
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
完全对得起这个价格,所以好评 但细聊的话有太多太多不足,而且我并不觉得制作组有时间和能力去调整它 首先剧情上,整体是爽文框架所以要求会低很多,但最后飞升的时候看到那三个名字都不记得叫什么的女角色一个个一百多年后化神飞升上来陪男主还是有点蚌埠住(还特地强调一百多年😂)。这其实也是整体剧情的一个缩影,文案就是为爽而爽,没有那种修仙文沧海桑田的味道。但你真要说有多爽,其实也并没有,因为都是司空见惯的套路,而且跟AI文似的,只要结果对了貌似就完成任务了,前置的铺垫包括各种事件的逻辑基本就是糊弄人的,这方面应该没什么值得期待的空间了。 然后是次一级重要的玩法上,就目前的各种套路来说,感觉制作组在数值上的把控也不太理想,现在强的流派有一个共同点就是他们的主要输出手段几乎都没有“阈值”。就这个设定真的有点鸡肋,前期那些固定值的就不说了,后期怕那些系数相关的功法失衡,所以特地加了这个东西来限制,但现实是有一大堆轮椅根本没有这个东西,他们照样各种秒boss,那有这个东西的不就是小丑吗,谁会去用明显更弱的东西折磨自己?还有融合这个功能,这是一堆轮椅成立的前提,方便各种叠叠乐,但它同时也让大多数功法失去了它存在的意义,所以我的建议是优化那些被边缘化的其它技能,让他们有上场的机会,然后同一部功法只能融一次,不然肯定是都去融那个最优解,然后你就看到五个+32%增伤…… 剩下的还有珠子偷东西太强导致鼎完全没有存在意义等等,就不说了,不然实在太长 目前只有一个期待:别跑路
好玩
期待后续更新
[h1]我梳理完了本作的100+差评,发现了大家居然和我的评测一样[/h1] 直接的评价就是不如雷云上部做的《职场浮生记》(非常推荐大家试试这家老作品),但是吊打一众独立小游戏,无论从剧情还是体量上都是王炸级别作品,44元首发价周内日均在线6000+,连黑心盒都有2万份的销量统计和300多人的8.4分评测。 给个总结:[b]很强很舒服的前10个小时玩着开心,后几个小时索然无味的[u]EA作品[/u][/b],游戏前两章结丹境之前简直是细羹,在这个阶段剧情很明朗也没有什么出格的奇遇(我说造化鼎和造化珠自带就是win),基本上遵从着少年受辱——外出打怪升级——回来胖揍一顿的节奏,直到作者写成了路径依赖从结丹境之后还是这个逻辑,甚至剧情中的NPC也没鸡毛作用,我结丹境大能给老家小弟整点赏赐后面直接查无此人了[strike]那我还不如干脆把你炼了[/strike],包括女主部分也很敷衍,但凡[u]加个CCB环节[/u]我都说女主真有用了([spoiler]可惜就一显眼包,和盟主之位一样狗屁[/spoiler])。 [h2]新人建议造化珠开局,44元爽中爽还是做得到的,提点几句成就攻略:[/h2] [b]孝感动天[/b] 成就:选择“气血丹”救姑姑(比陪着更有用) 最快方法:开局卖法宝,然后再去坊市—丹药铺—购买气血丹(75灵石) [b]练气斩结丹[/b]成就:拉满速度,然后去第二章地图右上角处可以初遇结丹一阶修士 采取措施:先切磋试探,然后拿出符箓计算伤害(这个阶段最快的伤害),能一套带走绝对不含糊,要是有狂战的无视跨阶属性压制天赋就更好了 其次都没什么重要的,本作核心属性在于“气运”(出金率)和“速度”(出手),无论前后期能一套秒掉对面绝对不含糊,无论是法宝、术法还是道具,伤害越堆越高就好,前前期单玩铜刀术一路切磋升级,前期走法宝一精力剑修固定伤害,后期想玩什么就玩什么。 玩的快的就去事件找丹炉炼丹,然后无中生有送礼,第一章往右上角走有一个炼丹师(偶遇事件),别杀可以白嫖点灵石,然后整点小零食/切磋喂给她薅走丹炉和丹方,都是好东西;再往上走大梁镇有悬赏和秘境,砍掉大蛇(练气9阶)之后几乎就可以在图一横着走了,去第二章前成为初级炼丹师,可以省很多切磋时间和好感度送礼。 图二还是紧跟丹坊节奏,技术致富比外面苦哈哈打怪切磋省力气得多,极品丹药远高于野怪爆的普通货色,本作丹药都有耐药性,吃满极品丹药才是最佳发育路径,然后修为也几乎不需要在自家修炼,前往秘境猛猛刷怪升级即可。 在第二章稳妥起见31岁前攒好灵石直接拿下天道筑基,然后图二也可以横着走了,核心在于速度的快慢,其次要是一套秒不掉可以先送礼薅走敌人身上的装备,会使对方血条和护甲下降,有助于快速击杀。 说实话本作绝对值得玩,但是不值得花费比15个小时更多的时间局限在第一个存档里面,首档很轻松就可以发育成爽游,也没有什么限制器强行要求卡玩家,目前游戏尚处于EA阶段,可以建设的新内容太多太多了。 [quote] 闲暇时光,不妨试试游戏。 欢迎关注[url=store.steampowered.com/curator/45653622/] 闲暇時光鉴赏组 [/url] [/quote]
桀桀桀
觅长生代餐,但完全有自己的特色风格,爽玩
目前体验下来整体还是那种爽文框架,但是我觉得就是应该在每一张地图完成大主线之后,再加入一点名声啊,或者夸赞啊等等那种爽文剧情。境界突破之后也是扬眉吐气一点的剧情来一点,每次都是刚突破了,或者说刚打完剧情了,诶,刚稳定下来,啪一下立刻到另外一张地图了,缺少了一点爽感
还有很大很大的进步空间,出了罗刹岛也就是所谓筑基后的内容真的是糊弄人,不像是花一年时间搞出来的东西
没有中评就给个推荐吧 速通 23 小时通关(后半程开修改器以成就为主),正常主线流程约 40 小时。 缺点:当前版本完成度偏低,整体为线性剧情,NPC 工具人,基本无互动;地图跟随剧情锁定,可自由探索内容极少;上千种功法神通缺少检索功能,搭配构筑十分繁琐;剧情是典型修仙爽文套路,虽无明显硬伤,但文笔平平。 优点在于背包管理式功法构筑玩法很有新意,外加整体风格轻松明快,没有压抑氛围,类比某些黑暗剧情的仙侠游戏让人身心愉悦。 总结,能玩,但远远算不上好玩,十分制能给到五六分吧,算是个第一次会一路玩到结局的游戏,但版本完善前基本不会再二刷。 补充一下,读过的功法丹方还是需要更明显一些,现在有标识但是等到多了以后分辨起来有点费眼
Very promising Xianxia RPG for those inclined to the genre. Only one route available, but it's clear the devs have a clear vision and aren't overly ambitious like other Chinese devs who promise too much, but fail to deliver. If the devs can achieve proper ENG TL for full release, then this game is basically must buy if you like Xianxia or cultivation related works.
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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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