
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.
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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.
Engagement
Reviews
Themes across 909 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
家庭共享的大号写不了评测,用小号写一个。 当前版本评分5/10,现在属于不及格水平,看在《职场浮生记》的面子和未来有创意工坊的更新规划上给个好评,这也证明仙侠和武侠题材还是国产单机游戏里最能打的,《职场浮生记》要是这个质量恐怕只能卖一万份。 《职场浮生记》的人物互动已经够无聊了,但胜在文本量大,不少NPC塑造的还不错。《造化仙缘》的人物互动系统比《职场浮生记》还要无聊,文本量(无论是数量还是质量)也完全不够,直到通关也没有一个人物能让我记住的,包括原配妻子沈知意和莫名其妙的宿敌陈子愚。唯一塑造的还不错的是某个支线里冲击筑基的散修,可惜给不给筑基丹都没法救下他。我尤其不懂为什么主角的姑妈必须是主角的姑妈而不是亲妈,姑妈和亲妈这两种身份给玩家的感情冲击力完全不是一个量级的。姑妈的戏份也完全不够,比如说姑妈和沈知意再怎么说也是婆媳,居然到结尾才有互动剧情,而墨芊芊和赵绯霜更是莫名其妙就成了我的道侣,完全没有感情铺垫。 现在的血神教线主角纯粹是精神分裂,待人处事的态度颠三倒四,一会像个亦正亦邪的狂徒,一会像个猥琐卑鄙的小人,一会又成了光明磊落的正人君子。举个例子,墨芊芊那么对主角主角仍然能留她一命,后面还能走支线和她交心。云渺仙岛的雷朝宗不过看到主角破了他的记录,动了点杀心,就成了“已有取死之道”。这种女体崇拜的剧情放在2026年的现在确实是过时了。 战斗系统还不错,但寻路机制、遇敌机制(哪怕是加装了快速战斗)、副本数量都很无聊。 最后,我支持人工智能辅助写作,自己也是酒馆玩家,但文本润色真的别用Gemini,特别是现在的Gemini 3.1 Pro,不加约束很容易写成八股文,试试Claude和国产大模型,或者写个更好的预设吧。
剧情和代入感略逊觅长生,画风一般,音乐优秀,数值一般 炼丹系统还不错,炼器应该是还没做 总体来说未来可期潜力不错 回来改差评,造化币不让修改,单机还防着也是牛逼
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese
Hours played at review time, across 910 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
jogo maravilhoso. para ficar mais perfeito ainda bastava uma tradução pt-br
游戏剧情需要好好打磨,很多地方不合理,女性角色不要再做花瓶了,已经做完的剧情应该优化,群众的意见不要只听不取
這是一款初期神作,之後是AI文青抑鬱廢文劇情殺的垃圾。 除非你喜歡被虐,否則請按退款。 1. 陳子愚太噁心 為拔高他作為對頭,升級快如火箭,如螂螂不死不休,最後戒靈爺爺爆體加持,由廢物變煉虛老祖,滿級裝備,滿級天階功法。連擊12000攻擊,2300速度,2回合100%回血,5000+護罩,明顯是沒測過掉出來遊戲。想問製作組你們有試玩過嗎?還是把玩家當付款測試員?他媽的! 2. 打敗陳子愚後,沒極品神功,只有文青廢文和姑姑老死結局。 3. 教主女兒一秒忘父仇,3個女人0劇情變後宮。 4. 神農開局0殺怪經驗。 強烈建議沒點子就開局給個爆體爺爺,那樣不用苦求築基丹,直接變老祖!!
说实话,学觅长生玩法学得套路还没有觅长生多也就算了。 总算有个功法融合算是自己的特色了,结果现在直接高难度给限了。 一个只有主线1/3剧情完成度的游戏,不想着怎么改不如ai水平的剧情,完善基本内容,居然开始调平衡了。 本来还想等等看后面2条线会不会有好转,现在看来也就这样了。 2026.08.25-------
刚出就买了,算是个爽游,也是一个半成品,很多地方不完善。 1.数值爆表:任何流派都可以通关(轮椅通关),可以视作为一个数值让玩家爽到麻木的游戏。 制作组发现数值崩坏后,对功法及其效果削弱;以及对术法削弱。但是我发现一个问题是,制作组对于术法伤害阈值没有一个很清晰的计算解释,或者是我理解错了。术法阈值不就是一个技能能打出的最大伤害值吗?功法的图形效果应该算作加成(当然不同模式功法加成确实可以削弱),怎么功法的效果无法完全体现。 功法:冰风雷半成品,无法直视。 术法:计算方式清晰,阈值表达不清晰。没更新版本前,完全感觉不到阈值。明明写了有阈值,但是伤害就是高。更新后,伤害阈值才有体现出了阈值本身左右,但是阈值没焊死(还是可以提升)。很奇怪,不知道是不是补丁没弄好。 2.外挂:珠子和大鼎,珠子的模式是偷抢砸(一路偷抢,一路杀)。大鼎模式游玩下来就是中规中矩,除了分解丹方,催生灵植和养鱼只能算作添头,还需要了寿命流逝才能弄。为何不加投入灵石,可以加速大鼎时间催熟? 3.剧情;一般,嗯,就一般。爽文该有的剧情。被打脸-打脸—收后宫&收下当狗。目前只有一个路线可以游玩,其他暂时没有。 4.游戏内容: 对战,虽然更新后版本削弱,把电表倒转,炸鱼(炸NPC)的一边倒的对战得到抑制。对战从一九开(一招起手,对手裂九瓣),需要稍微费点功夫。 炼丹:确实做的不错,简单易上手。但是灵草的数值算是用脚填写。很多灵草完全使用用武之地。 5.游玩评价:一个简单易上手的爽游,剧情一般。至于时常是为了收集成就。就是为了成就和图鉴解锁。几遍下来爽到麻木。
目前只有一個結局,但是整體玩起來感覺不錯,期待完整版
玩了一段时间感觉还行,但是分支剧情没做完,只能走覆天盟的线。 灵根方面虽然说是五灵根废柴,但其实没什么太大的影响,至少我玩到金丹没有 大世界探索方面没什么内容,等级高了以后快速模式只能跳大地图,副本的有些低级怪跳不了,差评 剧情就很小白的爽文套路,个人感觉剧情递进上转折和过渡太生硬,所以代入感不强(指刚还在主城门口被人打了一鞭子,没几分钟就给他俩都杀了) 感情线稀烂,甚至莫名其妙,实在不行还是删了吧,知己情谊也挺好,不是非得男女之情 副职业方面也没做完,只能炼丹,不玩鼎的话材料只能靠买,没有其他稳定来源,总不能大地图开盲盒凑吧,再一个就是虽然有个指引功能,但是还是要自己一个个去找材料,只能说是如有 功法方面虽然有合成感悟,但是只能合成一次,效果也一般,而且点了妖族功法以后就感觉人族功法菜得抠脚 我个人感觉框架搭的还行,就是节奏过快,内容还有很大的提升空间
游戏很不错,但是机制还需要加强,比如支线剧情过少触发条件单一,还有地图实在太小了一个主线地图才这点地方实在对不起这个游戏的2D画面,既然都不是3D了大小还这么小怎么支撑得起后期的游玩内容呢?希望改进!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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