
Theater of war, infinite drama. A masterpiece of historical simulation "ROMANCE OF THE THREE KINGDOMS 8" is revived after 20 years. Enjoy the greatest military drama in the Three Kingdoms series, with the largest number of officers and scenarios!
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): 1.57/day in the week to Jul 30 → 1.71/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, 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 | $59.99 | 3.9Kreviews | 50% | — | $6.8M |
| $59.99 | 1Kratings | 75% | — | 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 834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
畫面變好了,但整體上可玩性沒有原本的三國志8好
생각보다 재밌네요
재밌음
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 |
|---|---|---|---|---|
| $6.8M | 71.5K | 77% | $4.99 | |
| $6.8M | 16.8K | 98% | $11.99 | |
| $6.8M | 8.8K | 92% | $24.99 | |
| $6.8M | 5K | 78% | $29.99 | |
| $6.8M | 21.5K | 95% | $19.99 | |
| $6.8M | 10.5K | 82% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $454.7K | 493 | 74% | $39.99 | |
| $16.8M | 7.6K | 58% | $59.99 | |
| $510.4K | 738 | 83% | $29.99 | |
| $114.3K | 154 | 74% | $29.99 | |
| $78.3K | 159 | 68% | $19.99 | |
| $22.7M | 16.2K | 63% | $59.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 1: 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.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese*, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $59.99 |
| — |
| — |
| — |
| 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 834 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
업데이트가 너무 맘에듬 ㅎㅎㅎㅎ
[h1][b]一统三国,天下归心[/b][/h1] [h1]前言[/h1] 《三国志》作为光荣旗下的招牌游戏,一路发展至今受到了全世界策略模拟玩家的喜爱。 若要在这茫茫多的作品中选一部最经典的,那必然是《三国志8》了,历经了加强版、重制版之后,其在2026年初又迎来了一波大型更新,官方将其命名为《三国志8 REMAKE 威力加强版》。 本次DLC不仅带来了“转机”、“宝珠”两大玩法,更是加入了众望所归的中文配音,玩家能够更好的代入到游戏中,曾构想了无数次的三国梦终于实现了。 [h1]演绎历史[/h1] 本作在原版基础上大幅扩充了武将数量,无论是名震华夏的武将还是大众不曾听闻的小角色,均被收录其中,而玩家则可以自由选择,这便是本作主打的全武将扮演玩法。 除了直接选择心仪的角色外,也可以选择经典的剧本开局方式,其按照三国历史划分了多个时期,从东汉王朝的破灭到魏蜀吴三足鼎立,再到诸葛孔明秋风五丈原,囊括了整个演义的内容。 在史实剧本之外,游戏还加入了大量虚构剧本,这些剧本中历史不再按原有轨迹运行,玩家将看到董卓击溃讨伐联军、荀彧投靠刘备等令人意想不到的故事。 为了照顾到新手玩家,游戏还贴心的加入了教程,从武将选择开始便有手把手的指引,初次游玩的话按照推荐选择能够更好的上手。 [h1]略地攻城[/h1] 进入游戏后会来到所属城池,大部分策略内容便要在这里展开,诸如开垦田地、修补城墙、维护治安、日常训练等,可通过这些途径提升角色的属性并累积资源。 其中朝会阶段则需要做一个系统性的发展方针,比如人事任免、对外军事、外交、谍报等策略,如果觉得事无巨细调度所有内容过于麻烦的话,可以在开局阶段选择君主外的身份,比如太守、军师、普通等,每个身份都有不同的职责,体验也各有千秋。 游戏的过程便是发育的过程,直接把“高筑墙、广积粮、缓称王”那套拿过来一样适用,觉得差不多了再行征战即可。 与其他角色互动时有一个讨论的选项,选择后会开启舌战对决,这个玩法非常有意思,辩论双方将会打出各种话术卡牌来进行“攻击”,游戏还像模像样的做了血条和回合显示等内容,配合3D建模的角色和场景,玩起来别有一番趣味。 提到画面,本作的美术部分绝对值得点个赞,3D城池、动态立绘、精美的UI等加在一起,玩的过程简直是种享受,开启中文配音后体验更上一层楼。 [h1]时势英雄[/h1] 这次新DLC主打的是“转机”、“宝珠”两大玩法。 转机系统类似于如今大火的随机要素,其会在特定情况下出现,效果可能是正面的,也可能是负面的,此举为游戏流程加入了些许不可控因素,如何应对转机或是利用转机,则成为了策略的一部分。 宝珠系统则类似于常见的天赋树系统,分为共通、身份、辅助三大类别,内容则是为武将赋予各种技能,这个玩法大幅强化了养成要素。 [h1]结语[/h1] 无愧加强版之名,《三国志8 REMAKE 威力加强版》新增的一系列内容,让原本就不错的游戏性又提升了不少,推荐喜欢战略游戏的玩家游玩,一统三国的时间到了。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
갓겜
오리지널=쓰레기 PK=평작 삼붕이는 어쩔 수 없이 사야됨 먹을게 없어서 그래도 시간은 잘 감 할거면 호전도 내리고 해야됨
[h1]策略游戏老树开新花——《三国志8 REMAKE威力加强版》评测[/h1] 说实话,当初《三国志8 REMAKE》刚出的时候,我完全就是那种“捏着鼻子玩下去”的玩家,虽然说画面是高清化了,立绘也的确挺养眼,但玩起来就是总觉得哪哪不得劲,总结了一下大概是武将千人一面、非君主开局纯属找虐、中后期除了点点点无事可干,当时就想:得,等威力加强版吧!果不其然,威力加强版它来了。 这套路老玩家都懂,《三国志》和《信长》系列嘛,没威力加强版反而不正常。这次《三国志8 REMAKE威力加强版》究竟如何?本篇我就来聊聊这波“补丁”到底打没打到位。 [h2]宝珠系统[/h2] 原版最大的槽点是啥?就是不管你选君主、都督还是太守,玩起来都一个味儿,说白了就是君主管全城、都督管一片、太守管一城,区别仅此而已。而这次威力加强版加入的宝珠系统,总算把这问题给治了!简单理解,宝珠就是一套身份天赋树,当玩家扮演不同身份时,能点的技能也会随之改变。 共通线里则加入了一些早就该有的功能,比如现在终于可以主动选择跟谁结为相生关系,不用再因为一起打了几仗就被迫跟路人甲绑死。而身份线则让各个职业真正的有了区分度,就好比君主侧重外交和全局,都督总管武将运营,太守主要负责搞内政镇民心。最骚的是辅助线,能让你兼职学其他身份的技能,比如军师+恶汉的组合,离间搞不定就直接物理超度,真·黑暗兵法属于是! 在野身份也终于能玩了,以前的在野除了蹲着等招募啥也干不了,现在可以通过宝珠走商人路线,投资开店、操纵势力同盟,当个幕后操盘手。而独立军首领更是能靠“赌战”一直打游击,不用占城也能攒资源,甚至触发专属结局。这套系统下来,每个身份都有了独立玩法,反复开新档的动力确实上来了。 [h2]白板武将终于有存在感了[/h2] 原版另一个痛点就是只有30来个名将有“奇才”特性,陈宫、魏延、黄盖这些有名有姓的都是纯白板,更别说那些三四线武将了,很多热爱三国正史的玩家是很难接受的。 而这次威力加强版直接把奇才数量干到了70个!还给很多武将加了量产型次级奇才,像鲍信、管统这种你可能听都没听过的人(玩三国杀的玩家请无视我这句话),因为自带冷静特质,反而成了克制特定敌人的优质副将。关二爷也在“义心”之外多了个负面奇才“傲慢”,位低的人跟他说话都不爱搭理,确实很符合人设。这下选将终于有点讲究了,不再是只看四维数值。 [h2]转机系统[/h2] 转机是这次加入的另一套机制,根据全图势力的行为累积时运,定期触发各种全局事件。想法是好的,本意是希望给中后期加点变数,不让局势太死板。但实际体验吧……有点一言难尽。 好的时候,骑将觉醒能让关张这种骑兵适性高的统率直接+100,原地起飞,坏的时候,你刚花大价钱挖来的武将因为疑心暗鬼忠诚狂掉,下回合就被对面挖走,你说玩家好不容易组个同盟,转手就被强制解散,这谁受得了。 总的来说就是随机性太强,触发啥基本看脸,虽然能看到“契机”条件,但AI的行为也会影响时运,想精准控盘很难,用的时候总有种“知天易,逆天难”的无力感。 [h2]写在最后[/h2] 如果你是那种喜欢反复开档、尝试不同身份玩法的玩家,威力加强版补的这些内容确实能让体验丰富不少,宝珠系统直接把武将扮演的深度拉上来了,奇才补齐后选将也有讲究了,不至于那么无脑和局限,转机虽然随机但至少能让后期有点波澜。 但如果你指望它能彻底翻新这个20多年的老框架,那可能要失望了。很多底层问题依然在那杵着,该拖沓的拖沓,该单调的单调。它把能补的窟窿都补上了,但老房子裱糊得再好,也还是老房子,这里强烈建议三国志老粉无脑入,小白建议多了解一下再做决定。 [quote] 高玩研究所,为高玩而生。 [url=https://store.steampowered.com/curator/45487028/]点击这里关注高玩研究所~[/url] 一起努力成为高玩吧! [/quote]
전략게임이 아니라 RPG같음
不值
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.