
Rewrite history by shaping a civilization as unique as you are. Combine 60 cultures from the Ancient Era to the Modern Age to lead your empire to victory. Build thriving cities, outsmart rivals in epic battles, spread your influence and leave your mark on HUMANKIND™.
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.
Every market we collect.
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.
No United States chart position — it charts only in the markets below.
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): 2.14/day in the week to Aug 26 → 16.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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


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, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 22.2Kreviews | 68% | — | $35.6M |
| $49.99 | 3.4Kratings | 66% | — | 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 1049 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Interesting premise but a ton of features were removed according to faction balance, but none of them were reimplemented to actually be usable. A ton of factions are unusable, a few culture policies are unusable, and almost all events mean literally nothing when the numbers they impose on your cities are 10s in 1000s. One is to pay 200 gold or have unknown bad consequence, when non economic nations make twice that in a single turn District and city management is interesting, but the whole "one big city" thing doesn't work even remotely. District cost and food upkeep ramp up insanely fast per city, so it's not uncommon to add production regions to a city and the district takes longer to build than it would normally. This can be circumvented by releasing and re-merging cities (which is a weird exploit when feudalism rolls around to get all the infrastructure in a city, although probably not worth the cost), but the insane food consumption per pop per pop (not a typo) is not. Merging cities will turn 2 perfectly fine cities into a negative several thousand food famine that kills off half the population. If the one big city thing isn't viable then it would make a little sense, but there are AI modifiers in the create an AI character thing (which is incredibly pointless in itself) that specifically try to have your character make one big city Pilfering is just non functional. The times you can and can't do it are extremely random and the game never explains why you can and can't do it. They even added a whole faction around the mechanic, which just don't have a purpose because of this And now dev time has gone into, instead of fixing these issues, some limited conflict that 90% of the world didn't care about as a scenario. Safe to say none of this is getting fixed, which is a shame. Game had some interesting ideas but falls short on execution
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best PL #39, worst RU #96 · 6 markets collected
Genres
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, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean, Italian, Turkish*languages with full audio support
| $49.99 |
| 2Kratings |
| 61% |
| — |
| 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sempre joguei CIV e esse jogo veio realmente para superar as expectativas e bater de frente com ele. Jogo Muito bom, a curva de aprendizado é bem difícil para quem nunca jogou esse tipo de jogo, e é sempre desafiador ganhar contra os bots no modo mais difícil. A sensação de realmente passar as eras com sua civilização é bem melhor que no Civ, o combate também é bem superior e com uma estrategia certa, você consegue vencer batalhas que pareciam perdidas. MUITO BOM! NOTA 9! unica parte paia é o jogo esta meio de lado e não lançaram mais DLCs com frequência
I've been playing Civilization games since the mid 90s. So far this one's the best.
the game is fine, definitly not the civ killer it meant to be but definitly a rival to the dominant titles of the 4X genre.
我不理解 机制全是文明系列的 就是UI升级了一下 也能算新游戏?就这还比文明卖的贵?
Imagine Civilization if it were needlessly more complex and significantly less well made. I spent half my game time on Google trying to find explanations that should have been in the game only to find thousands of people asking the same questions. Tooltips are either poorly explained and/or wholly inaccurate, items are disallowed if their prerequisites are not met with no explanation anywhere in the game nor do those prerequisites explain what they allow, your armies begin the turn already in combat with unknown forces with no explanation as to who those enemies are or where they came from.
Не буду повторять все доводы предыдущих комментаторов, скажу лишь, что они правдивы. Я начал в неё играть, понял что не моё, забросил, сейчас дал второй шанс. К сожалению, не стоило давать и первого. Игра попросту ни о чём. Ты строишь округа и здания ради строительства округов и зданий. Иногда строишь юниты. Тебе даже не хочется захватить соседа, потому что вместо буста экономики ты получишь ещё один город, где будешь строить здания и округа ради строительства зданий и округов. Хотите знать как убить любую 4-х игру? Ввести линейную прогрессию стоимости строительства ферм/заводов. Ты строишь завод, чтоб следующий завод построился МЕДЛЕННЕЕ предыдущего.
The game's geography system was leaps and bounds beyond others on release, but after exploring, the entire game falls apart due to whimisical AI. 4x games should tell a story and this game wants you to tell a story but the entire game is reduced to a numbers grind that lacks any story-telling depth. I've personally spent >20hrs in the map editor alone making one my my favorite most beautiful maps, only to not be able to enjoy it to its potential due to poor ai, ai player cap, and independent people providing nothing but occupying empty space. Additionally every game i've played from Civ to Humanking eventually gets boring once you know nothing can stop you anymore, there is never enough internal conflict to slow you down or hold you back. Don't get me wrong though, no 4x game has maps as beautiful as Humankind
Pour moi le Goat des 4x. Un jeux super complet notamment sur la diplomatie. Je donne un exemple comme ca, je voulais annexer un pays mais je ne voulais pas paretre comme l agresseur. J ai donc d abord influencé culturellement une ville de cet empire pour lui demander de me la donner car je lui ai dit qu il opprimes ces gens qui ont ma culture. Il a refuse de me donner la ville j ai donc ouvert une session a l onu pour qu il nous departage tout en sachant que j etais le plus influent. L onu a declare que le territoire me revenait. Le pays de cette ville a refuse la decision de l onu et a ete oblige de me declarer la guerre. Sauf que j avais en amont fait des armes que j avais cache et je lui ai roule dessus des l annonce de la guerre. Je suis donc passe pour l agressé qui n a fait que ce defendre alors que c etait moi qui avait tout declenche xD.
update: after half a year not touching the game (due to the many flaws documented in my original feedback below) I today came back to check if maybe the devs have meanwhile fixed some of the stupid crap. Unfortunately the game is still an utter sh"tshow. In addition to the previous flaws here the most notable experiences: - game got stuck in "Opponent's turn", i.e. opponent did nothing and the game just blocked indefinitely - Battle mechanics are still super annoying, e.g. a supposed sea-attack within MY territory suddenly turns into a land battle with the city defenses of a totally different territory! Total garbage! Fights where you destroyed all the enemy units are suddenly counted as "Draw" and sometimes you have to re-siege the same city a second time after you had just won that same fight! - Another stupid UI usability issue: When meeting a new civ that is already a vassal of somebody else, the UI behaviour is just bra*ndead: Rather than suggest the liege civ that you have to declare war on (if you want to move into the vassal's territory), the game gives utterly unintelligible reasons why you cannot move there (some screens actually tell you that it is supposedly YOUR OWN vassal - which it isn't), and the "Relations" screen of the vassal stupidly minifies the relevant "vassal" status via a barely visible handcuffs icon. - game actually warns that a civilization is about to win - when that civ is actually you.. this sh*t is just SOO INCREDIBLY STUPID! --- Very nice visuals (cut scenes and in game) but sadly the gameplay / UI mechanics are a total disaster. Examples: - EVERY time you start a turn you first have restore the map zoom-level that you actually want - and in every turn the m*ron devs of this game first reset the zoom-level back to some annoying default.. again and again and again. - You have to watch a every one of your units slowly crawls across the map. You cannot give the attack order before the previous units is done (e.g. bomber has returned to its base). Every bl*ody game takes 5 times as long as it reasonably should. - There is no mini-map and scrolling to where you want to be takes ages. - AI keeps spamming peace offerings that you already refused. - The gameplay is bloated with random "story line" popup "decisions" that are just annoying and add nothing positive to the game experience. (I did not check what happens when you take the politically incorrect answer but it seems the game rather wants to be educational than provide fun gameplay.) - Regularly the various menus and popups block the background that you actually need to see. - The world map is visually cluttered and it is hard to even find your own units (and harder still to find the resources that you need to mine). - The "city limit" mechanics are braindead - forcing you to just merge your conquests into large mega-cites. - Your vassals attack your own independent client city states - that you had spent a sh*tload of gold/influence points on to buy. A silly mechanic that encourages you to just absorb everything by conquest. - The unit balance is total garbage, e.g. 4 Neanderthal units defeat 3 modern infantry units, a cruise missile barely makes a dent into the Sioux warrior with the flintlock rifle, etc. - And then there is the "age transitions " garbage that splits each game into 6 sections for which you have to switch between different civilizations. This sucks in Civ7 and it sucks here. Overall this is NOT an enjoyable game. response to CivilizedChicken: yeah I guess you are right.. it is just part of the game that it isn't fun to play. since you insist, let me continue the list: - Braindead automatic-battle mode: game is even too dumb to automatically win a land battle against an opponent who has nothing but ships (that cannot even shoot at the land units). You will lose units that the AI didn't even have units to fight against with (i.e. in "auto-battle mode" your land units will probably jump into the sea so they can be killed by the AI boat). You have to save the game before every battle just to work around this garbage (to manually win battles that should have been 100% wins from the start). - The same scripted story events repeat in every new game - just boring and bad for replayability. - The "educational decision" event scripting is totally out of sync with the actual game play, e.g. the world is still in the middle ages and no oil hasn't even been discovered by any of the civs. But a "global warming" event pops up anyhow.. don't you dare to not reduce your oil consumption.. PATHETIC! - Unit pathing is even worse than in the Civ franchise: Units have to be retold the same destination in spite of the fact that their original path is still totally unobstructed. - Attacking a unit in neutral (or even your own) territory potentially starts a siege of the bl*ody nearby city across the border. - Every time an opponent unit runs away you have to confirm a bl*ody popup with the details of the battle that did not take place. - UI deliberately wastes the player's time wherever it can, e.g. "Skip turn" does not directly jump to the next unit.. instead you have to "enjoy" the 1sec button animation first.. every time. (obviously all your units want new instructions every turn.. no way to put a units into some kind of sentry mode) - AI that is not at war with you (nor is your ally, or vassal, nor has an open borders deal) runs its armies around your territory while you have to declare war if you wanted to do the same. The AI just plays by different rules.. (for the same reason AI boats do not seem to take the deep ocean damage that your boats take) - Games regularly already implode in the first few minutes - when your neolithic scout meets random barbarian armies joyriding their war chariots. (worse than Civ barbarians.. congratulations!) - "diplomacy" dialogs with AI players are utterly repetitive, boring as well as annoying.. the game repeats the same "peace offer" every turn and every time the AI that triggered the annoying popup (which you cannot ignore) greets you with the same "what do you want?".. I did not ask for your piece offering M*RON! (Each of the AI characters seems to have exactly one such hard coded text available.. that repeats and repeats and repeats) - obvious glitches include pulsing ghost markers on the map. I repeatedly asked Goggle Gemini when stuff did not work correctly and every time the final answer was some thing along the lines of "ah yes, that is a known bug that people have already complained about.." what a sh*tshow.. (some games just take some getting used to.. sometimes the first impression may be wrong, that is why I played it again.. but this is not one of those games. and no, the Age switches are NOT the main problem..)
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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