Player stats, sales, and reception speculation thread

Deservedly so. Ubisoft being one of the worst offenders. I fondly remember their Settlers 3 game. Gone downhill ever since.
Gaming companies for far too long have tried to sell undercooked products for premium costs.
I loved playing Odyssey and Valhalla but after purchasing Shadows and playing for right at 2 hrs, i got a refund. It's sales have been good but i didn't like it.

I had a lot of fun playing one of the settlers games but i can't remember which one it was now, i just kinda remember the characters walking around carrying coal and wood lol
 
If Firaxis is going to keep the ages system, which seems likely, the obvious fix is to rework the system so that the player loses essentially nothing that they have built when the age resets but rather improve all the other Civs so that the snowball effect is muted but the player doesn't feel alienated. This might be the best way to prevent them from walking away from the game after the reset which seems to be what is happening. That's what I would look into immediately.
 
So now we are hearing that they have sold millions of console units? So the game is not doing well on the PC. Maybe the game was not intended to be a PC game first and foremost? Is that what we are hearing?

The earnings call said they've sold about 3mil additional units across the whole civilization franchise in the last quarter.

We know about 1mil of that is pc from the steam stats we have.

We also know there have been sales of earlier editions of Civ that have sold copies during that time.

So that leaves a maximum of <2mil console sales for Civ 7, with it going down depending on how strong sales of earlier games have been.

At least that's been my read of the situation.

I think the risky part now is whether after riding on the coat tails of Civ VIs massive reach Civ VII does in fact have the one more turn factor that will draw in more casual sales over the lifecycle. They seem confident thinking it's just another Civ game. The problem they face is how many gamers don't agree with them that it's another Civ game.
 
So, after reading that article, what he's really saying is: don't get any hopes for civ 8 until 2035.
As I see it, he believes Civ 7 is commercially viable. There is a large 1M+ customer base and if they can cross the death valley, they will be good.

On the other hand, if sales are continuously poor after the first or second year, they will shut down Civ7 development.
 
On the other hand, if sales are continuously poor after the first or second year, they will shut down Civ7 development.
I don’t know about this part. I mean if you look at Civ 6, with its almost ten year life span, we actually received relatively very little DLC content when compared to other games in the industry (looking at you, Sims 4).

I think we are guaranteed at least one EP. Not sure about the timeline, but 2027 would fit the timeline. Or late 2026 (November/December)
 
I don’t know about this part. I mean if you look at Civ 6, with its almost ten year life span, we actually received relatively very little DLC content when compared to other games in the industry (looking at you, Sims 4).

I think we are guaranteed at least one EP. Not sure about the timeline, but 2027 would fit the timeline. Or late 2026 (November/December)
I think it depends on how they want to do it. I think it's clear that a Civ 7 2.0 type of update is necessary. If they get that out this year, or early 2026, I think that buys them until 2027 for a major expansion. If not, I think they need to get that expansion out mid-2026. I just don't see how you can justify an additional two years of development with little/no new revenue on a game with this level of negativity surrounding it.
 
I think it depends on how they want to do it. I think it's clear that a Civ 7 2.0 type of update is necessary. If they get that out this year, or early 2026, I think that buys them until 2027 for a major expansion. If not, I think they need to get that expansion out mid-2026. I just don't see how you can justify an additional two years of development with little/no new revenue on a game with this level of negativity surrounding it.
The first offerings of DLC for VI were civilization packs, similar to what we’ve seen so far for VII. I’m sure they can try to sell smaller assets like this while we wait for a full EP.
 
The first offerings of DLC for VI were civilization packs, similar to what we’ve seen so far for VII. I’m sure they can try to sell smaller assets like this while we wait for a full EP.
Yeah, I don't see small packs working with the game as it is. The audience for that will be around what their current daily playercount is, which wouldn't bring in a significant amount of revenue.
 
Yeah, I don't see small packs working with the game as it is. The audience for that will be around what their current daily playercount is, which wouldn't bring in a significant amount of revenue.
I'm curious: how large do you estimate the current player base of civ 7 and thus the potential dlc sales? 10k? 50k? 100k? 200k? I assume there will be a sale before RtR drops as well, enlarging that player base. Playertracker estimates 115k active players currently, which is of course much less than the 1.1m for civ VI.

I assume 2 more packs before the first expansion. One around Dec/Jan, the other in april 26.
 
Last edited:
I'm curious: how large do you estimate the current player base of civ 7 and thus the potential dlc sales? 10k? 50k? 100k? 200k? I assume there will be a sale before RtR drops as well, enlarging that player base. Playertracker estimates 115k active players currently, which is of course much less than the 1.1m for civ VI.

I assume 2 more packs before the first expansion. One around Dec/Jan, the other in april 26.
According to SteamDB, around 1 million bought the game. Of those, about 50% have a positive review of the game. If we then assume that every single one of those ~500000 purchase the DLC for $30, that’s just $15 million in revenue (and that’s without taking out Valve’s cut, along without adjusting for different currencies). That is the most generous possible estimate.

Now, to what I believe is a more reasonable estimate. We’re seeing numbers in the 10,000 player range on the weekends, the most favorable time of the week for players. If we assume that 5% of players who want to play the game are playing it at any one time on the weekend, that means that the committed Steam player base is in the 200K range. If all of those players purchased the DLC at $30, that’s a paltry $6 million in revenue.

People who are lukewarm on the game aren’t going to spend money on a civ pack. Adding new civs for people who weren’t interested enough to play more than 5-10 games just isn’t going to move the needle for those people. Those people need something more substantive from a mechanical standpoint to bring them back, whether that’s a 2.0 update or an expansion.
 
According to SteamDB, around 1 million bought the game.
That's the number it shows since the release. It's likely the number was approximated from the original number of simultaneous players. It doesn't (and can't if it's really based on this data) include any sales after release. Not to mention the whole approximation is not really precise, which SteamDB states clearly with their wide margin of error.

Another thing is that we don't know size of non-Steam sales. As I wrote before, there were at least 2 hints already that for Civ7 Steam holds less than half of total sales.

Of those, about 50% have a positive review of the game.
It's 50% of those who left the review (something 20K+), not of those who buy the game. It's not a random sample as people need strong stimulus to leave a review (or write on forums), so it's hard to say how many people of those who bought the game actually like it. Could be anything between around 20-80%.

If we then assume that every single one of those ~500000 purchase the DLC for $30, that’s just $15 million in revenue (and that’s without taking out Valve’s cut, along without adjusting for different currencies). That is the most generous possible estimate.
DLC not only sales itself, it also sales base game, especially if timed with discounts, which it usually does. Another thing is that many people already purchased this DLC as part of founder's edition.

All in all, I found the data pretty vague to estimate anything. Total Civ7 sales at the moment could be anywhere between 1-2 millions (we probably have cap at 3). With summer sale, if summer patch will be good, it could have another half a million base game sales (wild estimation with huge error margin, of course). Together with founder's edition, the DLC could have up to million units sold by the end of summer.
 
That's the number it shows since the release. It's likely the number was approximated from the original number of simultaneous players. It doesn't (and can't if it's really based on this data) include any sales after release. Not to mention the whole approximation is not really precise, which SteamDB states clearly with their wide margin of error.

Another thing is that we don't know size of non-Steam sales. As I wrote before, there were at least 2 hints already that for Civ7 Steam holds less than half of total sales.


It's 50% of those who left the review (something 20K+), not of those who buy the game. It's not a random sample as people need strong stimulus to leave a review (or write on forums), so it's hard to say how many people of those who bought the game actually like it. Could be anything between around 20-80%.


DLC not only sales itself, it also sales base game, especially if timed with discounts, which it usually does. Another thing is that many people already purchased this DLC as part of founder's edition.

All in all, I found the data pretty vague to estimate anything. Total Civ7 sales at the moment could be anywhere between 1-2 millions (we probably have cap at 3). With summer sale, if summer patch will be good, it could have another half a million base game sales (wild estimation with huge error margin, of course). Together with founder's edition, the DLC could have up to million units sold by the end of summer.
Nationwide opinion polls are done with smaller samples sizes. I feel very comfortable using 40K reviews to extrapolate an overall impression.
 
Opinion polls use random sampling, so they are representative. People who took effort to write reviews are far from random selection.
Ok, and? And people choosing to buy a game or not is not random selection either. I didn’t even address your claim that Steam sales somehow make up less than half of Civ 7’s sales. Sorry, there just isn’t evidence to support that.

If you want to reject any data presented by those that disagree with you, that’s fine. It just doesn’t make for very interesting engagement.

Moderator Action: Telling members you are placing them on ignore is trolling. Trolling removed. leif
 
Last edited by a moderator:
Adding new civs for people who weren’t interested enough to play more than 5-10 games just isn’t going to move the needle for those people.
A really big civ pack might move the needle, one that 1) allowed players to play "the same" civilization through all three ages the way they can presently can for China and India, and 2) meant that you don't meet the same cluster of opponents all the time. That would be almost tantamount to an undo of the feature of the game to which the largest number of people seem to object.
 
A really big civ pack might move the needle, one that 1) allowed players to play "the same" civilization through all three ages the way they can presently can for China and India, and 2) meant that you don't meet the same cluster of opponents all the time. That would be almost tantamount to an undo of the feature of the game to which the largest number of people seem to object.
Sure that’s a valid point that I didn’t consider. How many civs would they need to do at once? 20-30?
 
Let's say 14: seven more civs that you can play through the whole arc of human history.:dunno:
 
Ok, and? And people choosing to buy a game or not is not random selection either. I didn’t even address your claim that Steam sales somehow make up less than half of Civ 7’s sales. Sorry, there just isn’t evidence to support that.

If you want to reject any data presented by those that disagree with you, that’s fine. It just doesn’t make for very interesting engagement. I’ll set you to ignore and move on.
Ok, statistics is one of the areas I do profesionally, especially analyzing users. One of the biggest things is that people with negative experience are way more likely to leave negative review than those who have positive experience. Having 50% positive reviews from 1% of users usually means positive experience for about 80% of the total users.

However, this depends on other factors (for example international market with cultural differences messes this a lot), so I don't give this estimation. Just pointing out that this number is not representative.
 
Let's say 14: seven more civs that you can play through the whole arc of human history.:dunno:

I am not even sure you need that many. In some cases, you just need to plug in an obvious gap. Add in Aztecs and you could go Maya -> Aztecs -> Mexico, which is at least as connected as the India civs. Or add in Byzantium and you can go 1st Rome -> 2nd Rome -> 3rd Rome
 
Back
Top Bottom