
A galaxy-spanning adventure awaits in Star Wars Jedi: Fallen Order, a 3rd person action-adventure title from Respawn. An abandoned Padawan must complete his training, develop new powerful Force abilities, and master the art of the lightsaber - all while staying one step ahead of the Empire.
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.
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): 16/day in the week to Sep 14 → 17.4/day in the week after.
About
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−80% | 153.7Kreviews | 88% | — | $17.8M |
| $39.99 | 64.6Kratings | 86% | — | 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 2116 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
星球大战
10/10 absolute cinema
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 |
|---|---|---|---|---|
| $17.9M | 48.3K | 87% | $12.49 | |
| $17.9M | 13.2K | 69% | $39.99 | |
| $17.7M | 35.8K | 94% | $19.99 | |
| $18M | 18K | 94% | $29.99 | |
| $17.7M | 29.4K | 50% | $19.99 | |
| $18.1M | 20.3K | 93% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $28K | 100 | 91% | $19.99 | |
| $14.2M | 86.3K | 71% | $10.49 | |
| $9.9M | 12.5K | 76% | $39.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 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.
Reviews, worldwide (the counter carries no country): 22.43/day in the week to Jul 30 → 22.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, Spanish - Latin America* +1 more
| $39.99 |
| 22.2Kratings |
| 82% |
| — |
| 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 2.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ta bueno 👍👍
ngl, I lack conviction
where my baby yoda
говнище для ♥♥♥♥♥♥♥♥♥, если вам нравится играть в анчартед или принц персия 1989 года, а еще вы любите солс лайк игры, но не любите в них драться, то этот кусок параши для вас. Надеюсь разработчику в реальной жизни дадут световой меч и поставят перед ним 4 барана, что б он затестил, какие комбинации бараны в реальной жизни выдают и выдержит ли один кабан 9 ударов сайбер лайтом
16 saatin sadece 2 saati savaştım gerisi bulmaca. 40 dolarımı geri istiyom...
I started the game in the second to last most difficult mode and it makes me really appreciate Fromsoftware not adding a difficulty mode because it's done poorly here. The parry timing is awkward, it feels like you have to block 1 second before an attack connects and not right when it makes contact. The highest difficulty, jedi grandmaster, feels more like the proper timing. That being said, it feels like the game is a kid in the playground that makes up new rules so he doesn't lose a game when they approach difficulty. There's a lot of restrictions put on the main character Cal: slow regular attacks, slow special attacks, full commintment needed for vast majority of attacks, slow recovery time on dodges, very little i frames on dodges. Enemies break this rule a lot: enemies can attack very fast, certain attacks removes stagger, some unblockables come out very fast and there's little downside to them, dodges have a lot of iframes, and very egregious is that purge troopers and 2nd sister can cancel their attacks into blocks. The game also feels very buggy. There's a lot of ways to get stuck in the environment. Enemy hit boxes are also awful with unblockables. 2nd sister's force drain attack can hit you even if you're way in the air and a lot of air attacks have this too. I really dislike souls-games that force you to be extremely passive and in this game, initiating attacks is very unsafe since enemies love spamming unblockables and they can do it without much downsides. A lot of attacks can also suddenly have armor so again, very unsafe to initiate attacks unless you want to eat some damage. It feels like they made Cal's animations with PVP in mind but this is a PVE action game about jedis but Cal's movements doesn't feel like he's much of a jedi. I have the sequel on epic games and it honestly feels worse when they removed the dodge roll and replaced it with a dash that has a long recovery animation. The hitboxes aren't fixed. You have to be very precise with the timing of jumps even though the character models don't even make contact especially with the charging bird, oggdo, and melee enemies. Also, the challenge stages made the invisible wall dome shaped so if you jump on the invisible wall, you'll jump in a short ceiling so you're vulnerable to the many 1 shot charge attacks of enemies. Fighting large creatures is a huge chore since they can 1-2 shot you so it's hard to experiment when making a mistake will force you to start over. They also love to spam unblockables and it's very difficult to stance break them so most times, you have to cheese them with lightsaber throws. Humanoid enemies aren't any better. They can still cancel attacks with blocks and also use attacks with armor that reduces the stance damage they take. If they're low on block stamina, they'll spam these attacks which again, discourages any aggressive plays so you're forced to wait for their attacks to be parried. There are certain attacks that trivializes bosses but again, it feels like your options are restricted to just using the cheesiest and safest tactics for a boss. I don't know why a lot of souls-like games are allergic to any sort of aggressive playstyle. It's kinda boring when you're forced to wait for an enemy to attack, get one hit in and dodge or block. Ranged enemies with unblockables or rockets that can be pushed reinforce this passive playstyle. I almost always wait for super battle droids to use their rockets because if I don't wait for it, I'll just eat an unblockable or a rocket. The rockets have a huge aoe and has a lot of damage and it's very difficult to get close to a super battle droid so waiting for them to use a rocket is the best way to deal with them. I don't understand why the wind up and recovery is slow for a lot of attacks when there's no PVP. It's like the devs looked at Fromsoftware games ands saw the super slow wind ups but don't realize those slow wind ups are there to reinforce the narrative or to make player attacks readable for PVP. Cal is supposed to be an acrobatic jedi, why does he move like the depressed chosen undead mustering all the strength he can to lift a weapon because he'd rather give up and become hollow.
Ending made me very upset, spent alot of time to get the rubiks cube just to break it... wtf you mean trust in the force....
♥♥♥♥♥♥ полная. Какой-то больной выкидыш секиро и сосалика. Для секиро слишком медленно, для сосалика слишком мало прокачки
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.