
A new dark fantasy Three Kingdoms action RPG from Team NINJA, the developers of Nioh.
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): 5.29/day in the week to Sep 14 → 3.75/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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99−50% | 29.4Kreviews | 50% | — | $17.7M |
| $39.99 | 12.1Kratings | 75% | — | 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.
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 941 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Since the sequel's been announced, I grabbed Wo Long: Fallen Dynasty and played through it to more or less complete my trip through the modern Team Ninja character action RPG lineup. It's quite good! In a lot of ways, Wo Long feels like Team Ninja taking a Nioh script and doing a find/replace on the character names and plot McGuffin. In this case, it's a Romance of the Three Kingdoms-based Chinese historical drama, and instead of spirit stones, there's Elixir, which is crystallized qi energy (in convenient gumball-sized form). Beyond that it's exactly what you expect from Team Ninja historical drama - fighting alongside various important historical figures, taking down evil warlords and occasionally an Elixir-corrupted ally. It's workable enough and moves quickly, covering about fifteen years worth of wars in expedited fashion. You may recognize some of the names that crop up and things largely play out as you expect, up to and including knowing that when Lu Bu makes an appearance you're going to get your ass handed to you. To go along with the change in setting, Wo Long has a variety of systems that run somewhat askew to the Nioh games. In a lot of ways, the standard Team Ninja formula applies here - random gear drops like an action RPG, checkpoints, mostly-linear levels with loopbacks and shortcuts. To reflect the change in theme and setting, there are also some unique twists. One primary system is the Virtues - rather than a normal set of attributes (strength, dexterity, etc), everything is based around raising and using the five cardinal virtues - Wood, Fire, Earth, Water, and Metal. These form a five-pronged rock-paper-scissors system of strengths and weaknesses, and taking advantage of those goes a long way. This applies both to your character attributes, the magical spells you can learn, and also using appropriate elements to negate enemy strengths. It's a simpler approach to character building but works well enough. Wo Long also takes a faster paced approach to combat with a focus on deflecting attacks, not basic blocks or dodges (which do exist as well). Every attack in the game can be deflected, even critical blows, and the game heavily rewards you for taking that risk with more chances to press the offense, a boost to your spirit gauge (which is the stamina/mana bar equivalent that can go both positive and negative), and boosts to your Morale. Morale is the most unique thing that Wo Long has going for it systems-wise, and it's an interesting sort of snowball mechanic. Everyone on the battlefield has a morale score. Playing well (hitting/killing enemies, deflecting attacks, landing critical blows, etc) raises morale. Getting hit (especially by critical enemy blows) lowers morale. Finding marking flags across the battlefield (both major checkpoints and bonus flags) raise your morale floor for that mission if you end up dying. In an otherwise equal playing field, the combatant with higher morale will be stronger - doing more damage, taking less. Wo Long rewards you for playing well in a more concrete way than simply avoiding damage - building morale up can lead to a very powerful snowball effect, and conversely being sloppy puts you on the back foot. Levels are often designed in a fashion where there's a safer route with more gradual morale ramping, or a direct dangerous path you can take that has enemies with higher morale values. I really liked it overall, but I'm someone who often goes out of their way to scour maps in Team Ninja games for secrets and the system feels designed with that intent due to the bonus of raising your morale floor. It did feel odd at times where the first attempt on a boss was the easiest due to having a disproportionately high morale value compared to them (and losing would make subsequent attempts much harder), but there's something to that dynamic push-and-pull that adds to the fast-paced nature of Wo Long. There's a few problems I had with the game. Gearing is boring, even by Team Ninja standards - I just put on some gear I found early (and one of the DLC armor sets) and upgraded it as I went along, so most drops were pointless. It didn't feel like there was much room for buildcraft due to being focused around the five virtues and it not feeling like it was worth it to specialize during the base game run. I overall liked morale but having to find the flags again if engaging with the traditional NG+ difficulty cycles in the game would be a drag for sure. Lastly, and this is very much a common first-game-in-the-series problem for Team Ninja - the enemy diversity was lacking. Wo Long feels like a game where you're mostly fighting normal humans or demon versions that effectively fight like normal humans. The boss fights are cool spectacles, and there's a few interesting demon types to mix things up, but there was a very distinct lack of weird little freaks to fight until later in the DLCs and it led to a bit of saminess as I went along. Still, I had a great time pushing through Wo Long and its DLCs across a fairly breezy 40 hours. It's an easier, streamlined take on what Team Ninja has done in the Nioh games, and if you like fast parry/deflect type action games, there's a lot to enjoy here. I'm hoping the sequel takes the same kind of iterative leap forward that Nioh 2 did for that franchise, but even if not, we've still got a really solid game here that's worth a look.
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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 Aug 26: 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): 5.29/day in the week to Jul 30 → 6.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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, Portuguese - Brazil, Russian, Simplified Chinese*, Traditional Chinese, Japanese*, Korean*languages with full audio support
Hours played at review time, across 944 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我想问一下制作组是不是在厕所shit涨多了一拍脑门想出来的饕餮boss,简直是粪到家了我草,一点交互没有,我打我的,它打他的,完了血条巨厚,韧性巨高,还跑马拉松,最搞笑的是它在上面放啥技能看都看不到,经常被那个红球耗血。纯拼血量来了,好不容易弹到一次发现弹回去几乎没啥用,就掉一点点精力槽,真的别的不说,就这一个boss我就想删游戏了,完事还有b二阶段,更是一坨粪,打出硬直不能处决,只能跑到脑门上刮几刀,神经病一样,它招的那个树我还以为是有什么特殊处决机制,研究半天球用没有,不知道何意味,只能说跟前面的boss割裂感太强了,不像是人能设计出来的东西,狗屎中的狗屎,大石敢当都没这么恶心
Cautiously recommending this game...beware that it is 90% combat based. Why is that bad? If you're expecting the rich world building or exploration of Sekiro or souls-like games, you WILL NOT find it here. Each area is effectively a closed in level where you have to raise banners to raise your power in that level before starting all over on the next. The loop is: start level - find banners & fight enemies - fight boss - repeat. However, I absolutely love the combat. It's fast, clean, flashy, and parrying enemies feels satisfying. I'm hoping the sequel builds upon this and gives us a more open world rather than individual levels.
It's a blast, so much fun. Like pretty much everything Team Ninja does, the combat is the highlight of the thing. It's addictive. As somebody with god knows how many hours across all three Nioh games (it's a lot), I think it's important to say that this is not Nioh. Yeah, it's got a lot of mechanical similarities for sure, but it doesn't feel like Nioh to play. This is it's own thing, the primary difference being this game has a very heavy emphasis on deflecting, a la Sekiro. This one thing alone makes it a very different experience than the Nioh games, and that's a good thing. The second big thing is the magic system, which is fully integrated here to allow for very fluid interplay between magic (called Wizardry) and weapons. You can combo it all together to create some really crazy and stylish stuff. This is not Nioh 3 (at the time they made this, there was no Nioh 3 yet). Team Ninja is one of my favourite devs these days. I think I'm finally gonna dive into the Ninja Gaiden franchise next...
It's fun at first but I didn't realize how repetitive it would get. I honestly can't recommend this. And something with the combat just feels odd. It's cool and flashy, but floaty. And I know this is gonna sound like coping but the parry timing feels off. There's one too many "I swear i timed that right" moments that I think it's not just me. I like a lot of things about this game but it doesn't add up to something I would suggest buying.
优化都不搞好就搬出来了,高频动作频繁掉帧,掉零.几毫秒就能要你命知道吗?忍不了一点,特别是太史慈哪里更加恶心
It's fun at the first hours,gets repetitive quickly. The games only redeeming quality is probably the combat and even it suffers from bad design decisions. It tries to be Sekiro + Nioh and fails at both. -Graphics aren't really good,that alone is not a negative thing for me as the quality of the game matters more than how it looks but the game also runs horrible. Those graphics shouldn't run that hard on the system. Wuchang also came out with terrible optimization but at least that game had gorgeous graphics. My system can run AAA games at stable 60-90 fps with high settings but this game causes constant stutters and fps-drops. -Combat also doesn't feel very responsive like Sekiro where you could feel the impact of every hit and parry. It also suffers from %60 of the bosses being dark-souls-like bosses which doesn't go well with parry based games in my opinion. -On surface the weapon variety feels nice, it looks like there are a lot to choose from with different styles etc. but at the same time they all lack depth and feel repetitive. -Level designs are also not great and the gameplay is not that great to carry the bad level design like in Khazan. -Story is all over the place with bad dialogues and cutscenes Difficulty-wise, if sekiro is a 10, this game is somewhere between 4-5. The parry window is really generous with easily staggerable enemy patterns. If you're thinking about buying it, i would probably recommend waiting for a sale.
Even after 3 years the performance issue does not get fix yet.
I am on the second to last main mission, I have really enjoyed the game, I do have a few complaints though. 1. Enemy Variety. It is really bad 2. The story. This one I dont really care about, its a Nioh game, you arent playing for the amazing story. 3. Some mission repetition. I found some missions to look extremely similar. There are some pros though: 1. The music. Compared to another Chinese game (Wukong) it is MUCH better. 2. The bosses. They are the main reason to play the game. 3. Enemy design. I do like the enemies though. 4. Some level design. I like some of them. 5. THE GAMEPLAY. I would put this on par with ds3 and almost at Wukong level. This is parry p0rm at the highest level.
Si has escuchado mal del juego, no lo escuches, si has escuchado bien del juego, no lo escuches. compratelo y apaga la radio
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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