
Lead empires that evolve or endure through the Ages. Build something you believe in with Sid Meier's Civilization® VII.
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.
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.
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.
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

Will your civilization evolve with the Ages or stand the Test of Time?
In Sid Meier's Civilization® VII, every strategic decision shapes your empire's unique lineage. Rule as legendary leaders from throughout history and strive for unique victories by choosing how your civilization changes or persists across each Age of human advancement.
Grow your territory with new Settlements and architectural Wonders, spur advancement with technological breakthroughs, and conquer or cooperate with your competition as you explore and expand into the world's far, unknown reaches. Pursue prosperity in an immersive solo experience or play with others in online multiplayer.*
Whether you follow a path rooted in history or chart your own way forward, build something you believe in with Civilization VII.
EVOLVE WITH EACH AGE OR STAND THE TEST OF TIME
Lead your empire through distinct Ages of human history. Across the Antiquity, Exploration, and Modern Ages, choose whether to lead one Time-Tested civilization from start to finish, have it strategically evolve to flourish with a new identity in the next Age, or split the difference through hybridization. As accomplishing scientific, cultural, militaristic, and economic milestones within each Age unlocks advantages in the next, you'll decide how and when your empire's identity and strategy develop.
CHART YOUR OWN PATH TO VICTORY
Shape your empire's unique story by pursuing a wide range of distinct Triumphs, attribute-based objectives that offer a player-driven experience. As each new Age expands the game's scope, it also brings opportunities to borrow elements from other civs, unlock new bonuses, and achieve Victory in myriad new and exciting ways. Order Commanders to move armies as one, engage enemies with revamped combat mechanics, equip swappable leader bonuses across campaigns with Mementos, and much more.
PLAY AS VISIONARY LEADERS OF PROGRESS
Embody illustrious leaders with one of Civilization's most diverse rosters yet, from traditional heads of state known for militaristic might or political prowess to visionaries who made lasting impacts on philosophy, science, human rights, and more. Your chosen leader will endure across the Ages, with a unique ability that can help reinforce or pivot your strategy from one Age into the next. For the first time in franchise history, leader selection is separate from your civilization, giving you the freedom to create all-new strategies by mixing and matching gameplay bonuses.
EXPLORE A WORLD VIVIDLY BROUGHT TO LIFE
Make your mark on a gorgeously detailed world! Your empire comes to life with a diverse range of cultural styles, represented across building architecture and Unit design. Traverse navigable rivers, explore the map's undiscovered reaches, and extend your borders with new Cities or specialized Towns. As your lavishly rendered territory expands, all of your scenic vistas, vibrant metropolises, and fledgling frontier territories will connect seamlessly across the ever-changing landscape.
TEST YOUR STRATEGIC METTLE IN MULTIPLAYER
Compete against other players online and prove your prowess as a great leader.* Multiplayer matches can be epic multi-Age campaigns or take place in a single Age, and cross-play is supported between PC and consoles, so you can play together with friends wherever they are.
*Online play and features (including progression bonuses) require an Internet connection and 2K Account (minimum age varies). Up to five players supported in the Antiquity & Exploration Ages. Up to eight players supported in the Modern Age. Map size restrictions may apply to certain cross-play multiplayer games. Terms apply.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 2505 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ever since the last update the game locks and drops out, it use to work fine and now after a few minutes bam! its done.
A mediocre game as it is. Worthed a couple games, then really boring. Usual absurd AI bonuses, military victory seems the only viable strategy. Looking for more from civilization.
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 |
|---|---|---|---|---|
| $134.3M | 380.2K | 97% | $29.99 | |
| $133.6M | 429.3K | 81% | $19.99 | |
| $133.3M | 262.7K | 92% | $39.99 | |
| $135.5M | 185K | 96% | $49.99 | |
| $129.6M | 243.6K | 81% | $39.99 | |
| $138.8M | 143.9K | 96% | $59.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.8M | 3.8K | 67% | $39.99 | |
| $198K | 1.7K | 88% | $4.49 | |
| — | 0 | — | — | |
| $7.4M | 6.9K | 83% | $39.99 | |
| $156.9K | 370 | 80% | $7.99 | |
| $81K | 1.7K | 82% | $1.99 |
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 22: 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.
Latest in each market: best PL #49, worst AU #96 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 52.86/day in the week to Sep 4 → 369.86/day in the week after.
Of the 6 markets with a position on both sides, 4 climbed and 2 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 25.43/day in the week to Sep 3 → 360.29/day in the week after.
Reviews, worldwide (the counter carries no country): 20/day in the week to Aug 28 → 52.86/day in the week after.
Of the 2 markets with a position on both sides, 2 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 25/day in the week to Jul 22 → 37.5/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.
Genres
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*, Japanese*, Korean*, Polish*, Portuguese - Brazil, Russian*, Simplified Chinese*, Traditional Chinese**languages with full audio support
Hours played at review time, across 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
They're not competing against other strategy games - they're competing against Civ V. A pretty game but the amount of pop-ups makes it feel like navigating a cluttered inbox. For my taste, there's a reason why less graphic detail is more thought provoking and engaging. If they reboot Civ V - I would say a very *light* refresh of the graphics and a culling of what works and doesn't work about the franchise would be the move. Let's be honest, these games are going to have to be playable on worse and worse computers because of part scarcity / price. Please, for the love of god, do not go full wharrgarbl and make shiny Blizzard level reboot (unless it's cute kawaii Civ V, i'm on board with that)
奠基在哪,制作组老冯在哪,两个领袖加几个狗屁文明, 卖129?我去创意工坊随便下几个mod都比这勾八dlc强。
2k needs to resolve their account issues - I have my 2k account and steam accounts linked but the game says that I am not logged in.....this makes playing across devices impossible. Just implement steam cloud save! It's free! Don't make me use a worse thing.
This isn't even a Civ game. Illusion of choices, game is an autoplay slop fest. It looks nice..But you have no idea what you're looking at because it's all just filled with trees and fancy details blocking everything. Why is a grainery a entire tile?
My copy of the settler edition was acquired at a 65% discount from a third party scalper that got impatient that his keys weren’t selling. I likely would not have tried the game otherwise. Firaxis… sorry no that’s not right I know who the real culprit is… TakeTwo. This is not GTA V online. These prices are greedy even compared to Paradox games who are known for being greedy. In order to sell this amount of microtransactions and have Civilization 7 be the live service game you want it to be so badly, you first need to sell people on the product you’re selling. The launch did not do that. I know there are at least some alarm bells going off in your guys head after Alexander and Gilgamesh, two fan favorite leaders, were added to the game for free. If you want to keep pumping out this DLC you have to make the base game cheaper or, I can’t believe I’m even saying this, add a paid sub like newer Paradox games have added. Please. I’ve played every civilization entry since 3 and after the first big expansion and some QOL I could see this dethroning 6 as my favorite entry to the series. Firaxis is on the right track, give them the ability to flourish.
It's a bad game and it's even worse as a Civilization game. 1. Atrocious UI that bombards the player with information while most if is useless though. There are to many menus. Menu handling is terrible as well. Various functionalities are extremely confusing and frustrating in their use. Clicks are not being recognized. I want to cancel a simple action but instead the entire menu closes. Finding relevant information in this convoluted mess is unnecessarily difficult and time consuming. The supposed help in various cases didn't actually help because it contains self-referential statements. 2. Even the Tutorial is useless. You start a new map and get these giant popups with generic text that is supposed to highlight relevant functionalities which it doesn't really. Then there is supposed to be the "k" button to highlight something but it doesn't actually highlight anything and just makes the screen darker on the entire UI. I've tried to use that with various functionalities and it always just leaves me baffled in what it is actually supposed to do. If you have played Civ games before you can figure quite a bit out on your own but why have a Tutorial if it doesn't really help in learning the basics? 3. I do not like the visuals of Civ 7. In combination with the awful UI it makes a lot of things really hard to see. Where in Civ 6 it was usually quite easy to identify districts, basic tile improvements as well as general environmental aspects and units, it has become a lot harder as they have tried to go for a more realistic look that makes a lot of things just melt together in the background and it results in me always searching for stuff. 4. The nation and leader selection thing at the start in my opinion is also awful. I started two matches with mostly randomized settings and it resulted in an indian leader while playing as Japan and there other was some black woman leader while playing as Russia. It takes me completely out of the fantasy of playing as the respective nation. It just looks and feels disconnected - especially when after some time that age system kicks in an suggests to switch to a different nation. No.....just no.... 5. Also regarding the era system => I hate it. First off all, towards the end of the era the game forces debuffs on your nation (a "crisis") where you get mood penalties in the population or some other nonsense. It's not because of something natural that happens that you somehow defeat and get rid off. It's just that aftr 2/3 of the era, things are going bad and you for the remaining time till the era change you have to play with these debuffs which can be causing riots and other problems. I do not understand how this is supposed to make the game more fun. And then once the era timer reaches 100%, you switch to the next era which changes various things on the map for your cities and settlements, moves units around or even replaces them. You're basically put into a new game with a map looking mostly the same but a different status quo that you're now supposed to deal with. It's just bad design in my opinion. The entire idea behind it is awful and should've been scrapped from the beginning. 6. Military units no longer have experience. That is now entirely part of the leader unit. So if you want to fight wars, you're supposed to have these leaders in there, which then are supposed to be specialized either to something more melee or ranged oriented or be something of a defense supporter. They seem to also be used for certain buffs in the cities. It's definitely questionable whether this is good or bad design. Personally I think taking the entire experience aspect away from the combat units is a bad decision because it forces me to play with these leaders which makes the positioning and handling of combat more convoluted. It allows for movement as a single unit for the leader plus up to 6 military units but at the destination you then have to split them up again which creates another bit of a mess again. 6. The handling of non-combat units is also just confusing. I do not really understand what is going on with things like traders. I define a trade route and the unit moves there and then I select a trade route again but it's not really clear how or where things are actually moved or in what way. And due to Ui being bad it isn't really self explanatory what this stuff is doing. The game also isn't exactly motivating in a way so I'd want to look more deeply into it as it quickly just becomes boring and annoying. I'd like to say something positive about the game but it's really hard to find anything in Civ 7 that I actually like. It hasn't crashed in the couple of hours I've played it... In any way in my opinion Civ 7 is a complete failure within this series and the only thing I'm happy about is that I at least didn't buy it and was able to take a look at this mess for free (well I have spend time though...).
I was familiar with a lot of the negative criticism surrounding this game, but I wanted to give it a fair shot since it was free to play for a week. As a fan of the Civilization series and strategy games in general, there is a lot of positive things I could say about Civilization VII but I believe this entry has some very poor game design decisions that absolutely kill my enjoyment of it. I could elaborate on some of its many issues (poor UI/UX, civ switching, excessive monetization...) but at its core what fundamentally kills the game for me is the era transition system. Just like most civilization games the game is actually fun once it gets going but even with the recent changes the era transitions still feel like a punch in the gut. It almost feels as if you were having fun building your own sandcastle and then the game goes out of its way to stomp it to the ground. It also kills most long term strategies once you get close to the end of an era, since beyond triumphs and what's already immediately available to you won't have much of an impact in the next one. It pains me to say this, but I think above all else this core mechanic is antithetical to a strategy game. I get that they wanted to curb player snowballing and make the eras feel more special, but all it amounts to is taking agency away from the player in a very unengaging way. If I wanted a "reset" I could already do that by starting a new game, instead now I am forced to do that twice a game while slowing down the pace and limiting my strategical options for no apparent reason.
I give this game bad cuz the music in Explo and Moden Age have that old lady rapping, its so disgusting...cant stand it, every time it play I have to Tab outside to watch some Youtube to relax my poorly soul!
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.