
Rise to the challenge and join the hunt! In Monster Hunter Rise, the latest installment in the award-winning and top-selling Monster Hunter series, you’ll become a hunter, explore brand new maps and use a variety of weapons to take down fearsome monsters as part of an all-new storyline.
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.
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): 21.86/day in the week to Sep 8 → 32.29/day in the week after.
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, Xbox, 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 | $39.99 | 126.5Kreviews | 83% | — | $62M |
| $39.99 | 18.9Kratings | 85% | — | 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 2492 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
10/10 if it wasn't for the existence of spiritbugs, base game story, and Khezu's entire existence
Long game but rewarding early on; kinda becomes repetitive and damage sponge later on but still playable. The Dlc adds bots that help you in late game
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $62.1M | 68.7K | 75% | $34.99 | |
| $62.3M | 121.2K | 80% | $19.99 | |
| $62.7M | 89.9K | 94% | $17.49 | |
| $62.9M | 318.9K | 98% | $9.99 | |
| $62.9M | 146.4K | 96% | $29.99 | |
| $62.9M | 425.1K | 96% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $12.6M | 12.6K | 90% | $29.99 | |
| — | 0 | — | — | |
| $935.2M | 1.2M | 93% | $59.99 | |
| $38.2M | 56.1K | 90% | $39.99 | |
| $20.9M | 13.6K | 91% | $59.99 | |
| $18.9M | 58.4K | 93% | $14.99 |
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 Aug 26: 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.
Latest in each market: best JP #49, worst KR #100 · 4 markets collected
Reviews, worldwide (the counter carries no country): 26.63/day in the week to Jul 21 → 31.8/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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, Arabic, Japanese*, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +2 more
| $7.99−80% |
| 9.1Kratings |
| 74% |
| — |
| not modelled |
| $39.99 | — | — | — | 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 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
salright innit
grindeo agresivo y muy divertido
gg
前面忘了,总之崛起太过于高速化鬼泣化魔幻化act化快节奏化快餐化和风化幼稚化背板化外转化复读化大招化无脑花了,没有了世界的厚重感力量感真实感生态感慢热感沉浸感写实感狩猎感成熟感稳重感生物感史诗感交互感人文感崛起图标没有龙头不是正作,马赛克画质没有生态,嗯造碳水丸子没肉吃,日式风格看一眼玩不下去,打击感手感一坨没有厚重感,外传销量高都是世界引流,呆猫崛起收费不如世界mod免费,崛起不好玩纯路边没热度,性能太高没猎味不如玩鬼泣,画面差没有3a感像20年前游戏,只有战斗爽快餐化设计没意思,全靠数值后期五分钟随便一只怪,终盘无怪可刷组队都没人,没有禁忌战绩不如苍蓝星一根,招式有内置CD太死板没有想象力处理,全靠背板都是轮椅无脑复读gp,天慧建模粗糙期待荒野高画质正式回归,黑蚀龙4g后时隔多年终于在荒野高清回归,全是大平地简陋设计所有地图加起来不如古代树,翔虫飞天太科幻不如楔虫科学,炼化都是老金魔法师不配当猎人,岚龙吊b玩意来回飘不配回归,原初设计不如黑龙一根,勾爪派生大于虫技派生,双刀搓背太廉价不帅变成轮椅武器,斩斧轮椅武器复读GP,片手JR没有插拔不帅没伤害,太刀纯蹲坑大居空了不掉刃登龙没伤害CD长,盾斧没那味超解没特效不帅,长铳枪没有厚重感,怪物太魔幻,全是鬼武士脸烂大街设计,猴子不如奖杯刺激,天迴更不如煌黑,怪异化纯敷衍,小动物没有含金量,怪客古龙全粪怪没有含金量,老猎人都不喜欢,最耻辱的一代,看在线人数就知道了,说真的,崛起太高速化鬼泣化魔幻化act化快节奏化快餐化和风化幼稚化背板化外传化复读化大招化无脑化轮椅化泰迪化掌机化团子化动作rpg化二游化韩游化4399化闯关小游戏化小儿麻痹化了,缺少世界的厚重感力量感真实感生态感慢热感沉浸感写实感高清感成熟感正传感稳重感生物感德牧感摸脚印感史诗感交互感人文感3a感pc感狩猎感灵魂感。
666
翔虫:当猎人插上翅膀 如果说《怪物猎人:崛起》有一个灵魂,那一定是翔虫。 这个全新加入的系统,彻底改变了《怪物猎人》延续了十几年的狩猎逻辑。利用翔虫,猎人可以犹如忍者一般上天下地、飞檐走壁。追击怪物?一次翔虫飞跃。躲避致命攻击?一次翔虫受身。复杂地形不知道怎么走?直接翔虫翻过去就好。“没有是一次翔虫动作解决不了的,不行就用两次”。有玩家甚至感叹:“刚开始觉得特别难用,现在已经是没有翔虫不会走路了”。 而翔虫的真正魅力,在于它与十四种武器的深度融合。每种武器都拥有专属的铁虫丝技——威力大、动作帅气、各具特色。大剑的铁虫丝技可以防御攻击后跳过前两次蓄力直接打出最强一击;盾斧则拥有了“完全充能反击”这个近乎无条件的反打开关;太刀玩家可以打出更加行云流水的居合连段。正如GameSpot在评测中所说:“翔虫系统带来的动作加强了游戏在地图探索与战斗两方面的体验”。 更令人拍案叫绝的是 “御龙系统” ——在积累足够的御龙值后,你可以直接骑上怪物,操控它攻击其他怪物,甚至释放华丽的御龙必杀技。当两只大型怪争夺地盘时,你还可以直接介入御龙,实现“以龙制龙”的战术。这种“猎人骑龙”的体验,在系列历史上堪称前所未有。 和风绘卷:一场视觉与听觉的盛宴 《怪物猎人:崛起》的另一大魅力,在于它独一无二的艺术气质。 游戏采用了浓郁的和风主题——从炎火村的樱花飘落到NPC的服装设计,从村庄的BGM到怪物的初登场演出。每一只怪物登场时,都会以一种日本和歌的方式进行演绎,配合老式录影的播放形式,为整个游戏的视觉效果带来了“锦上添花的味道”。Game Informer更是直言本作拥有“系列迄今为止最好的配乐”。 在技术层面,《怪物猎人:崛起》是Switch上首批使用Capcom自家RE引擎打造的作品之一。猎人装备的纹理、怪物的甲壳与毛发质感,在Switch游戏中都堪称顶级水准。而PC版更是将这一体验推向了新的高度——支持4K高画质与高帧数,即便是面对怨虎龙、泥翁龙这样满屏特效的怪物,也能保证画面的稳定与流畅。有玩家评价道:“PC端画质真好啊(相比Switch)”。 战斗的进化:更快、更爽、更自由 《怪物猎人:崛起》的战斗节奏,比任何前作都要快。 相比《世界》,《崛起》的战斗爽快度提升了一个档次。翔虫带来的高速机动性让猎人终于可以“反客为主”——“以前作品中猎人总会被敏捷的怪物耍得找不着北,这次立场终于逆转,轮到它们被耍得团团转了”。 而 “替换技”系统的加入,则让每种武器都拥有了更加丰富的玩法选择。你可以在任务开始前自由切换招式和风格,找到最适合自己的战斗方式。正如一位玩家所说:“切书和替换技实在是好设计,在不增加操作难度的同时,可以使出更多招式,让武器有了更多玩法”。 GameSpot在评测中称赞:“每种武器维持了以往的出色深度,可替换招式的加入进一步强化了这点”。而Fami通更是给出了38分(满分40分) 的高分,评价道:“帅气的动作多了很多爽快感倍增”。 一人一狗一猫:最贴心的狩猎伙伴 《怪物猎人:崛起》对单人玩家的关怀,同样是历代之最。 本作首次加入了 “牙猎犬” 作为可骑乘坐骑——不仅可以大幅缩短跑图时间,还能在战斗中协助输出。配合经典的艾露猫,你可以同时携带两只随从出战。一人一狗一猫的组合,让单刷体验前所未有的充实与温暖。 而游戏的读盘速度更是让人惊喜——相比《世界》进入任务时的漫长等待,《崛起》的读盘“基本可以无视”。进入任务时的读盘画面是一幅模仿百鬼夜行绘卷的 “百龙夜行绘卷” ,怪物全部被浮世绘化,“光是看这些被浮世绘化的怪物,就是一件很赏心悦目的事了”。 结语 《怪物猎人:崛起》并非完美无瑕。本体的终局内容深度被部分玩家诟病,剧情较为单薄,“百龙夜行”模式的口碑也褒贬不一。但这些小瑕疵,根本无法掩盖它整体的光芒。 1860万份的销量、87分的媒体均分、IGN日本的满分评价——这些数字共同诉说着一个事实:《怪物猎人:崛起》不仅是一款优秀的《怪物猎人》,它更以独一无二的和风美学和翔虫系统,为这个走过近二十年的系列注入了前所未有的速度与激情。 正如Polygon在2021年将《崛起》列入年度最佳游戏榜单时所说:“翔虫机制不仅让《崛起》成了系列中机动性最强的一部,也让它成了对新手最友好的一部”。一位Metacritic用户则给出了更加直白的评价:“Monster Hunter Rise is, put simply, the very best Monster Hunter game to date”——有史以来最好的《怪物猎人》。 无论你是征战多年的老猎人,还是第一次拿起武器的萌新——炎火村的大门永远敞开。翔虫在等着你,牙猎犬在等着你,而那一场场在樱花与和歌中展开的狩猎,值得每一个人亲身经历。 狩猎,永不落幕。
Very good game, im addicted to it
can i get the MH WILD FREE :)
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.