
Conquer Warring States Japan under one banner
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): 0.57/day in the week to Sep 15 → 0.6/day in the week after.
About

Genres
Sums Steam only; PlayStation, 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 | $38.99−35% | 2.7Kreviews | 74% | — | $3.9M |
| $59.99 | 873ratings | 90% | — | 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 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
已購買 小孩愛吃
[h1]7.9/10,终于完满的战国史诗[/h1] 第六天魔王,尾张的佛敌,战国三杰之首,天下布武的推行者,天下人,古今无双名将——织田信长 Desu。这个人物在史实的记载和后世杜撰附会的史诗传说中被加入了太多传奇色彩和浪漫元素,他就是全日英雄史观交汇的终极产物。从出生到立业的轨迹太过大开大合和英雄主义,在群雄林立的战国时代开挂一般摧枯拉朽地建立了功业,而在这个夸张的远大理想即将实现之际又命丧本能寺,其突起到陨落的轨迹已然写成大半篇战国史,故不必讶异于光荣为什么会将他作为自家历史模拟战略游戏生产的绝对主轴。 《信长之野望》系列有四十年的悠久历史——其实我在游玩之前,难以想象怎么能从同一个题材持续创作四十多年:中国素有嘲笑战国史即村战的经典嘲讽,但是就算以最大的敬意看待这段波澜壮阔的战国史——光荣又是怎么能从那个百人军阵以普遍编制的时代挖出上千豪将的?只能说历史爱好者三分之二的自驱来自于脑补。而这个令其能在本土市场立足的题材优势,在过往的年月里也一直是这个系统被打磨沉淀地臻于完备的历史战略IP的传播桎梏。 而如今《仁王》《战国无双》《太阁》等日本本土其他本题材作品及其他形式的流行文化的传播影响,这个题材随着桶狭间之战和本能寺之变等重大历史事件在世界范围的认知度也有所提升,决定了《新生》水到渠成的成功。 《信野》也在这些年的自我迭代和革新中,以幻想剧本和玩家自由决策为基底,引导了一条独特的自选历史演绎战略的玩法框架路径。 不过在我们介绍这个游戏的核心魅力之前,容我赘言几句基本玩法和框架: 《新生》作为系列40周年纪念作,其核心突破在于重构了统治模拟的交互逻辑。其实现手段就是游戏主打的“知行”系统,将织田信长天下布武的野心转化为可操作的权力网络——这其实就是放权给分封将领以避免终端操作的系统,大名不再直接操控每一寸土地,而是通过分封家臣发展郡县,属于城主系统的补充。玩家需权衡武将能力与忠诚度,将城池与郡县作为知行地委派给家臣管理;这或许是一个早应有之的机制设计,毕竟这是实际反馈战国逐级分封的金字塔形权力结构特质的,但是直到这代的技术发展足以承担这套现代化改进之后才和我们见面。 知行系统的核心在于分配高政的下属去进行自主管辖,当然,他们依旧会依照你的既定方针去进行建设和征战;越到后期领地扩张时期,其意义就越重大,解决了传统历史战略模拟游戏将后期玩家束缚于繁琐政务,消磨驱动的弊端。玩家仅需进行一些宏观的调控和方向策略制定。你麾下的人才会按照资历被系统分级,从最低的组头到最高的宿老共计五等,这个分级也限制了知行系统中他们能担任的最高职级,但是更重要的是要考虑武将和知行地的相性如何。除此之外,这个系统也可以认为是一个变体的势力被动系统,比如任命奉行后,势力将基于任上武将的天赋获得全局buff。可以说,本作在分封系统上的深挖让它成为了《信野》系列武将收集驱动最强,管理却又最舒适的一作。 对于本作这样的地图染色战略游戏,最核心的当然不是种田,而是打架啊,《信野》最为特征的威风系统和当前的威力加强完全版新加入的决战系统是让这个部分体感大大增强的核心原因。前者需要手合战斗触发,在你完成一次攻城胜利后,威风buff可以让你快速占据周边领地。威风分为大中弱三等,对方城池的战前耐久够高,兵力够多,势力本身也大,则更容易获得高等级威风,在威风效果的范围内,敌军会直接溃败逃离,各处领地会直接望风而降,并且还会给你提供忠诚度增益,甚至直接让对方的盟友倒戈。而如果你准备周全,通过战前的准备和合战中的微操以弱胜强,那则会为敌方的势力一并附加影响更大的士气和周边盟友关系的debuff,让你在吞并城池后再一续威风。 而本次6月新更新的决战系统,也堪称是终局残羹垃圾时间的终极的解决方案,前述的兵团长知行系统本就可以在你解决完大敌后自行征伐局部的残余势力,而决战系统则可以直接省去围点打援的城防拉锯,直接背水一战。这个系统可以在符合条件(双方势力敌对且接壤,且城市数足够,但敌方已经不再是超大型势力的情况下可用)的情况下由玩家主动触发。这会带来一个可以安心准备的半年停战期,在此期间可以互相指定一座城池作为前哨战目标。半年后,双方各自进行对前哨战目标城池的攻城战,获胜者可以在最终的会战中追加四支部队——共计12+4=16支部队。在决战中获胜就可以跳过所有不必要的清理残存领土的垃圾时间,直接吞并整个对方领土。 除此之外,本次威力加强完全版(顺带吐槽一句,这个版本前版本是真乱啊,预购版,无印版,无印豪华版,威力加强版,威力加强豪华包which不包含豪华包内容,以及终于完整了的威力加强版完整版…)还追加了六场战役,其中就包括信长诞生,天王山等重要历史节点,也有九州征伐这种一般不在战国史中有足够关注的边陲剧本(因为势力少,倒是玩法区别很大),更有系列代表性的假象剧本if线:大乱未起和天文风云录等,补完了相当多的战役节点。终于从信长元服到大阪之役70载都算满满当当应有尽有,如果是没玩过本作的系列或历史战略类粉丝,建议直接购入威力加强版完全版。 总体而言,本作通过决战,知行等系统调整减轻了系列传统的后期操作负担,让玩家可以专注于战略布置和合战操作,而不会被细枝末节的政务和尾大不掉的围剿战分心,而3年来更新的丰富剧本和易用性改进也让本作的游玩潜力和战役丰富度几乎无以复加,这无疑就是目前最值得入坑的一作《信野》,个人评分7.9/10。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price in those. The 13 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): 0.71/day in the week to Jul 30 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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: Simplified Chinese, Traditional Chinese, Japanese*, English**languages with full audio support
| $38.99−35% |
| — |
| — |
| — |
| 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 837 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
簡化太過頭,內政消失,武將互動也沒了,只是一堆數據人,連打戰都能交給AI,我只是盯著就破關了。 自創勢力沒有劇情,也不能把某歷史武將調到某勢力,隨機骰武將分配是啥鬼啊?自創勢力根本不自由,完全沒有額外的驚喜或變化。難道我是來看歷史事件的嗎?看看ACG對話就滿足了嗎?這麼多代了,誰不知道日本戰國歷史? 垃圾外交系統,同盟一直要援兵一直爽,我還要消耗信用度維持同盟,還要消耗信用度請他派兵,搞笑啊。 AI頭像,拿舊的頭像丟AI繪圖換個藝術風格,這樣也可以? 成本不斷cost down 價格越來越硬,內容越來越粗糙簡化,冷漠的系統,單調數據化的人物,這都能好評,難怪光榮吃相越來越難看。寵粉寵出來的,賣情懷,一直賣一直爽,躺著賺幹嘛認真做?
什么破更新,掉帧掉得你妈跟PPT一样
「最近のコーエー、PKなしでもちゃんと遊べるゲーム作るじゃん」シリーズの1つ。 ちゃんと遊べる、ちゃんと楽しい。 領地が広がる程強くなっていく、出来ることが増える。飽きさせない工夫がある。 軍団に委任すれば、部下達が違う方面から領土を拡大してくれるのも良い。 不満点が全く無いとかではないが「信長の野望、これからも買おうかな」と思わせるくらいには良いゲーム。 そうは言ってもPKは有ったほうが楽しいかな。 セールの時にセットで買うのがオススメかも。
好玩
比起大志 我還是喜歡大志的玩法 我至少不用因為兵糧的問題而推不過去一個勢力
パワーアップキットと一緒にプレイすれば普通に楽しめます
買新生本體+威加 內容是真的好玩(手合戰、劇情動畫、歷史小事件等等) 美中不足是行軍速度跟輜重隊的設計需要改善 建議新手真的要有兵城(石高產量高)跟商業城認知。這樣比較玩的下去
最高です
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1M | 570 | 84% | $59.99 | |
| $6.8M | 3.9K | 50% | $59.99 | |
| $2M | 997 | 50% | $59.99 | |
| $1.9M | 1.1K | 71% | $59.99 | |
| $806.6K | 1.2K | 87% | $24.99 | |
| $564.2K | 351 | 81% | $54.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.9M | 1.6K | 85% | $79.99 | |
| $3.9M | 102.4K | 82% | $2.49 | |
| $3.9M | 4.5K | 83% | $39.99 | |
| $3.9M | 7.4K | 65% | $14.99 | |
| $3.9M | 9.3K | 77% | $29.99 | |
| $3.9M | 7.4K | 66% | $12.99 |