
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 → 3.2/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 946 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
首先,承认化解机制和动作设计上的优点,确实挺好玩。 但是,但是,这忍组的美术是真的有点说法吧……你是怎么做到又黑又红又暗又刺眼的?各种黑糊糊的物品场景上泛着诡异的亮面反光……真的离谱。 去年久仰大名以后买来卡两小时退款了,眼睛差点瞎掉。今年换设备换mini led显示器以后又买回来,这次终于玩进去了,但是玩这游戏我老婆都不用管着我,反正两小时自己就受不了下机休息了。 作为一个只狼老玩家,匹诺曹关刀爱好者,加上卧龙削了难度,反正一周目通关起来喝水一样,传说中的张梁吕布魔刘备什么的都是初见过,卡我最久的boss是饕餮,因为它直接攻击我的视觉。 然后这游戏素材复用十分过分,小怪基本上就那么几个换个颜色换个体型来来回回,日厂通病了属于是。既然在小怪上不想敷衍,推图体验也并不好,那以后干脆咱做一本道boss rush好不好啊?干吗要搞箱庭迷宫,反正也没啥意思。 总之吧,以后忍组的游戏,在确认贵组换美术之前,你买我推荐,真买我不买。
其实还不错,我个人玩的还挺开心的。不过自当我兜兜转转发现各种技能法术五行相克都不如蹲坑打地鼠一般按好化解之后,游戏就变得有些单调了(虽然化解叮一下确实还是很帅很过瘾) 在战斗这一点上可以作为只狼的下位替代,我觉得只狼的攻防转换和紧张程度更胜一筹,同时辅助系统忍一手也不像法术绝技一样在我的游戏流程里接近透明,说到底还是站桩弹刀的收益太高了 然后地图设计除了不是红的发黑就是黑的发红以外基本一本道,一直砍人就行了 最后忍者组的建模确实顶,全是俊男美女,捏脸系统也无敌,花在捏脸上的时间比花在很多boss上的时间都久
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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 2,402 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 949 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
NOPE. This is the company that made Nioh and Ninja Gaiden. Wo Long is really bad for the price tag. Atrocious graphics and mechanics feel like a cheap, early discarded idea from Nioh 1. battle mechanics, maps, enemies are basically the early draft of Nioh 1-2. every mission you get stronger by planting flags and ranking up. i guess they did it to encorage exploring the boring maps. but after the 3rd mission it gets really boring. the same loot over and over. they stick you with Ai companions every mission so far. they can tank most of the damage and you just wait and punish after…rinse and repeat, Bosses included. if you already played Nioh 1,2,3 DLCs and Khazan and you desperatly want the same formula but cheaper, then i guess you might like this game. if you are looking for a challenging "souls" game, with its original input, then look somewhere else. Full price is a hard pass. 50% try the demo but do not recommend it. 70 % off or more... maybe. There is simply no reason to buy when there are endless options for better Souls or Nioh-like games. and cheaper than Wo Long.
饕餮恶心完了 你们自己做的没玩过是吗 这种怪无聊又恶心玩家 到底为什么搓出来
最適化は災害級、絵柄は地獄級。
Most people tend to talk about Wo Long: Fallen Dynasty and Nioh in the same breath, which is a shame because despite some similarities they are most definitely each their own thing, with their own strengths and weaknesses. The story is my opinion pretty lacklustre, another retelling of the Han Dynasty and the yellow turban rebellion that we have seen a hundred times before, with a host of historical characters entering and exiting the story seemingly at random without having any memorable impact. This unfortunately seems to be a staple of most Team Ninja games, where it feels that the plot is sort of mashed together around the main character almost as an afterthought. It’s not really an issue, however, as I’m not sure most of us Team Ninja fans are buying their games for the story. We’re looking for fast-paced, stylish combat with a host of mechanics and customization, and luckily Wo Long delivers on all of these things and more besides. Gone are the ki-pulses and stamina management of the Nioh games. Wo Long’s combat rewards aggressivity and counters. Much like in AI Limit, attacks and deflects build up your spirit meter and lower that of your opponent’s, especially if you manage to parry certain unlockable glowing red attacks. The spirit you gain passively increases your damage input, but more importantly can be spent to block or use power weapon and martial art abilities. Not only that, but if you manage to reduce your enemy’s spirit to zero, you can perform an execution technique that will kill most regular enemies and take a huge chunk of health off bosses. Parry windows are generous, and enemies are relentless aggressive, so there’s no reason to not attempt to deflect everything, although some opponent can deflect attacks of their own, which leads to some Sekiro-like back-and-forth. The second new mechanic Wo Long introduces is the morale system. You begin each main level with zero morale which you can then raise by killing enemies and locating various flagpoles scattered around the map. Morale affects both damage dealt and received, so attempting to attack a level 20 enemy when you have a morale of 1, for example, would be borderline suicidal, forcing you to find enough flags or kill enough enemies to stand a fighting chance. It’s an interesting idea in theory, though for me it was partly let-down by the bland environments and enemy variety. The morale system forces players to explore, but that only works if the exploration is interesting, and I just didn’t find the levels well-designed enough. Enemy variety is even worse, with only a dozen or so different types that you’ll discover over the first three hours or so, then proceed to fight again and again until you reach the end credits. This is not helped by the introduction of sub-missions, that have you visiting the exact same environments a second or even a third time. I also found the weapon system to be a chore. The loot bloat problem from other Team Ninja games is in full effect here, with hundreds of items dropping every mission. What’s missing is a level-based system, which means all the weapons you find of a certain type are exactly the same, differentiated only by minor passive buffs and their upgrade level, both of which you can change yourself at the smithy for a handful of resources. It’s a confounding design choice, because, unless I’ve missed something, once you settle on your favourite weapon and armour, its far more viable just to keep upgrading them, rendering the entire loot system useless. Now it is still worth sifting through the pile of stuff for qi crystals that give you experience or dragon veins that increase the number of uses of your flask, but the rest can just be sold or dismantled without a second thought. This dichotomy between fun gameplay and frustrating mechanics can be found throughout Wo Long, which makes it a complicated game to score. On the one hand, its fast-paced, parry-based combat is incredibly satisfying and different enough from other Team Ninja games to feel new and refreshing. On the other hand, the lack of enemy variety, botched loot system, and uninteresting story led to several moments of boredom or frustration. I think your enjoyment will ultimately boil down with how much you want to engage with these systems. If you’re ok with sidelining some of the side missions and button-mashing your way through the cutscenes, you’ll find that the gameplay, while not quite as deep or challenging as Nioh, can still conjure up a lot of fun.
I am coming into this game as a fan of the Romance of Three Kingdom, I have never played a Souls-like before and I am really enjoying this game. I don't know why the review are so low compare to the Nioh serires
하아...... 처음엔 재미있게 즐기고 있었습니다..... 눈내리는 지역부터는 프레임드랍이 엄청나게 심해집니다... 게임에 방해가 되기 시작해버렸네요... 그뒤로도 계속 그렇습니다...... 고칠생각 없는듯하네요.... 중도하차합니다.....
For me, such a incredible story and the system of combat is deep Can't say more anything because I just completed the story Combat like playing Nioh + Sekiro, that good and with 5 elements system 1440p, DLSS4.0 balance with normal setting can get stable 60fps all the time Will edit after I play to 100h, so I recommended it 对我来说,这剧情太精彩了,战斗系统也很有深度 因为刚通关,暂时没法多说什么 战斗体验就像在玩《仁王》和《只狼》的结合体,非常棒,还采用了五元素系统 1440p, DLSS 4.0 平衡和普通画质设置,能始终保持稳定的 60fps 等我玩满 100 小时后再来更新评价,总之我强烈推荐这款游戏 而且已经迫不及待想玩《武龙2》了 And can't wait for Wo Long 2
es un sekiro, por lo tanto 10 de 10
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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