
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 379 reviews with recorded playtime.
Reviews
Themes across 378 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
好玩
悬赏救人类的任务,击败敌人以后就无限循环对话,无法退出无法下一步,等于这一类的任务都只有不做,这种层级的bug居然能不修,不推荐
好玩
Demo版本就玩了,很不错的模式,支持作者,希望再完善一下剧情,另外战斗也再细化一下,不是我秒人,就别人秒我
太变态了,出门四圣兽套装,练气一层15000血,学个血骨撞直接在新手村cos泥头车。 个人感觉游戏的周目玩法思路有点偏,目前着重的是让玩家提前拿到原本拿不到的东西,但是对bd上限的提高几乎没有。这样就导致多周目前期血虐,后期体验又和一周目重合。。。 感觉造化币应该着重于对上限的拔高,类似真龙血脉提高血量这样,但可以有更多花样。比如多给一个功法格子,再比如你施加增益或减益时额外叠层。再牛逼一点就是解锁二次功法融合等等。 这样多后期又有可以研究的地方不会无聊,也不至于前期15000血cos泥头车
戲情感覺太短 等待正式版
[h1]带着官方外挂修仙[/h1] [h2]游戏推荐指数:★★★★★★★☆☆☆[/h2] 刚好最近在看修仙网文,玩起本作来可以说如鱼得水倍感亲切。 游戏讲的是主角作为一介凡人,被神器造化混沌珠(或者另一个,游戏里可选)选中,从此踏上了开挂般的修仙之旅。 本作整体来讲属于偏线性的修仙类游戏,玩起来的感受可能和《觅长生》有一点点接近(仅限于觅长生的前面部分),不过整体剧情掌控上更严格,不同阶段有着明确的主线任务,完成主线任务之后就会进入下一张地图,而只要不做完当前地图的主线就能自由探索,做做支线打打怪找找宝物之类的。 本作最大的特色应该就是这个战斗系统了,基础逻辑倒很常见,就是双方跑速度的回合制,谁速度快跑到了就出手;每回合都有“精力”,不同技能消耗的精力数不同,根据对方下回合的意图合理选择技能释放。诶那么技能是什么设计呢,本作在这一块是缝合了一个背包乱斗的机制,在一片格子区里把功法和术法全都放上去即可(功法就是修炼的内功,术法就是各种技能);既然采用了背包的设计,那么对应的特性自然也少不了,譬如说一些术法在周围有其他符合条件的术法时攻击力会上升等等。在分类上本作的属性挺丰富的,光是元素就有五行的金、木、水、火、土以及风、冰、雷;同时按照修炼方式又可以分为剑修、体修、法修、魔修、魂修,各种buff组合那叫一个琳琅满目。而且在解锁了几个关键天赋之后,玩家还能把功法进行融合/升级等等,非常变态。 挺多美术、包括一些剧情的文本ai味儿太重了,导致玩起来不够精致,会影响一些游戏体验。 并且由于目前游戏还是ea阶段,在剧情部分上还非常不完整,目前可以走的路线非常有限,这一点只能等待后续的更新了。 总得来说,喜欢修仙游戏的玩家肯定可以玩的,如果喜欢线性剧情(其实本作也有很多分支路线,不过目前做出来的没多少)就更好了。 [quote] 专业评测 | 独立视角 | 帮你发现好游戏 欢迎关注 [url= https://store.steampowered.com/curator/45363287/]“🎮丨游戏高手鉴赏组丨🎮”[/url] [/quote]
好玩,等炼器模块更新 第一是轮回币感觉太少了,就成就给的那几个。 第二是npc可以多加一点互动,不然变成纯线性游戏了,不过这个要和主线支线做协调就是了。
不错,比某某绘卷好玩多了
个人还是十分喜爱其炼药和术法、功法体系的。 不过其他很多方面都有待改善: 游戏性: 1,地图上的任务、玩法、剧情、奇遇,感觉还是很少。绝大部分都是战斗。 2,后期(二阶上品极其以上的药草等)在至宝空间中的成熟时间太漫长了(单纯的挂机提升修为,个人感觉是很无聊的事情,如果不是剧情要求根本不会去提升它),其次杂属性药材感觉比不过纯属性药材,综合数值和同阶一样。 3,目前还缺少对矿石材料的利用。 4,炼药体系和自由组合功法和术法效果个人感觉良好。 5,战力提升单一,整个修炼体系都是同样的战力系统,缺少境界的提升引入新的战力系统 剧情: 1,剧情(目前完整的主线,只有一条),主线剧情给人的感觉(没有特别的印象)。 2,支线的剧情都是简单和单调的(遇到仇敌杀人夺宝、给予他人机缘导致他人遇到灭顶之灾等等)。 3,配角和女主极其反派的塑造都很缺乏深度
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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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