
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
建議特價再買 前面難度簡單正常 最後以及DLC難度直線拉高根本在噁心人 用數值怪搞人 圍毆搞人 自己烙NPC來幫忙來過略正常 整體來說還可以 就最後很故意在鬧
速通主线dlc都不想玩了,本以为浪人画面已经够差了,没想到还有高手。尤其是那个大火的那一章,看的眼睛都快瞎了😅,还有条龙在那里放电还不能跳上去打它,玩的难受死了。大部分地图都是黑红黑红的,制作组大概突出这种压抑乱世妖魔横行的氛围,但是根本不重要好吗,因为你这个剧情就是一坨。还有这个小地图约等于没有,迷路。速速卸载
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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
I may not have known what I was doing, but I sure what having a good time. Build, spend, spend, don’t spend, have nothing to spend, stunned, deflect, deflect, deflect a red light, chug, crit, die or win. Then the credits roll. I think the levels and setting is a leap forward over nioh and nioh 2, but the combat is a side step into a different direction. I’m happy it is very forgiving. I can see over time team ninja is getting better and better at this, the levels catching up with the combat. I can remember a bosses name Lu Bu dame you!
前面都还好,最后袁绍那张图也太死妈了
用卧龙入门arpg真挺不错的,最难的就是主线的魔化袁术和太史慈,以及支线单挑的几个韧狗,其他的在一周目都能当路边一条踹死,能接受这个傻福画面就可以爽玩
[i]Wo Long: Fallen Dynasty[/i] stands as an early attempt by Team Ninja to streamline its formula into a more accessible experience. While the game succeeds in some areas, the overall package is uneven and often feels crudely assembled, hampering its cohesion and resulting in a largely lacklustre experience. The first impression is particularly poor, with the visuals being the game's biggest drawback. Despite receiving an engine upgrade from [i]Nioh 2[/i], [i]Wo Long[/i] still insists on a garish black-and-red colour palette that dominates most of its visual effects. Coupled with grainy textures and an overbearing filter, the game often looks as though it is perpetually trapped in a sandstorm, which can become quite eye-straining overtime. It doesn't help that the enemy design is also a noticeable downgrade from [i]Nioh 2[/i], with many foes sharing the same darkened palette and smudgy textures as the environments themselves, making them both difficult to distinguish and visually unappealing. The biggest change is, of course, the combat system, and this is where the game shines the most. The simplified combat design is indeed more accessible than [i]Nioh 2[/i]'s sprawling array of mechanics. By centring combat around deflection as the primary defensive option, [i]Wo Long[/i] encourages constant aggression and a brisk pace during encounters, making it easier to grasp than [i]Nioh[/i]'s kitchen-sink approach. At its best, combat becomes a satisfying loop of pattern recognition, precise timing, and relentless pressure that culminates in the swift defeat of an opponent, all achieved through mastery of the game's core mechanics. However, this accessibility comes at the expense of depth, and this is where [i]Wo Long[/i] struggles to sustain itself. Its limited enemy variety and encounter design are simply not enough to support such a streamlined combat system over the long term. Because deflection is effectively the only viable response to enemy attacks, combat often devolves into waiting for an enemy's critical attack before retaliating, making encounters feel rigid and predictable after the first ten hours. The horrendous targeting and lock-on system further undermines the experience. The game's tendency to pit players against multiple opponents frequently causes severe camera issues and accidental target switching, a glaring flaw in a combat system that relies so heavily on precision and timing. The story is equally underwhelming, even by Team Ninja's standards. As someone who is deeply familiar with Romance of the Three Kingdoms, I found the game's treatment of its source material disappointingly superficial. Familiar heroes and iconic story beats are reduced to little more than token appearances, with characters often being introduced and discarded with barely any development or narrative significance. This is all wrapped around the same paper-thin "evil sorcerer seeks power and causes chaos" storyline that Team Ninja has been recycling for years. As a result, the Three Kingdoms setting feels largely inconsequential, existing more as a recognisable backdrop for marketing purposes than as a meaningful foundation for the narrative itself. Even so, between [i]Rise of the Ronin[/i] and [i]Wo Long[/i], I would still recommend the latter. Despite its shortcomings, it succeeds as a more straightforward "[i]Nioh[/i]-lite" experience, avoiding the open-world bloat that dilutes [i]Rise of the Ronin[/i] and delays access to its most engaging combat mechanics. By comparison, [i]Wo Long[/i] places most of its essential systems in the player's hands from the outset, allowing the core gameplay to stand on its own merits. The various post-launch additions, such as the Roguelite gauntlet mode, further enhance the combat and provide opportunities to get more out of the game's strongest feature. At the end of the day, [i]Wo Long[/i] remains a recognisably Team Ninja experience. While its rough edges prevent it from reaching the heights of [i]Nioh 2[/i], it is still a worthwhile purchase on sale for those willing to look past its shortcomings.
全成就了,你这b游戏评分低确实是有原因。本体就一个于吉恶心人其他随便过,dlc是你最大份的,你一个b关羽全程霸体加附魔化解加防御勉强躲过后就开始红光,接了不行还得秒来第二个,然后概率再来红一下。可以的忍组你们做的好游戏啊,优化依托而且打完了地图就那么几个怪,dlc地图还及其敷衍,哦对了你们最nb的还得是美术啊我打完我感觉眼睛跟瞎了一样
[h1]Pros[/h1] [list] [*]Set in 184 AD China around the Han Dynasty before the Three Kingdoms period [*]Similar but more modest/simple systems to other Team Ninja titles which allow for a straightforward experience [*]Deflecting is a skill check that can carry you through the entire game once mastered [*]Spirit management system is a good implementation of balancing aggressive/burst playstyles [*]Fortitude and Morale system incentivizes battlefield exploration and greatly strengthenes odds against bosses [*]Respec is free [*][b]Hong Jing (Best Girl)[/b] [/list] [h1]Cons[/h1] [list] [*]1 fps cutscenes and optimization, classic Team Ninja optimization [*]Hidden tomes are listed in each boss's profiles but does not mention which battlefield they are in [*]All side collectibles result in dissapointing randomized rewards (golden cicada/tablets/pandas) [*]Needs more content, good foundation for a sequel [/list]
这优化是真的烂啊,我笔记本3060ti内存16个g,前期玩起来就20帧,我还开的锁120帧,这下游戏直接20帧的慢动作了,好恶心啊,我出个招式能4秒才结束
一个游戏破防招式放红光,地图一片黑红光,怪物喷火一片红光,怪物攻击动作抽帧,根本不可能看的清,一天到晚卡预算,结果游戏玩起来恶心买单人更少,结果预算更少,直接死循环了。一辈子就勇敢了一次就是真三国无双8,结果暴死,你说你光荣眼光为什么那么差劲呢?你们做游戏其实从仁王2就开始要明白了,现在高难度动作游戏只有死路一条,现在的人就是没耐心,要求高,还以为以前一个boss打十几次呢?3次不过直接删游戏,下回就不买的人才是大多数。指望少数所谓硬核游戏粉丝出资?你看看你们现在几个ip那半死不活的样子,真赚钱你忍龙4外包个屁啊 再说一遍,黑红光闪眼睛知道不?我家64寸电视能把你眼睛闪爆炸。
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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