
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 2,400 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.
About
Genres
Engagement
Reviews
Themes across 158 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
看完逆風的視頻跟風買的,玩起來其實一點都不卡牌,完全是卡牌形式的RPG,還是半開放式的那種,親自玩遠比看人家玩的難太多了,上頭是上頭,但必須說句真特麼燒腦,一是好多線索要靠想象,想象力不足祇能每個東西亂疊一下靠蒙,一段劇情推半天。二是東西一多起來壓根記不住要做哪些事,做著做著就跑丢,很難專心把一件事做完,能不能出一個最休閑的模式,搞個帶路人用大白話從頭到尾提示我該做什麼?我就一劇情黨 T﹏T
天道之力的设置确实有点没必要还影响体验
破完了 (主線), 還可以吧, 堆料很多, 一開始會覺得特別新奇有趣。可惜稍為熟悉後就會發現一樣是龍蝦系統: 練氣期打小黑虎, 築基期打黑虎, 結丹期打大黑虎, 元嬰期打超級大黑虎。 前面10-15小時, 玩啥啥都新鮮的階段最好玩, 到結丹中期開始懂得做各種靈獸/劍的時候 (現在真仙難度基本只能玩靈獸流或者劍法寶流, 其他流派根本沒做完, 純坐牢), 遊戲難度就向下跌一大截了, 特別點名批評守城戰嚴重降低遊戲難度, 除非我限制自己不去打, 不然守城戰= 免費的全家法寶靈獸大回復+免費的材料+妖王內丹大放送, 10年開3-4次基本上你不會再缺錢/玄劍閣貢獻, 把內丹一股腦塞過去就對了。 主線跟遊戲養成本身蠻割裂的, 基本上從頭到尾, 劇情的打鬥跟你的養成都沒有任何關係。其實應該做成主線/支線的戰鬥都要靠玩家自己去打, 那才會有遊戲的參與感。 甚至最後一幕竟然不是用我們玩了一整局做出來的能力去戰鬥, 而是看個簡單劇情, 這點非常不能接受。破關的那一刻除了空虛只有被騙的心情, "我玩了20小時在那升這升那, 最後大戰你給我播片?", 把最終boss的數值調成大約元嬰期的數值然後讓我們自己用一整局養成的能力去打不就好了? 總結還是那一句, 勉強合格, 價格不算特別貴, 對修仙/武俠/卡牌堆疊有興趣的可以一試, 但不算特別推薦。
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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 159 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺好玩的,但这不是完成版。。。
好玩 但等更新 但雖然流派很多 但目前只有靈獸和劍修能順玩 劇情根本拿不到其他流派的重要功法 例如試了玩體修 解禁固的功法竟然是金色 刷不刷到全看運 被敵人控著立即躺平 自由模式從沒活過金丹中期
遊戲任務沒啥說明有夠難解。選簡單想看劇情都沒辦法。希望未來可以更新任務指引。
玩法新穎,前路可期。
多出一些支线任务,感觉现在游戏升到结丹期内容就变得空洞了。主要是养成系统太重复了,希望可以在每个锦界养成有不一样的变化。比如升结丹期时的灵兽也要进行血脉觉醒或者有专门的灵兽修炼的心法之类的。还有希望可以调节世界资源出现的概率,现在资源出现太频繁,很多应该是顶级资源的东西像烂大街一样多。高一级的材料之类的东西可以代替低境界同扽水平高一个稀有度就饿好了。希望把神识的作用做多一点现在除了可以代替修炼感觉没有其他用处。暂时只想到这么多,还是看好制作组的。加油(千万别跑路了)
干啥都不能中断,要抄就抄好的别自己瞎搞
游戏内容可圈可点,可玩性极高,仙侠题材高度契合卡牌玩法。 缺点是许多内容缺乏引导,如果不查攻略会错过很多内容。 另外游戏体验比较依赖SL,如果道友未掌握时空大道,仙途坎坷啊。
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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