
Destiny of Immortal is a cultivation RPG with branching plots and the nonstop wish-fulfillment thrills of a top web novel. At creation's dawn, a few Treasures of Creation were born, each world-reshaping. One falls into your hands by chance—and your immortal rise begins.
Modeled estimate, not a reported figure. How we estimate →
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About
Legend says that when the universe first formed, a handful of supreme treasures took shape, each drawing the essence of heaven and earth into itself.
Immortal and self-aware, they drift through the cosmos in search of the one soul destined to wield them.
And that person is you! Each treasure gives you a completely different start, shaping how you cultivate and how your power grows.
The world of Destiny of Immortal is vast and story-driven. Random encounters, deadly secret realms, and demon-beast lairs are scattered across the map,
alongside a wealth of hand-crafted side quests. Whether you're here for the story or the thrill of the hunt, there's always something worth chasing down.

No suffering protagonist, no NTR. Just one satisfying payoff after another.
Play the underdog and cut down enemies far above your level. Hide your true strength, then unleash it and watch your rivals' jaws hit the floor. Lead 800 elite warriors against an army of 50,000 and pull off the impossible. Or take the ruthless path: seize control of a demonic sect and bend its holy maiden to your will.
It hits like a binge-worthy cultivation drama you can't put down.
Every choice pushes you toward a different destiny.
The game is built around three major storylines, each taking you somewhere completely different, with its own tone and feel.
The current Early Access build includes around 500,000 words of content and fully unlocks the "Rakshasa Isle Demon Cultivator" route, along with all its endings.
Combat runs on a unique Dantian system: Your techniques take the form of puzzle pieces. Arrange them however you like within your limited Dantian space, and line up the right effects to trigger powerful resonance bonuses. The deeper you dig, the more combinations open up.
Mix and match your techniques and spells to outmaneuver your enemies in action-bar turn-based combat.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 357 reviews with recorded playtime.
Reviews
Themes across 356 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
非常好遊戲 反觀太吾純純一坨
好玩!!
其他评测中说的缺点确实是这个游戏的改进方向,但不影响这款游戏目前是修仙类游戏中能跟鬼谷和觅长生相提并论的游戏,相对觅长生门槛更低,更容易被大众玩家接受
好玩是好玩的,未来有很大的上升空间
7/10 体裁是我所喜欢的,但是却缺少了修仙的味道,比如说,地图上的npc都傻傻的站着,什么也不会干,在demo的时候我就体验过疯狂切磋然后要别人的东西,当时觉得很nice,但是正式玩了之后,缺少了那种修仙的感觉,地图上的npc死气沉沉的,就好像是专门送东西的工具人一样,切磋然后毫无代价和惩罚疯狂刷刷刷,非常的消耗游戏的寿命,而且也缺少了“仙”味。 制作组仍然保持高强度更新,而且更新前会在小黑盒上一直有营销和与大家的互动,包括游戏发售后,积极帮助玩家解决问题,这点非常棒。 但是游戏的bug还是有点多,比如我二周目选的神农鼎,但是里面小世界的贴图总是会有错误,在我选择调整位置后,贴图完全乱了。 游戏值得夸奖的点: 游戏的融合和构建都不错,里面的熟练度和升级都挺不错的。 不过我个人觉得,可能缺少了一些东西,比如说我对于一个功法的熟练度,然后熟练度满了之后会不会领悟什么剑意之类的东西,可以做成一个永久的buff,就像是鬼谷八荒里面第一剑修的buff 会提升你的剑法的伤害之类的。 加油吧,社区里的营销方式和黑子的抹黑都让人觉得莫名其妙,为什么非要拿什么多女主还有那些下三路的破事去说,这和游戏的剧情基本上没什么关系,不过游戏的剧情有些太无聊了,没什么记忆点,以及所谓的女主我都不怎么认为她是女主,毫无戏份。 建议: 游戏目前的问题还是有点多,如果就还是按着现在的套路单做后面的几条线的话,游戏的后期可能太乏力了,重复性过高,而上限也就到头了,加油吧,期待你们接下来的表现
底子很好的半成品,缺点一堆但挺好玩的 1.稀烂的线性剧情,但三流的爽文也是爽文,总比文青之类的烂活好。 2.死气沉沉的修仙世界:一千年过去隔壁的凡人大妈还活得好好的,任务没有时间限制,地图里的NPC的境界也没有任何变化... 3.没有修仙的感觉:灵根几乎没有任何作用,可以随便更换,水系天灵根可以全程用火系法术打到通关实在太出戏了。 4.数值离谱的种植设计:鼎里种几年的药草不如城里商店每个月刷新的多... 5.很有潜力的技能合成系统,但还是需要进行修改:一个技能复制出一堆变种太离谱了,建议把可以同时存在的技能变体数量的限制放进难度选项里。数值也应该调整一下,有些技能纯粹是拿来凑数的;某些高阶技能有伤害阈值低阶的反倒没有。 6.炼丹玩法很有趣,还可以自由修改配方,期待后续的两种制造玩法。
剧情莫名其妙,爽感维系不足,自由度几乎是0 感觉可改造难度很大
好
先说剧情,固定开局剧情,线性走法,你的选择对大多数事件没有实质性的影响,主要是剧情并不出彩...开局感觉还有点意思,往后面走感觉就是以前仙侠小说的路子(在我们这个村,筑基已经是人中龙凤了,这种)...能有个6.5-7.5分,以后优化一下可能会好点... 大多数时候有剧情的人后面就消失了(有些后面出现的时候我都会想半天,这人是谁),且这游戏没有对话选项,只有剧情对话推进,队友境界也没法提升,只有剧情组队,大多数时候都是主角一个人玩,有些感觉还不错的角色也就是昙花一现,剧情过了就没了,以后就没这个人了,而且推进剧情更换地图,也没法回去...这一本道推进都没法回去装逼. 再吐槽一点就是剧情里有一个和主角对立的角色,给我的感觉就是一直在玩尬的,真的很尬,说实话没有他可能后续观感会好点.这人完全没什么塑造,就是一直在挨打,最后给他打死了 剧情可能以后还是会大改大修解决一些痛点,未来可期吧,至少大纲应该是没问题的 游戏性就简直是灾难了,刚开始玩感觉还挺新鲜,往后走一个是更换功法更换流派太快,数值膨胀严重,另一个是学习新功法很麻烦,大多数时候都是有什么用什么,老功法也不能升级,功法术法之间能有配合是最好的,没有配合就得花大把大把时间去roll,这游戏对战基本上又只能靠叠层,一个月换一次的商店,有些重要的东西老不出,刷几十次都不出,藏着掖着那些东西,不能直接买吗,或者特殊渠道获取,反正都是那些人出货...且不能直接快进时间,只能通过行动消耗时间,有时候还挺麻烦. 提升境界只能通过剧情,没法十里坡剑圣. 再多吐槽一点就是连续战,,,能不能自动补一下状态,有时候打干了发现还有第二战完全没准备真的很无语,特别是最后一战...还有境界压制...这游戏特别喜欢境界压制,强行让你打越级战,还不是剧情杀...真的没啥意思,且打赢了也就那样,没感觉有什么扮猪吃老虎的爽感 现在就是个半成品,做完一条线没有优化就放出来了,但是底子还不错,未来可期
非常好玩,相对一些老牌修仙游戏,做了很多减法,核心部分又很丰富。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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