
Race to the top, definitely don’t flop. Outsmart the cops, and enter weekly qualifiers for The Grand: the ultimate street race. Pack your garage with precision-tuned, custom rides, and light up the streets with your style.
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.
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.
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, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.79−86% | 60.4Kreviews | 60% | — | $9.3M |
| $84.99 | 41.4Kratings | 59% | — | 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 2147 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
👍 Recommended I went into Need for Speed Unbound with realistic expectations. Like many people, I'd seen months of criticism online before I bought it, so I wasn't expecting it to become one of my favourite modern arcade racers. Then I actually played it, and my opinion changed completely. What impressed me most is how *complete* the game feels. It doesn't rely on one standout feature while everything else feels unfinished. Instead, almost every part of the experience works together. The handling strikes a great balance. It never tries to be a simulator, but it also doesn't feel disconnected from the road. Grip, drifting, boosting, and cornering all feel deliberate, making the driving consistently enjoyable. Customization is another highlight. There's enough freedom to build cars that genuinely feel like your own without becoming unnecessarily complicated. Whether you want a clean OEM-style build or something completely wild, the game lets you do both. Lakeshore might honestly be my favourite map in the franchise. Every district has its own personality, and simply driving around is fun. That's something I really value in open-world racing games. Exploration shouldn't feel like dead time between events, and Unbound gets that right. The visual style is also far better than many people give it credit for. Whether you personally like the animated effects is subjective, but I respect that the developers committed to a unique identity instead of making another game that looked exactly like Heat. Racing games rarely take artistic risks anymore, and Unbound deserves credit for trying something different. The story isn't trying to be a cinematic masterpiece, and I never expected it to be. It's a straightforward street racing story about betrayal, friendship, rebuilding your reputation, and becoming the best racer in the city. For what it's trying to accomplish, I think it does a good job. I also appreciated that some of the dialogue is intentionally self-aware, something many critics seemed to overlook. I've also had a great time in multiplayer. Lockdown is one of the most interesting additions I've played in a Need for Speed game. My only real disappointment is that some modes deserve a larger player base because there are genuinely fun ideas there. Is the game perfect? No. But after playing it myself, I genuinely think a lot of the negativity surrounding Unbound comes from people judging launch impressions or internet discourse rather than the current game. Need for Speed Unbound reminded me why I prefer forming my own opinions instead of letting the internet do it for me. If you're looking for a stylish arcade racer with satisfying driving, excellent customization, a fantastic open world, and plenty of personality, I absolutely recommend giving it a chance. Sometimes the crowd gets it right. Sometimes you install the game anyway and end up wondering what everyone was complaining about.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 29: 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): 9.29/day in the week to Jul 30 → 46.29/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.
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, Simplified Chinese*, Traditional Chinese*languages with full audio support
| $69.99 |
| 12.2Kratings |
| 48% |
| — |
| 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 2.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If this is ever on sale, then NFSHeat is also on sale; get that one instead.
говно вылетает каждые 20 минут, надеюсь все причастные к этой игре сдохнут нахyй
مرگ بر اسرائیل مرگ بر صهیونیسم بین الملل ، درود بر روح پر فتوح هیتلر صابون ساز
Surprisingly, the game turned out to be much better than I expected. I even found it more engaging than FH 5 and FH 6. The soundtrack is amazing, the graphics are great, and the animated art style is truly enjoyable. I’d also say it’s a significant improvement over NFS Heat. The biggest downside is the car physics. It takes some time to get used to, although the game is still playable but it doesn’t feel as polished as in FH or "The Crew Motorfest". Overall, it’s a solid arcade racing game that’s definitely worth playing.
已退款,不知道是什么样的超人能够不使用禁忌的力量玩下去的 本来单论那极具冲击力的新颖艺术风格和多样的改车系统,甚至是人物捏脸与服装,我都可以说对这款游戏的印象是顶级的,而且本来前面一开始的都还好,预期第三名还能有竞争的机会还保留一定的挑战性,但我问问你,恶心的马子开我车走后在别处风光(车牌上还刻着玩家的名字)的若只剧情就不说了,后面新的车全是碾压,把把预期56名,赚的还没赌的多,开始比赛要赌钱重开还有限制次数,氮气加速软绵无力,还有虫洞警车直接横着刷在玩家面前的马路中间挡着人,还有熟练变向的对手突然一闪给你留个车在中间挡着,还有这个一碰就碎的纸皮车我都懒得说,有时候路边的围栏跟钢筋混凝土一样,到了弯道又成了可破坏的,又难又史买回来找罪受的18码游戏 你可以说我不够精进不能潜心品尝,本人就是个只玩过3部极品飞车的萌新,但就我说一款偏娱乐的赛车游戏,你是不是得首先让我感到有点爽感再去挑战,而不是开着个只有60码的车跟在别人后面疯狂吸尾流结果只有个34名,一失误就被甩一大截的高挑战游戏,nfs无疑是一手好牌打得稀烂的,刚准备大快朵颐的我赤着了使我无疑是愤怒的
Лучшая часть после перезапуска серии🥰
Com todo respeito, mas não se faz jogos como antigamente faziam, Garanto que se colocassem na loja os games de 2003 á 2006, underground I e II, Most Wanted e Carbon, ganhariam muito mais dinheiro pelo grande polo de FAN que tem por estes games.
[h1]🔥ВМЕСТО БЕНЗИНА — ПОВЕСТКА: КАК УБИВАЛИ NFЅ[/h1] Забудьте про романтику уличных гонок, запах жжёной резины и культуру тюнинга. Need for Speed™ Unbound — это не гоночная игра, это интерактивный манифест, скроенный по методичке современных социальных трендов, где машины оказались где-то на задворках. ➕ ПЛЮСЫ: Графика и визуал: Единственное, за что можно похвалить Criterion. Смешение реалистичных машин с аниме-эффектами и граффити выглядит действительно свежо и дерзко. На этом плюсы заканчиваются. ➖ МИНУСЫ: «Утюги» вместо машин: Физика управления — полная катастрофа. Автомобили ощущаются как тяжелые тостеры, которые едут либо строго по рельсам, либо при малейшем касании тормоза срываются в неуправляемый занос. Никакого чувства веса, скорости и сцепления с дорогой. Саундтрек — кровь из ушей: Музыка должна задавать темп и драйв, но местный хип-хоп и трэп вызывают лишь желание немедленно зайти в настройки и скрутить «Музыку» на 0. Набор треков абсолютно монотонный, унылый и никак не вяжется с уличными гонками. Тотальная повестка вместо автокультуры: Игра откровенно перегружена навязчивой репрезентацией. Вместо харизматичных гонщиков и стритрейсеров вам пихают максимальную инклюзивность ради галочки: гонщицы в хиджабах, постоянные лекции о многообразии и акцент на правильных социальных группах. Складывается ощущение, что ты попал не на нелегальные гонки, а на виртуальный съезд активистов. ИТОГ: Красивая обёртка, внутри которой пустой и раздражающий геймплей. Если вы скучаете по Underground или Most Wanted — даже не думайте это покупать. Жалкая пародия на гоночную игру. 3/10 (только за красивый дрифт с аниме-эффектами)
TL;DR: This game is 100% worth playing, worth even more when it goes on sale. Fun once you start to get it, even more when you master it. There's a LOT of stuff circulating about this game. How ""ugly"" it looks, how ""awful"" the writing and dialogue are, how much this isn't just Most Wanted (2005) Remake, and an infinite supply of "game sux this isn't what we want". The overworld is one of the best out there. The gameplay and races are solid. The handling is the best in the entire series. Fundamentally, Unbound is probably my favorite NFS entry in the entire series (yes I played a majority of the important classics when they were relevant and revisited them now that they are ancient). The handling of the cars, the progression, the tension within each race despite how crazy your car might be, the way they took Heat's formula and day/night heat system and polished it to a mirror shine, there's a LOT that I see and love about this game's premise to where it outweighs the downsides I experienced early on. On my first playthrough I felt robbed of my time and effort in trying to max out my car within the pretty harsh car level limits. Unlike most other NFS games, Unbound really forces the class and car level limits to a pretty insane degree. What isn't told early on, especially with the starting cars after that one story section everyone hates, is that you need to make some sacrifices to which specific parts your car needs to be higher quality than everything else alongside tuning and tweaking your car to boost your stats without going over your level. I do agree that it is straight nonsense for a NFS game to force such harsh limitations early on, but what comes out of it are races that triggered something in my brain that kept me wanting to beat that stupid guy in the ugly green car who always managed to pull some stunt in the final stretch. While they aren't anywhere near as death-defying as Most Wanted (yes, 2005 again), the races and police chases are still pretty good. Whenever I would replay any of the other games, I always found myself itching to play Unbound instead just because of how intuitive and fun this game makes the driving feel. No matter what anyone else is saying with repetition and whatnot, mastering each track, each course, all with each car class and build, is nothing but solid, honest-to-goodness, arcade racing fun. That is once you get to the point where you can create multiple builds and realize mistakes/losses don't matter as much as getting through the week. Unique to Unbound, the game's singleplayer races are structured along 7 strict days with each day/night cycle having multiple events around the map, all leading up to some kind of special race/event on the 7th day. In my first playthrough, this in combination with the strict car levelling system felt almost crippling because it seemed like any mistake or race lost had drastic consequences. As it is, the missions don't really give you a whole lot of cash to play with and losing races or ending your day early felt like a death sentence... until you realize you can cheese the game by emptying your wallet before the big races so it forces you back a day to earn more money. I think the majority of issues people have with this system would be completely fixed by having individual races be much more rewarding. Even if they had special events or some kind of way to earn a rewards multiplier based on your completed races/heat level or ANYTHING AT ALL, I'm confident that people would be praising this game's departure from the freedom present in every other NFS game's missions/races. On top of this, there were only so many major parts/upgrades I could cram into my car's level before the game barred me from entering specific events/races, and I even found myself accidentally going 4 points over the A rank into A+ and having no events I could enter on the map. Normally you could just go into the safehouse and fix this but that is ONLY if you haven't done a single race that day... and I made the mistake of doing a B class drift event for some low stakes pocket change. Currently, the amount of time and effort the player has to put into 'making car go fast' is not only much higher than any previous entry, but also far more involved for first time players to begin to wrap their heads around. I reference my first playthrough a lot specifically because I ended up dropping the game entirely about a week after that one story section everyone hates... because I REALLY hated starting from near absolute zero, and couldn't figure out how to win a single race on a budget of 2 upgrades and going 80 miles per sometimes the entire following week. I shelved this game entirely and didn't come back to it until months later out of curiosity (and boredom) to see what it was that got me so stuck all that time ago. By this point I had played (and replayed) a lot of other racing games and much of the older NFS games (yes, 2005, AGAIN) and gained a better understanding of what I could do to fix my abysmal build in this game... and I ended up really enjoying my time after. Once I figured out what I had to do to win races with my... ""build"" ... I really learned to appreciate many of the aspects that make Unbound unique, and even fun (except the low payout for individual races, even in late game it's still a pain). There truly isn't another entry in the series or even in the genre that feels like this game, that looks as good as this game (I wholeheartedly believe this game's sick style is FAR from the "ugly" people call it). During the ending credits A$AP Rocky has a whole speech and I thought it was oddly fitting given the reception of this game now. He states, "You still keep going, and [...] you make the best out of it. Not saying "Oh we're making the best out of a [bad] situation." [...] You make the best out of what the best is ..." For me, especially with my specific playthrough, this hit all the way home, because that is exactly what Unbound is. The refinements to the driving mechanics and the iterations this game has made to its gameplay from previous entries (minus the rewards, of course) outweigh almost everything else that might bring it down. Unbound truly managed to make the best out of what the best was... it's just too bad people wanted another Most Wanted (2005 again for the last time I swear, and yes, I wanted it too).
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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