
Card Cultivation is a card management game that visualizes the process of cultivating immortality through cards. In the game, you will play as a cultivation practitioner: cultivate techniques, explore treasures, and craft weapons, Throughout re-cultivation, you will recover memory.
Modeled estimate, not a reported figure. How we estimate →
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): 0.57/day in the week to Sep 8 → 0.57/day in the week after.
Reviews, worldwide (the counter carries no country): 3.71/day in the week to Jul 24 → 1.86/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.
About
Genres
Engagement
Reviews
Themes across 159 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
整体来说还是很上瘾的,主要是剧情驱动我继续玩下去,期待后续的更新,再就是支线任务有些容易错过或者没有提示,比如黑伞就没有明显提示去客栈询问,玩过几遍网上也找了很多攻略才知道要去大地图的客栈。城墙事件现在玩法比较单薄,也没有压迫感更像是人族群殴妖族,或许可以分成多道阵线(将npc分成几小波),妖兽一波波进攻,也不会出现几十个卡牌打一只妖兽的局面;可以整个功勋等级,等级越高可以控制的npc越多,部分boss也可以限制参战人数。战场上的妖兽都先充公,之后根据伤害总量和功勋发放奖励或者自己去兑换,这比单纯给个善缘要有意思些。再就是很常见的肉鸽副本,局内成长局外加点,临时伙伴,根据好感局外npc援助或者商店,感觉还是很有潜力的。修仙里的五行克制好像没有在游戏中有体现?这在肉鸽里应该很合适。再就是能不能出个妖兽专门吃素材卡比如兽皮兽血低阶内丹帮助自动清理桌面?最后希望大地图的随机事件加入一些势力之间的冲突或者交互,劝架,打劫,援助,探宝,解谜,或者出个奇遇只能是灵兽进入探险产出的材料根据属性和品阶决定,类似委托派出去打工,一段时间后玩家进行收获。
玩法基礎優秀,但有很多部分值得加強。 任務設計方面,很多任務組都有內在的流程引導問題,在自由度過高的情況下容易造成邏輯中斷,甚至因為同時觸發不同任務組內容導致任務難度急遽提高,進而影響任務推進。 劇情設計方面存在一些小問題,如果任務設計的好還沒什麼,但如前面提到邏輯中斷時,有些不該出現的人就會出現在不該出現的地方,該出現的反而不出現,進而放大劇情問題。 法寶設計方面,我認為不應刻意追求多元化,應該優先完成系統化的設計,例如只先推出少數武器系列和對應玩法,或是不同元素對應玩法,使其形成相應攻略方式和升級路徑,設計經驗成熟之後再推出其他體系。 然後有幾個建議盡快加入遊戲的內容: 1. 魔道玩法的基礎,很明顯是有相關玩法的內容,但甚至都不成體系,也缺乏引導和獎勵 2. 名聲系統,相應境界的特殊挑戰地點如鎮妖塔、冥獄、擂台和問道台,成功打通後應該要有名聲獎勵,影響玩家與NPC的互動。在部分支線劇情中是可以感覺到有這面的構想,但似乎還不夠全面。 遊戲底子雖好但內容不足,讓人感覺有點像是因為開發資金不足先上架撈點錢,希望你們撈到錢後能趕快推出新內容,拜託不要辜負了這麼好的基礎。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Traditional Chinese, Russian
Hours played at review time, across 160 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Очень прикольно, на самом деле. Если вы играли в Tale of Immortals, то общие принципы весьма похожи. Главное отличие - вместо аркадных экшен-боев здесь "колода". Но это не совсем ККИ, т.к. непосредственно сам бой происходит автоматически. В остальном - путешествуете по большой карте, собираете ресурсы для продвижения выше по царствам. Клады, боссы, "пвп". Ещё что мне понравилось - есть официальный "демонический путь". Если в ToI это была просто репутация, то здесь ты действительно можешь заниматься всякой некромантской грязью, убивать других культиваторов и порабощать их души :3
把你那傻逼制作概率删了行不行,炼法宝炼药都含概率分布,一次制作概率能散布到从失败到神品的七个层级,制作组肯定觉得自己这想法酷毙了,哇我们让玩家用低品材料直接赌高品法宝丹药,玩家肯定会觉得很爽吧。爽尼玛,这数值就是默认玩家全部使用SL来填的,筑基期直接要求制作顶级装备,如果使用SL,那就是蓝绿材料直接合成顶级装备,逃课都逃完了还能剩下多少游戏内容,如果不使用SL,那材料你就攒吧,攒个十几年然后制作失败嘻嘻。单机游戏不是不能SL,但按照玩家默认SL来填数值还是太蠢了,固定数值都填不好还玩概率。
不查攻略我完全不知道要在地图上做什么,内容太少了
Thank you for having English built-in!
期待未来新内容,期待元婴细节以及合体和化神更新啊。。目前玩下来感觉内容很多,每次碰到新内容会后悔之前咋不这样做或者不早来哈哈。 然后我玩了一会儿感觉第二年筑基理论上是可行的,先是探索出山脚,然后从山脚用主角探索出贪玩小孩,小孩出静心草,然后筑基丹要180天也就是半年多,这个游戏一年350天,但是哪怕运气再好,SL啥的,也只能第三年末,第四年初筑基。看来我还要继续优化所有路线。 小提示:P可以召唤天道结界卡,效果是固定其它卡牌。K可以召唤破坏前者的卡牌。 小提示:筑基推荐第五年前,原因是为了参加筑基比武大赛。但是筑基前记得完成无名小村赵小弟的全部任务,因为你筑基了和他对话他直接跑了。。会影响好感以及后续你每次升级他送礼的早晚。。 最后得出结论,推荐,因为我玩了很久,且很享受,只想要更多内容,游戏内各种随机性我接受了,除了特定,比如静心草,就很好玩。期待更新~
玩到筑基感觉文本还不错,玩法也可以,这个价格挺不错的
反正我是玩不来
Amazing Game There are many flaws with this game. - A.I Art - Really Bad Translations - Incomplete - Kind of Buggy - not very interactive (world doesn't feel very alive) - Many other things Yet, regardless of the flaws, I fell in love with the old school sink or swim gameplay. The game itself is not very difficult, but there is so many secrets hidden in the game that it really ends up capturing the feeling of a rouge cultivator. For example, let's say I want a specific skill or spell. Good luck trying to figure it out, there isn't any good guides to explain it XD. Or You want to form a golden core, figure it out on your own, the game won't explain anything XD. So yes, this is a buggy, unfinished mess of a game, but I love the experience.
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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