lie about it's military power to bully you into giving them stuff. Like, you just begged me for peace and now you're trying to threaten me for money or tech. I don't like that in every single match, all of the other races will gang up on you, every single time. They don't even try to win any other way. And it always happens. It's crazy to watch, two or three races will be at war with each other, and then magically they find peace and all declare war on you one at a time. So many issues with UI. No movement preview and once you click, no take backs. There are also alot of things that just don't work. Also, why do the other races go from loving you to hating you in an instant? It just bothers me that the only time another race will stay friends with you is when they are getting their asses kicked by someone else. Overall, it's not a finished game. I have rage quit more games than I've finished. I will probably keep playing to get as many of the achievements as I can. Edit 1: The damn game keeps crashing. Con: If one of the NPC races starts a war with you, they cna end it without your agreement. Like, no ♥♥♥♥♥, you started this and I refuse to stop fighting until you are no more. You can't force me to stop fighting you just because you failed to meet some random objective. WTF.
A Game With Massive Potential... That Doesn’t Quite Land I've spent a good chunk of time in Galactic Civilizations IV: Supernova, and while it has flashes of greatness, the overall experience left me frustrated—especially as a longtime fan of the 4X genre. Here's why: 1. Combat is frustrating and mostly hands-off. I get why the devs didn’t go full turn-based tactics—balancing that would’ve been a nightmare given the game's complexity. But watching my most-damaged ship charge into the enemy like a tank, or watching ships spin around the map like confused drones, makes the time spent carefully designing fleets feel pointless. 2. The UI lacks clarity in all the wrong places. This game has a ton of systems, but when you hover over things, you're often given vague or missing information. Yes, there’s a tutorial. No, it’s not enough. A game this dense needs constant access to clear tooltips and well-written definitions at every layer. 3. Finding your ships is a slog. When it’s a ship’s turn to move, the game shows a glowing ring—but from a zoomed-out, strategic view (which you need), it’s incredibly easy to lose track of it. Clicking the unit icon doesn’t reliably center or zoom, which slows the game down and kills momentum. 4. Dreadnoughts are a letdown. The classic 4X power fantasy—like building a Death Star in MOO2—just isn’t here. When you unlock Dreadnoughts, the game makes weapons larger in weight without giving you more damage. So your “powerful” new ship is often just a slower, more expensive, less efficient version of the Large hulls you already had. This was a shockingly bad design choice. 5. Ship repair is painfully slow. There’s no reason that a ship parked at an idle shipyard shouldn’t be able to repair quickly—especially if you assign the shipyard to that task. Even if it cost Manufacturing or required being idle, it would make perfect sense. But as far as I can tell, there’s no way to explicitly assign repair as a shipyard task, which makes the current system feel half-baked and hostile to strategic play. 6. Custom species creation is fun—but unclear. The options are cool, but it’s often unclear what game mechanics each trait will actually affect. A better UI here would make the whole system far more rewarding. 7. The payoff just isn’t there. On large maps especially, you make hundreds of tiny decisions that eventually lead to... not much. Combat is shallow, the endgame is tedious, and there's rarely that satisfying “I’ve made it” moment. The game flirts with greatness, but doesn’t deliver. 8. Bugs. Too many of them. Weapon techs disappearing. Special weapons that just vanish after a few builds. Multiplayer crashes. Map creation inconsistencies. These aren't edge cases—they’re recurring issues that make the game feel half-baked. 9. Final Verdict This is a game with huge ambition and some strong core systems. It's fun—especially on small to mid-size maps. But it clearly shipped too early, and major mechanics (combat, ship scaling, tooltips, endgame pacing) are either broken or undercooked. If you're willing to micromanage around the flaws and enjoy the ride for what it is, there's something here. If you’re looking for a polished, tactically satisfying 4X in the vein of MOO2 or Endless Space, this isn’t it. Not yet.
the base gameplay loop is real good but im really not digging the AI portraits and voiceover. This is not some plucky indie dev, they can do better.
Game forces you to login to stardock to use multiplayer, but doesn't actually tell you at any point that you need to do this to use multiplayer. Just gives you a tooltip that says connection to steam failed.
Это худшая 4-х стратегия в космосе. Эту игру вообще не за что похвалить. Ужасная карта. Ужасный геймплей. Ужасная боевая система. Ужасно продуманы механики ресурсов и специализаций. В это просто неудобно и неинтересно играть. В довесок тут еще и перевод кривой, временами выскакивает абракадабра какая-то. 2/10
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