
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.
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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.
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): 1/day in the week to Sep 7 → 3/day in the week after.
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Themes across 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ok, normally I'm mad when a game asks me to review it, and most of the time when I write a review, I'm quite critical. Mixed Reviews on a 2 year old game. I imagine they feel attacked and want me to defend them. I agree with a lot of the bad reviews: Game feels like it could've been made in 2007, and still has absolutely insane GPU requirements (Why are you surprised, 4x requires a game world to be loaded all at once, the bigger the game world, the more you'll need. - 7800XT here), reviews that have a breakdown of weird issues like ship ordering, and just as funnily event ordering during your turn, and the weird thing it does where when you load, sometimes diplomatic events occur that did not occur before. But I've put some hours into this, and I'll doubtlessly quadruple those hours, if not 10x them. I'd like many UX/UI tweaks, I'd love to make my management automated controls smarter, so it runs more in line with the backstory of the civilization you're playing as, and the playstyle I've been emblematic of. And I'd love if the AI wouldn't ask for a ceasefire after 2 turns with minor concessions, then again at 10 turns with no concessions, and then resign themselves to their fate, I think there should be more options. And so many things need more tooltips to give an actually helpful amount of information, so you aren't still figuring out what techs do on your third game. So let's talk about what this game is getting right. Civilization depth. I love it. It'll generate aliens based on your input, there are workshop civilizations, and includes customizing ships and other cosmetic frivolity. Battle Balance: the one point ships have three types, allowing them to easily form their own balance tree. the second size ship specializes in killing the first, the third size ship specializes in fighting the second, the fourth, now weaker to swarms of small ships, would love to aim at the enemy backline, finally the huge size ships are once again split in two, with carriers and dreadnoughts. This gives you a variety of strategies to divide your damage in tanking and in offense, and rewards you for diversity against your foes, as well as specializing against what your opponent is specializing in. Finite resources: In your struggle to grow and pursue whatever cumulative events you're going to use to find a victory screen, the methods will be a balance of your choosing. Can you afford enough leaders to Baron your worlds? Will you need to fill all the ministers in your cabinet, or can you forgo the minister of defense to appoint that leader captain of one of your specialized flag ships. (IMO, I think that should scale with your civilization better, rather than being fixed to early, early-mid, and mid-game always the same number of flag ships. Where is the Policy unlock to unlock more flag ship funding???)
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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 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.
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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 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There is much that I like about this title however, one thing I find a bit irritating is the resource requirements. The more logical cores you have the better the game play. The AI isn’t the brightest and mostly, The AI is only strong because of the head start. Super structures did introduce new and interesting bugs and the AI Builds their super structures inside your territory. So, you can end up stealing more super structures then you would build. It really makes no sense especially given how expensive they are…and time consuming they are to build…If you are able to over look the stupid AI then there are still many likable aspects to this title. One of the best aspects is the in-game narration. There is a good deal of space treasures to find and the stories are generally pretty good. The Battle animations are pretty decent but the custom ship building is a bit more limited than what you may find in other titles in the same genre. As a whole it is a very ambitious title with a diverse selection of civilizations you can customize and play if you are in to that sort of thing. You will either love it or hate it. Some times at the same time.
it's like all AI. all the "art" is AI. don't support that so the devs know not to include that in the next title
turkce dil desteyi olmadan bu tarz bir oyunda nasil akici bir oyun keyfi yasayalim ,TURKCE eklemek bukadar zor mu oysa ben cogu oyunu satin almamin sebebi Yapanlara destek amacli yoksa korsan oyunlar dolu
Very shallow, unappealing tech tree. Boring combat. The way planets are designed and where/how you place planetary upgrades is pretty lame. Could have been a much better game.
This game honestly feels like a massive let down and a cash grab in general.
difficult to get immersed wih the terrible 1st gen AI art. I don't care what your take on AI art is, the fact its this bad worsens the game.
I have close to 1000 hours invested into GalCiv III and I'm honestly blown away by how much better this game is. Even though this is a 4X, it is nice to be able to see immediate results when you do something. This game is also much easier to understand how everything works which helps you know what to do in order to improve your civ. Great job on this game Stardock. I think it is my current favorite of all time. I have not yet experienced any of the DLC (I want to ease in slowly), so keep that in mind as I provide this feedback: It is mildly infuriating to have to expel all ships stationed at a planet, shipyard or starbase when you really just want that one little constructor not the whole armada. Highlight ship...click "Eject Ship"...it should be that easy. Instead you have to eject ALL ships, then use the fleet manager to find the one you want, pull it out of the fleet, then close that screen, send the rest of the armada back to guarding the homeworld before you can send your little constructor on his way three tiles over to become an economic starbase......yaaaameeen? When trading, it would be nice to have the option to return to the map to be able to see/click on the planets, ships, whatever you want to add to the trade negotiation. I like buying up starbases and when you have over 100, it's tough to remember/connect the list of names (which are often duplicated) with their actual location. Instead I'm like, "hmm, now which Deepspace Starbase 7 was it that I wanted to trade..." from the list on my side of the trade screen. I know you can rename them, but it's not very fun when you have to do it a lot to be able to tell what's what on the trade screen. I've also caught the AI "slacking" a lot, like they will have this huge fleet and one of their planets is getting invaded/influence takeover and it just sits there while it happens....then when their whole civ gets culture flipped, all the fleets turn to massive fleets of pirates LOL (that was on Bright AI setting) 9.5/10 if you like 4x, especially space 4x, this one is the one
Obviously made in a hurry, possibly with poor use of AI.
I have played several iterations of the Galactic Civilizations game. At the beginning, it was quite innovative, due to the possibility to design and produce spaceships of different classes. As time passed, the game resisted fairly well, but in its most recent versions it starts to pay for its slow pace and not so nice graphcs. So, as it is now, I can recommend it only to people who do not look for a rapid development of the game situations, and are able to dream exciting emotions starting from bland representations of space operations, wars among different factions, diplomatic relations, etc. Based on its minimalistic representation of the things, this game has the advantage of not requiring a powerful PC, and this is nice.
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