
Erase the line between single player and multiplayer in this street-racing rivalry between Cops and Racers. Seamlessly join a world where your friends are already racing and chasing
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
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): 5.43/day in the week to Sep 14 → 4.25/day in the week after.
About
Genres
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99−65% | 10.7Kreviews | 76% | — | $1.2M |
| $19.99 | 62.5Kratings | 82% | — | 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.
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 1039 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Need for Speed: Rivals - A Ghost in the Machine That Still Outruns Everything | ⭐⭐⭐⭐⭐ In 2026, NFS Rivals is a ghost (ironically enough given the studio's name no pun was intended). The servers are dead, the companion app is a tombstone, and yet the UI still cheerfully advertises "race with friends" and online modes that haven't existed for years. Nobody at EA thought to remove them. The same goes for NFS Overdrive or whatever that companion app was called - advertised in-game, completely non-functional, still sitting there. For a game built around a rebellious, live-on-the-edge street racing identity, there's something almost poetic and deeply ironic about it being preserved in amber with phantom features haunting every menu screen. Oh, and there's still no pause button (that actually PAUSES the game!). On what is now a STRICTLY single-player game. And then there's the autodrive tutorial - a five-minute handholding session at launch explaining a feature that has existed in racing games since the PS2 era, as if the player has never touched a controller in their life. It kills momentum right when the game should be pulling you in. Condescending, unnecessary, and a very EA thing to do. And yet despite all of its flaws - I don't care. Not even a little. Coming from NFS Most Wanted (my all-time favorite, including the criminally underrated PSP 5-1-0 port), and having played through NFS Payback, NFS Heat, Forza Horizon 5, and both The Crew titles - Rivals tops nearly all of them. The cop AI alone demolishes anything the franchise has produced since. Chases are fluid, tense, and - crucially - you can actually outrun them. Remember that? Because NFS Heat apparently forgot, hard-coding cops to teleport onto you regardless of skill or distance. That wasn't a design choice, that was a regression - and a baffling one from a series that had been doing this correctly for years. Rivals makes cops feel like a genuine threat you can outsmart and outrun through actual driving skill. That tension is everything in this genre and almost nobody gets it right anymore. Playing as a cop is genuinely one of the most satisfying experiences in the franchise - relentless, ruthless, and mechanically rewarding on both sides of the law. The random cop spawns keep you on edge, and the escalating risk-reward system as heat levels rise is brilliantly simple. My structural gripe is the objective checklist progression - a more linear career would have felt far more natural. Ticking boxes to unlock the next stage breaks the flow of what is otherwise a beautifully paced chase-driven game. Now - Pursuit Tech and Racer Tech. I get it, in theory. In an online environment where you're up against a coordinated human cop, having an EMP or a shockwave as counterplay makes sense as a balancing mechanic. But in single player? It completely removes tension. You become overpowered, the cops stop feeling threatening, and the whole cat-and-mouse dynamic that makes this game special deflates. It reads exactly like what it probably was - a multiplayer balancing tool awkwardly carried over into the solo experience without much thought. The spike strip cutscenes triggering far too easily are another pacing killer. They interrupt high-speed chases at the worst possible moments, turning what should feel cinematic and fluid into something choppy. You get used to it, and yes, modern racing games do this too - but less would genuinely be more here. Where Rivals quietly does something almost no modern racing game bothers with: progressive car damage. As your car takes hits it visually deteriorates - panels warping, bodywork crumbling - and it creates this genuine anxiety of I need to get to a repair station or I lose everything. That feeling of risk attached to your vehicle is immersive in a way that dedicated racing titles in 2026 have completely abandoned. The fact that GTA - which is not even a racing franchise - handles this better than most of the genre is a damning observation about where things have gone. The soundtrack is an outright banger. The Qemists, Linkin Park, and a high-energy roster that makes every pursuit feel alive. I also caught remixed NFS Most Wanted 2005 cop-chase tracks buried in there - and yes, 20 years on from that game's PS2 release, that hit harder than expected. Visually, Rivals holds up better than it has any right to. The terrain, the leaf physics, the lighting during chases - it competes genuinely with titles released years later. The story leans hard into unapologetic edginess and cinematic attitude, and honestly? It works. Now the big technical caveat, and I won't soft-pedal it: the game is hard-locked at 30fps and typically runs closer to 25 without manually tweaking Steam's advanced launch options. For a racing game - where visual feedback at speed directly affects your reaction time and sense of control - this isn't a minor gripe, it's the single biggest failure of this port. Screen tearing compounds it further. EA should have patched this years ago and never did. If you're used to 60fps or above, your first impression will be that your PC can't handle it. It can. The game is just artificially throttling itself for no good reason in 2026. As for replayability - honestly? Rivals lives in that specific territory of games you keep on the shelf. You won't necessarily grind it endlessly, but when the mood strikes - when you want that particular rush of a perfectly executed police chase at 2am - it'll be there. Some games are experiences you revisit like a favorite film rather than a live-service obligation, and that's completely valid. Summary: in 2026, where cop-chase arcade racers are basically extinct and the genre has either gone open-world bloat or forgotten what made it exciting, Rivals has aged into something rare and valuable. It runs on roughly 10GB - a size that shames every modern open-world racer - costs around €2 on sale, and delivers a tighter, more thrilling experience than Tokyo Xtreme Racer does at €40. Twenty times the price. A fraction of the soul. Buy it without hesitation. Play both sides. Feel what this genre used to be.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 24: 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.
Reviews, worldwide (the counter carries no country): 2.86/day in the week to Jul 30 → 18.71/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.
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*, Portuguese - Brazil, Dutch, Polish, Russian*, Japanese*, Traditional Chinese*languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It runs very well on my potato, and even at low graphics, it still looks great, and I had fun playing it
Это то что должно жить вечно, но что то пошло не так как надо, так как EA убивают хорошие игры. Положительную оценку заслуживает эта легендарная игра
Esse jogo é muito importante para mim, lembro de jogar ele no ps4 do meu tio antes de ele se mudar, esse jogo me marcou tanto. eu fiquei 8 anos da minha vida sem jogar algo de verdade, meu computador era horrivel e a agora roda ate read dead, quando eu notei a situação q eu sai eu so comecei a chorar, tudo q eu sempre quis finalmente esta acontecendo, eu sou grato a Deus por isso, dito isso jogo 100/10.
Lo juego desde la Xbox 360 y actualmente es muy diferente, que tenga que estar en la nube todo el tiempo entorpece, que tenga que descarga EA app y el juego no tenga pausa y ya cerraron el Online hace que se sienta que lo compre mas por nostalgia que por que sea un buen juego, porque mejores que este estan el heat y el unbound, solo deberia de ser comprado por recordar el juegazo que un dia fue el NFS rivals nada recomendable para los que nunca lo han jugado.
Best nfs game of all time the crash physics and shake intensity made me crash my controller irl, this the only racing game that made me feel fear
Very cool game, acctualy my favorite nfs game, sadly only playable on 30 fps (game limitation) if ea is reading this, PLEASE let me play at 60 or more fps, PLEASE
Compré este juego pensando que sería una versión mejorada de la de PS3 para PC, pero me he llevado una gran decepción. El juego presenta numerosos problemas: fallos visuales, errores de sonido y música, está bloqueado a 30 FPS por defecto y, si intentas desbloquear los 60 FPS con los parámetros recomendados por la comunidad, pueden aparecer más errores e incluso impedir iniciar las carreras o interactuar con el HUD. Además, los vídeos de introducción no se pueden omitir, lo que resulta muy molesto cada vez que inicias el juego. Por si fuera poco, he visto que muchos usuarios están teniendo problemas para acceder al contenido de la Complete Edition y a los DLC tras el cierre de los servidores, a pesar de que la tienda sigue anunciando ese contenido como incluido. Una pena, porque el juego en su día fue muy bueno, pero la versión actual para PC se siente completamente abandonada. En mi opinión, si quieres disfrutar de Need for Speed Rivals, es mejor jugarlo en PS3 o Xbox. Aunque allí también está limitado a 30 FPS, la experiencia se siente mucho más fluida y estable que en esta versión para PC.
花有重开日,人无再少年
Mods used: Rivals+ Cops2Racers Rivals Graphics 5.0 No Crash Cam No Traffic Reduced Pop‑in Magnetism‑Be‑Gone Thunder Extended Area SFX Triple Health 10× Health Upgrades Weapon Regen Stage 4 Weapons for all cars Controller Deadzone Before you even start playing, you need to figure out how to get the game running at 60 FPS. Also, this game has no Steam achievements (the PS3 and Xbox 360 versions do). And you can’t pause the game… why? As for the story—just skip the cutscenes. The cringe is unreal. The checklist-style objectives get repetitive fast. There is a lot of fun to be had here, but ultimately it’s a terrible game with so many flaws that I just learned to ignore. I disliked it as a kid, but somehow I can enjoy it now. How did we go from HP2010 to this?
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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| $14.2M | 153.9K | 84% | $6.99 | |
| — | 20K | 83% | — | |
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| $4.5M | 32.4K | 85% | $7.79 | |
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| $24 | 1 | 0% | $1.07 |
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| $1.2M | 1.8K | 81% | $19.99 | |
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| $1.2M | 20.2K | 98% | $1.99 |