
Cultivation Story: Infinite Sword Realm is an action-packed roguelike deckbuilder rooted in Cultivation and Chinese mythology, where every action costs you lifespan. Enter the realm of Swords, balance power and mortality as you climb the path to immortality.
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About

Navigate a challenging pixel-art overworld, then clash in hand-drawn, visually striking battles that bring your cultivation techniques to life. No bland animations—just raw, aesthetic power.
Every step ages you. Will you burn bright and fast, or live long enough to ascend?
I am actively updating and listening to feedback. Join our Discord and help shape the future of the game.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
就这内容还涨价?脸不要了
You start by choosing between two characters (a third is locked initially). Each character has unique stats and a special perk, though in practice, your choice doesn’t significantly affect gameplay. After selecting your character, you’re dropped onto a randomly generated map filled with various event icons. Unlike most roguelites, the map is completely open, and you can visit any event in any order. Events fall into a few categories: visible enemy encounters, question marks (which could lead to random battles or free rewards), cities and caves (where you can purchase or upgrade cards). The main objective is to defeat the boss, which you can challenge immediately, though you’ll likely need to build up strength first. Defeating the boss unlocks a new map with fresh enemies and events. The standout feature of the game is the lifespan mechanic. Every event you enter (except cities and caves) reduces your lifespan by one year. Cities and caves are tied into this system too: after a set number of years, the city restocks its shop, and the cave regenerates its energy. Alongside spirit stones, the main currency earned from battles, lifespan acts as a secondary resource, spent as you engage with both city and cave features. Cities are focused on spending stones. You can buy new items or upgrade cards using only this currency. The exception is cultivating, which boosts your experience in exchange for one year of lifespan and some stones. Caves also offer cultivating and healing, but these use energy instead of stones. Card upgrading in caves requires both energy and the sacrifice of two cards to enhance a third. Gaining experience from battles and events leads to new perks. Once you level up, you heal slightly and choose one perk from a random set of three. Perks have three levels, and you can enhance them by selecting the same one again on subsequent level-ups. Combat follows standard card battler mechanics. Each turn, you draw a hand of cards from your deck and play them against enemies using spirit, which regenerates every round. Cards have varying effects and spirit costs. Regardless of whether you play a card or not, it goes to the discard pile after the turn. Once your deck runs out, the discard pile is reshuffled and reused. Winning a battle earns you experience and a new card, chosen from a random set of three. Unfortunately, despite its fast-paced and accessible gameplay, the game lacks incentives for replayability. Whether you win or lose a run, your only reward is a basic stats screen; there are no permanent upgrades, unlockable bonuses, or progression systems. Each new run starts from scratch with nothing carried over. On the other hand, the game is in early access, so new content and features are coming.
玩过开发者的上一款作品来的,目前这款游戏属实发售着急了些,游戏内容偏少,售价偏贵,开发者如果精力不够可以不用这么着急发售,给自己攒攒口碑
Update:the game changed the main gameplay. Not good
我很遗憾,作者太摆了,本身也没能跳出杀戮尖塔的框架,内容也明显不足,我不推荐,虽然我只玩了7h,但游戏内容可能70min就结束了,是的就这么点,所以我不推荐任何人玩。。。。
《修仙故事: 无尽剑域》是一款以仙侠为主题的肉鸽类卡牌构筑回合制战斗游戏,游戏里我们是修仙界初出茅庐的练气期菜鸟,却身负神功出山斩妖除魔,最终斩杀BOSS成为一代大能。 游戏的画面有那么一点国风山水风格,但画的略微随意粗糙(比如女主角的脸,太随便了点了),但整体玩起来那仙侠味还挺正,加上轻松恰意的背景音乐和那不算太难的难度,玩起来还是相当有趣的。 游戏没有剧情,开局即入世,怪物遍布地图,我们看哪个不顺眼就点哪个开打。不过我们每次进行操作都会消耗一年寿命,对应的长一岁年纪,突破境界和事件可以提高一些寿命,寿命耗尽则提前结束游戏。但好在游戏的商店和灵泉等场景是可以多次触发且不消耗寿命的,虽说商店多年才刷新一次,灵泉使用了又会降低灵气需要消耗时间回复,但就像我们打斯诺克桌球一样,出去打几个其他小怪再回来就刷新了! 游戏的战斗就是标准的卡牌构筑回合制战斗了,利用各种卡牌和角色所选择的功法、法宝为核心来形成战斗BD,然后围绕流派机制来进行战斗,基本都能做到战无不胜!女主角的以血换牌又回血的无限流打法,男主角的剑气爆发以力破万法,都是相当强悍的! 战斗结束能获得随机的卡牌、法宝、符箓、灵石和修为,前面几样都是提升实力必备,修为则是我们提升境界的必要“经验”,手动提升境界后还能获得提升功法或学习新功法的机会,让我们越来越强。 游戏流程偏短,目前只有短短的3个关卡,男女主角俩个角色,还没有无尽模式,这游玩时间也就是个把小时,还是需要添加更多的内容才是。 整体来说,《修仙故事: 无尽剑域》算是中规中矩的一款肉鸽类卡牌构筑回合制战斗游戏,各方面表现都算不错,以仙侠为主题也算对胃口,但流程太短内容太少和没有太多的新特点应该是游戏最大的弊端了,毕竟这年头肉鸽卡牌游戏简直就是过江之鲫那么多,没有特色就很难冒头了,趁着现在还在EA,制作组还是继续加油吧! [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
Fun game. At the moment there is a lack of content which is expected and admitted by the developed who has stated multiple times that they are working hard to pump out new updates. I've played and supported their previous work which also started as an early access game and they delivered on their promises and finished it. The game is full of potential and the ground work and gameplay is something i'd love to see more of. Eager to see what is in stored for future updates.
我从前作修仙故事轮回追到这个游戏,肉眼可见的匮乏的美术,但游戏却总让玩家上瘾的欲罢不能,关键在于游戏的数值爽感给的非常足,而且作者很懂修仙题材与游戏的结合。将寿命论这一修仙小说常用的卖点融到游戏中作为底层逻辑,寿命不止是游戏进程的计数器,更是高级难以获取的资源,只有突破境界才会获取更多寿命,但想要获得修为又需要消耗寿命去闭关修炼,治疗回血,战斗获取灵石等等,出现了经典的境界越高,寿命越多,境界越高,寿命越少的相对论。 这一机制带来了两种截然不同的玩法流派,烧,玩的就是极速版修仙,玩家会选择极致速通,不惜大量消耗寿元换取高阶卡牌,追求在寿元耗尽前通关,这里涉及到游戏关键设计,就是卡牌三个等级的数值就是倍数增加,玩家甚至可以氪命用寿命融练出一张lv3的卡秒杀所有低等级怪物。苟命流,九成成功率突破和送死有什么区别,玩家精打细算压境界,通过双倍修为突破享受红利,获得更多心法和寿命的提升,合理分配闭关修炼带来的回血和修为,逐步提升实力。但不知道为什么游戏改成了固定线路,大规模限制死了欺负小朋友的行为,玩家所能获取的资源大幅度降低,最关键你就把商店放在最中间,那这个路其实就没有给多少选择的空间。 角色的差异化还行,现有的两个角色自带的心法都很强力,属于只要无脑升就能稳定通关的水平,但是作为修仙游戏的五行心法却并不能大放异彩。实在是游戏中的常态buff太过于强力了,属性相克的强度远不及属性免疫,明明我免疫火然后去火图,但敌人虽然烧不到我,但我也烧不到敌人变成菜鸡互啄,buff太多没注意对面就狂叠攻击力 一下三百攻。一边在过牌量上扣扣搜搜,抽一弃一的能力都要三费占一个回合,但是数值上放的很开,想要输出伤害却可以几百轻松达到。这导致玩家经常出门就想把卡组压缩成五张以内,达成完美循环,实际上这也很容易做到,毕竟前期合卡收益太大,后期会不会因为寿命不足而死谁说得准的,我以练气逆杀元婴,杀光就赢了,导致现有的流程差异化不大。 游戏现在主要问题在于,没有将修仙境界与整体的节奏进行匹配。比如卡牌和境界分割,比如练气战斗第一把,就出现了6费的金色能力牌,厉害嘛,很厉害,打出去就能无伤很多怪,但问题是基本上没有任何费用打,让我不选又舍不得,能力牌是很多核心的基础,要是后面遇不到怎么办,不过鉴于游戏的删卡功能比较容易,我个人是闭着眼睛拿。 地图上洞府打坐获取的修为是固定的,前期50点修为很多,但后面还是那么多,就只能单纯当一个升级删卡点。 没有将自己的优势完全发挥,有些框架过于生搬硬套,不过作者对游戏内容的改动大刀阔斧,以上款游戏的进步速度,值得期待。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
买这个是因为修仙故事:轮回值在补一张票,作者可以回去继续更新吗
前作玩了120小时,也是从一开始很简陋的玩起来的。所以我相信作者的能力,这作的内容也会越来越丰富的 到时候能成为一款有意思好玩的游戏。加油哦~期待下一次更新
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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