
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
好玩爱玩,
挺好玩的,无脑爽
这游戏除了内容少点,剧情傻了点,npc感情互动不多,其他都很不错: 1、引导良好的主线,对比太吾、长生,这都成优点了! 2、用脚做的数值,导致有很多好玩的组合,比如玄阶法术受到神魂100%/功法的加成,还有50%左右的more,天阶都比不过,打得爽啊。 3、头像是最顺眼的。 4、操作不麻烦,还在优化。 5、更新快。
偷东西杀人越货邪修,原来我就是魔丸!
很合格的爽游
后续剧情呢?破阵神锥后面就没了吗?江元城那里没后续了吗???
爽麻了,一路碾压过去,就用火系的多段飞剑,高级术法不怎么需要,多合成几个玄阶的复浪剑峰就行了。 伤害BUFF靠功法(核心是增加飞剑伤害和火系法宝伤害,可用的有火系炼炎功、熔岩地心典、烽煌宝典、百劫火罡功、万焰归墟功,雷的剑芒典、一剑一域典,水的人剑合一诀,金的聚芒金典。)和三个术法。 火系宝炎术(前期,初始可选)、火系玄阶真火炼形+水系玄阶复浪剑锋(成型),拿到三个术法后用至宝点出来的研术功能合成术法,合成的时候复浪剑峰为主,副的选图案小的,不需要解除使用限制,只要图形小一点就行,一般合成4-5个一周目够用了; 真火炼形也是一样,6个够了,剩下技能空位带宝炎术,属性全堆速度,次血量-气运-护罩。 法宝就用到灵器火系剑就行了,一周目没问题。这套就是成型太简单了,摸到玄阶就能用,术法不用别的了,后面境界上去了就是换功法,把那几个能用的功法互相合成完事了。一直打到结尾没问题。 二周目直接开极难,用轮回商店点数指定火系功法万焰归墟功(初始丹田放不下,得选一个5X5的初始丹田,灵根不需要),然后选一把灵器元阳剑。好了,你无敌了 (剧情没看。。。)
不推荐,暂时给差评。这游戏据说2024年开始做的,目前的程度我认为还要再等他2-3年才能有真正完整且良好的游戏体验。 优点: 1. 有大量的功法和术法以及他们的搭配,战斗时唯一可圈可点的能够给好评的。 2. 可以爽玩的内置特殊道具“至宝”,灵活运用可以很爽。 缺点: 1. 炼器和画符没有做,也没有阵法师,已有阵法玩法就是放法术,很简陋。 2. 剧情在逻辑上有问题,人物立场变化太快。 3. UI交互逻辑还需要优化,有的地方不能用esc关闭,有的地方鼠标右键会将所有界面一次全清。 4. 法宝符箓同质化严重,存在“低级小木棍”→“中级小木棍”→“高级小木棍”→“超级小木棍”之类的雷同现象,没有做出差异化。 5. 剧情要求限制死了修仙境界和可探索地图范围,不推进度永远突破不了,永远去不了新地点。必须要跟着剧情玩,高可玩性的战斗构筑和严重受剧情限制的境界突破与地图探索冲突。导致本来可以重复尝试游玩的战斗构筑和养成必须要跟着剧情走,降低了整体的再次游玩体验。
对白僵硬,交互性不足,感受不到修仙世界有血有肉的人物特点。2026年了UI界面还是不够要简洁便利,玩法太单一。建议借鉴觅长生、鬼谷、逸剑风云决和大侠立志传的一些机制及人物刻画。
喜欢修仙的可以入手。不错的国产游戏,能把玩法,剧情做完的,期待另外的剧情和dlc
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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