
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 | 3.1Kreviews | 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 836 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
PK 출시되고 게임 같아졌다. 완전 다른 개임이고 확실히 재미있다.
[h2]前言[/h2] 《三国志》系列一直是众多三国迷一直绕不开的系列,对于笔者而言最经典的当属于三国志9、10、11,这三代分别诠释了什么叫战争、个人以及主公,每一代的重点不同但却从不同的角度带领玩家走进了三国之中。然而此次光荣却选择将01年发售的三国志8进行了重置,不过高自由度的玩法以及画风的更新,让《三国志8 REMAKE》仍旧焕发出了新春,成为了三国志中能以全武将扮演游玩体验的最新力作。 [h2]游戏碎碎念[/h2] 对于整个游戏的体验,在初始的这10个小时里是相当友好的。具体就表现在了游戏的生活部分与战略部分切割开,让我得以专注在与其他武将交流部分,而仅在季度评定阶段采用来考虑军事方面的问题。这点在8R显得尤为突出,印象中其他三国志可以在任一月份对其他军团进行出征,而在新作品中平常的三个月需要玩家提升自己、与其余武将交好亦或者当一个勤恳的官员对商业、城防等城市五维属性进行建设。军团方面也更突出了之前的军团代理,指定太守亦或者军团指挥就可以安心的只把控某几个城市,可以说是相当方便的操作。 游戏最让我感到惊艳的应该就是“剧本修正”了,因为在前几代中很多时候选择好剧本后故事的发展因为玩家以及AI过于屎的问题导致整个历史走向发生了严重的偏驳,可以肉眼看出前几代已经很努力的修正这些东西,然而却没有什么效果。而在本作中,玩家可以通过执行达成条件的剧本事件,就可以修正历史走向,并且还将选择权交予了玩家自行处理,于是在我最喜欢玩的董卓联盟篇我可以选择不让貂蝉献上美人计(当自己老婆不香吗),但可以让曹嵩死去与陶谦仇视,在这个剧本中完成一半就可以坐拥渔翁之利简直爽爆了。 [h2]威力加强版,你加强的好啊![/h2] 说到三国志那肯定得说威力加强版,毕竟每一部都有的玩意得知道到底怎么加强了。在三国志8rmake中,最值得一提的应该就是宝珠以及转机功能。对于宝珠的理解应该就是可以选择多个职业并为对应的职业进行加点,极大的拓展了每一个个人扮演的玩法,譬如你可以选择当一个在野的名士也可以做一个流民召集自己的军队却没有领地,诸多的乱世玩法让游戏的可玩性得到了极大的加强,对于这点来说还是要给好评的。第二个就是转机了,所谓的转机其实就是因为战局的各种情势,引发了“天道”异变,最终会出现一些buff效果,这些有的对玩家有利有的则是针对全武将的加成,林林总总其实就是对一成不变的战场加了一些机缘,给玩家在逆境中一个翻盘的可能。 此外还有诸如游戏内编辑,自制名品等功能,算是游戏内核武,是一个还不错的添头。 [h2]总结[/h2] 最后,《三国志8 REMAKE》作为光荣重置三国志系列的第一部,个人感觉还是比较成功的,无论是深耕全武将扮演的玩法还是威力加强版的新功能都比较有特色。唯一难受的点估计是武将忠诚不是很好提升,让强迫症玩家受大苦了。当然总的来说还是非常推荐游玩的,毕竟还在对三国策略游戏进行迭代更新的,应该就只有光荣了。 [quote]欢迎前来关注「 [url=https://steamcommunity.com/groups/35307916/]品游拾光鉴赏组」 [/url] [u][b] 品味欢乐游戏,拾取快乐时光。[/b][/u][/quote]
Media

Related
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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 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 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.
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 836 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]《三国志8 REMAKE》:天下尽在我手,英杰全收帐下,这就是三国魅力![/h1] “滚滚长江东逝水,浪花淘尽英雄。是非成败转头空。青山依旧在,几度夕阳红。 白发渔樵江渚上,惯看秋月春风。一壶浊酒喜相逢。古今多少事,都付笑谈中。” 一曲临江仙,道尽天下事,玩战争、搞内政、建城市、弄养成,或许《三国志8 REMAKE》的回合制争霸天下的战争机制,有一些不太自由、霸气、磅礴,透着一股稳如老狗的“小家子气”,但是这种战争游戏的体验还是非常足的,征伐天下、攻城掠地、广罗人才的感觉,实在是太爱了,看着自家从一个小势力,一点点逐步扩大,占领百城、拥有百将,爽,太爽了。 [h1]战争、内政、城市、养成,挺全乎的![/h1] 《三国志8 REMAKE》作为经典系列IP的回合制大战略游戏,尤其是还是重置版本,其各项机制已经应有尽有,包括战争、内政、城市、养成等诸多系统—— 战争系统包括征兵、出军、部署、实战等环节。 内政系统包括人事、军事、计略、外交、方针、谍报等环节。 城市系统包括开垦、商业、技术、修补、治安等环节。 养成系统包括人际交流、人脉关系、忠诚亲密、五维属性、秘诀学习、文武恶名、宝珠系统、演义事件等环节。 上述的四大系统其实非常的完善了,并且都非常的成熟,甚至一定程度上简化了复杂的机制,一个回合从开始到结束,到了什么阶段玩家,要去做些什么事情,有些内容会有提示,有些内容可以自动,一目了然不说,也方便了玩家操作,这一点玩着就非常的舒适。 [h1]处理内政杂务,脑瓜子疼![/h1] 当然,除去战争这种令玩家热血沸腾甚至颇为上头的系统之外,内政、城市以及养成系统这种大类之下,又衍生出来的各种细节分支,即使有一些简化设计、便捷操作,但是依旧需要玩家费劲很大的心思去完成,毕竟游戏的丰富的框架摆在这里,太多需要玩家去一一过目的内容。例如,外交要去弄吧,敌情要打探吧,将领要忠诚吧,好感要联系吧,资源要囤积吧,人员要安排吧,民心要稳定吧……虽说每项内容都不算复杂,但是放在一起,大量的文字要去浏览,大量的工作要去点击,也很头疼滴。难怪古代的皇帝很多都是过劳死,这算不算是顶级的牛马。 [h1]战斗民族?战争民族![/h1] 攘外必先安内,内政维系好了,接下来就可以开始搞事情了,东汉末年三国时期的诸侯林立,要搞事情肯定就是做大做强一统天下咯,谁还不想享受一次“受命于天,既寿永昌”的殊荣。既然有了这番雄心霸业,别的不多说,战争走起来。本作的战争虽然可以根据兵力数值采用自动战斗直接得出结果,但是真要势均力敌的时候,还是得考玩家微操来弥补不足,这就是是一盘策略战争的棋盘对阵了。唯一不能让玩家过于尽兴之处,在于攻城略地限制挺高,无论是出兵还是援军,都只能相邻地块城市来施行,有点太稳过头的感觉,真不如《三国群英传7》把战线拉的贼大、操作也更加自由。 [h1]玩战术的心都脏![/h1] 而为了一场战争,玩家需要做的铺垫可不少。大前期,需要打探敌情、需要征兵屯粮;开战前,需要排兵布阵、需要部署策略;进行时,需要预测行动、大前期和开战前都还好说,毕竟都是中规中矩的准备和部署。那么战斗进行时的策略回合制,就很有说法了,采用了战棋机制而非《信长之野望·新生》“会战”机制的即时战略。玩家需要控制己方参战部队以战棋的形式移动和进攻,以全灭敌军或者攻破城池的方式获得局部战场的胜利。本作的战棋机制并非经典的下棋那般简简单单的,其特殊机制丰富且繁杂,包括且不限于战场迷雾、视野盲区、埋伏陷阱、战法策略、援兵布置、兵种搭配等等,这不仅带来了战场的策略性,同时还有很多不确定性,还真需要玩家有些许谋略智慧。 [h1]天下人才,尽被吾用![/h1] 统一天下除了占城池、抢地盘、囤粮食、搞金钱、升人口之外,还有一项内容也很重要,那就是人才。要知道打江山易守江山难,随着咱攻下占领的城池越多,需要防守的区域越大,那么无论是出征还是留守,文臣武将全都是宝贝很稀罕的。因此,收集诸多武将集齐全部武将的图鉴,也是非常有意义的一件事情。本作武将的获得有那么一丢丢的麻烦,在野的武将需要招募,战败的武将可以招降,但是无论是招募还是招降,每个回合能够去执行招募的武将只能是君主所在城市的,数量相当有限。大量在野的武将(包括被释放后势力又被灭的武将都会成为在野)将无法为己所用,如果这个时候被其他势力抢走了,眼馋好吧,这一步同样没有《三国群英传7》那么灵活。招募成功率,和恶名值、交涉等级、角色特性等有关。 [h1]最后[/h1] 本作城池不多、地图不大、战斗受限(这些内容还真没有《三国群英传7》和《信长之野望·新生》来的实在),但是武将上千(应该是有的),甚至于在武将名册里不只是看到了东汉三国的人物,还看到了战国、秦汉、隋唐、宋明等其他朝代的一些人物,以及一些虚构的历史战争,这种跨越时空的交集,就更让人感到满意了。 [quote] 执笔勾墨色,挥毫著文章;阳春布德泽,璞玉生光辉 欢迎关注[url=https://store.steampowered.com/curator/44174077/]吟遊诗人的手札[/url],书游戏特色,写游戏魅力 [/quote]
킬링 타임용 딱!!
Not bad.
겜임의 완성은 PK다
즐겁게 게임했습니다.
Good game for understanding east world esp japan china korea etc
Solid remake, contains sufficient visual and systematic overhauls to feel like a fresh experience even for old school players. Must buy for RoTK fans.
喜欢的人说不出理由,不喜欢的人有一万个理由。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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