
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
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。
挺不错,有成为下一个觅长生的潜力,提几个建议:1.炼丹这类功能能否添加知道药方自动配平的功能,药材一多真的看得眼花;2.天赋御术、固甲这类判定能不能从瞬间添加的数值改为持续增长,每隔一段时间都要重置一次太麻烦了;3.背包能不能筛选套装,装备一多看着很不便利。
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
造化币的获取真是一言难尽
变化够多,适合多周目,不费脑,休闲可入
遊戲底子不錯,再打磨打磨肯定會更好 整體為中上水平,喜歡修仙的不容錯過。 缺點:劇情實在是太尬了,可能我不是這方面的受眾, 這遊戲的劇情跟其他爽文小說一樣有類似的通病, 就是只要細想劇情就會發現主角才是最畜生的偽君子,天天罵別人虛偽但最虛偽的就是自己。 簡單講就是: 主角偉光正:一隻魚幾百零石,因為別人用搶的,所以主角施捨個10塊零石跟老丈買就是道德楷模,最後抱怨修士對凡人不公。 (不是,你自己都不照物價買,怨別人甚麼啊) 主角治理有方:指的是當地貴族送個禮物就減了整整一成稅收,太治理有方了,統治階級一定很愛男主。 修士在秘境內不可傷人搶劫: 但主角搶人家宗門傳承就是誰拳頭大誰有理,道理都被主角佔完了。 喔對,而且這個宗門還是個主角有盟約關係的,結果人家老祖就這麼給殺了, 主角殺完老祖殘魂還怪罪他說,如果不阻止我搶劫就不會被殺了。 這種一想就難繃的橋段在遊戲裡數不勝數,就不一一展開細說了, 整個遊戲玩下來的感想就是:小人得志。 總之就是把這遊戲的劇情當作附贈的就好了。
玩就对了!
感覺上只能算是一本未完成的小說. 故事線不太吸引,內容較單一和空洞,重覆感有點重. 遊戲難度比較低.就算極難模式中角色成長也太快. 融合功法或法術是不錯的設計,基本上也是花最多心思的地方,可惜的是太過強勢使遊戲性變低. 偷裝備或偷功法法術的使用條件和代價太低,無限制的切磋也是同一個問題. 目前是高初速+減速武器,把對手速度降至1,再搶光對手的裝備 又或是融合出複數0費生成精力的法術 部份屬性和功法希望可以再多加限制.
Related
Related
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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