
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 → 0.5/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
This is the best KOEI game to date, a wonderful game, I recommend it to every single fan of the series.
不错的游戏
整體不錯
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 |
|---|---|---|---|---|
| $3.9M | 4.5K | 83% | $23.99 | |
| $3.9M | 7.4K | 65% | $14.99 | |
| $3.9M | 39.6K | 86% | $3.99 | |
| $3.9M | 102.5K | 82% | $2.49 | |
| $3.9M | 7.4K | 66% | $12.99 | |
| $3.9M | 9.3K | 77% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 622 | 84% | $59.99 | |
| $6.8M | 3.1K | 50% | $59.99 | |
| $1.6M | 804 | 52% | $59.99 | |
| $1.9M | 1.1K | 71% | $59.99 | |
| $806.6K | 1.2K | 87% | $24.99 | |
| $564.2K | 351 | 81% | $54.99 |
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
非常好玩
...
神作
[h1]《信長之野望・新生 with 威力加強版》简评[/h1] 日本战国和中华三国一样,都是各种游戏喜欢使用的一个历史题材,本作《信長之野望・新生》就是取材于日本战国时期的一款即时战略游戏。游戏的机制相当的复杂,难度也绝对不低,涵盖了军事战争、经济发展、城市建设、人事管理等诸多体系,但是一旦熟悉了游戏内容,那也是真的好玩。圆玩家的招兵买马、一统天下的帝王之梦,还得看这类作品,一玩就上头,根本停不下来。 [h1]一统天下从一方城主开始[/h1] 日本战国时期,虽然有“村子打架”的戏称,但是很多时候也不只是只有几百几千人的战斗,上万人的大规模战役也是存在的。只不过那个时候的大名实在是太多了,大一点的大名势力可能有数座城市,小一点的大名势力可能就这么一个城(镇),也就显得有些小势力之间的战争确确实实看着就像村庄械斗那般。就像本作《信長之野望・新生》这款即时战略游戏,就日本这么一片小地图上,就有无数个大名势力扎堆。玩家初开局时候的势力范围,往往也只有那么一两座城市,军队人数也就千百余人。说好听点是一个大城的城主领袖,说难听的就是地方的豪门氏族。就是在这样的微末之境,玩家需要慢慢的累积资源,不断吞并周边的势力,最终最大最强一统日本战国。 [h1]知行、内政和征战[/h1] 游戏战略机制的内容绝对不会少,初上手面对各种机制绝对脑瓜子嗡嗡的不知道如何下手,想当年有着同样类似玩法的《三国群英传》系列,整体的框架都相似,但是机制的复杂程度明显就是本作要更深入、更硬核、更复杂、更繁琐。 那么所有的机制,可以全部划分为三大类知行、内政和征战。由于很多的术语,都源于日本战国时期的文化,不是特别懂的玩家对于刚接触这些名词,绝对是不明所以的,其实游戏初上手比较麻烦,这种文化历史的不熟悉也是有一部分原因的。以下就是个人理解的知行、内政和征战三要素,某些机制虽然不归属这三要素的范畴,但是为了方便,个人也将它们还分到其中了。 知行:基本就是人事管理的一套体系,以人才为核心,不断充实玩家的人才库,以供征战和守土之需,包括招募人才、招降敌将、安排职位、加官进爵、受封领地、授予称号、赏赐财宝、提升忠诚等等。 内政:维护玩家领土安稳,为玩家开疆扩土提供大后勤保障的一系列体系,包括城市建设、郡县开发、国策发布、挣钱屯粮、怀柔国众、天灾处置等等。 征战:毫无义务就是战争抢土地、抢资源、抢人口,包括招兵买马、粮草物资、攻城伐地、军团会战、外交结盟、谈判交涉、谋略实施等等。 [h1]占领城池和搜集武将,这是最大的兴趣[/h1] 就像二次元抽卡游戏的盛行,是因为玩家想要集齐所有的漂亮小姐姐角色图鉴。那么《信長之野望・新生》这款游戏吸引玩家之处同样也是如此,其一是不断占领更多的城池,其二便是搜集全部的人才。看着自己家的领土一步步的扩大,自己的城池一点点的增多,自家的武将一点点的丰富,这种成就感是真的美妙。果然这才是男人的梦想,什么后宫佳丽三千,哪有自家武将三千有意思,女人只会影响我一统天下的进度。 [h1]最后[/h1] 游戏是真的肝,一壶茶一包榔子,从早八点到晚十二,一整天就这么过去了,虚度光阴好可怕。 [quote] 妙笔提手点墨花,妙语成章满纸纱。 欢迎关注[url=https://store.steampowered.com/curator/44852326/]猪式会社[/url],用心绘测游戏。[/quote]
我√巴人傻了,刚出那会买的数字豪华版可以玩威力加强版的,好久没玩现在玩怎么没了???操作也完全变了,rnm怎么回事?????
后期根本没法玩 弱智AI
真上头。但惯例毛病是破局有趣,滚雪球就开始越发枯燥了
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.