
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
目前只能给7分,看看正式版如何
难度高不应该奖励更多吗?可以参考泰拉瑞亚,还有专家和硬核的专属道具奖励。但这个游戏难度高,奖励会变得更少。。。我请问呢?我开地狱难度纯属是为了给自己找不快吗?
很好玩不知不觉就玩了这么多时间
底子不错,可惜成型速度太快,后期很无聊
制作组没有后期控制数值的能力或者生产力,如果想让玩家多周目游玩,或者减少后期寡味的情况。最重要的就是让玩家不要一开始就走到终点,杀戮尖塔图一就随便无限,怪物火车第一个小怪就能拦住boss,这会让游戏一下子失去探索的欲望和乐趣。限制平衡是很重要的,别看杀戮尖塔天天骂,隔壁吸血鬼肉鸽现在还有几个人玩(这里特别提一下功夫优质buff无限融合,术法优质无限换名复用 ps建议每个功法术法 只能当主 和副融合材料各一次) 剧情单看角色设定很好,但是赶工严重 同质化内容很多,特别是后期没甚趣味。其实剧情有因有果就行不必太出彩。制作组没有能力开发那么多条线,就建议收一收,把钢用在刀刃上。把玩法和多周目做好,这里有一些个人看法 1、轮回商店让练气就能用练虚的核心天阶功法和道具,我直接毕业了,战斗和剧情都只是快进的过程,让多周目游戏很寡味(练气就应该用练气的东西,哪怕在背包里到对应境界或者地图再使用也好) 2、同时前期地图也没有设置多周目才能打过或者多周目道具才能游玩的游戏目标。我重复玩除了还没出的几条线不知道玩啥。 3、演武台都有了,没爽文最爽的宗门打比和天机大比啥的。简直是巨大的缺失。 4、开局地狱难度神农鼎通关了,顺便通过所有支线。现在最高难度根本支撑不了一个有挑战的玩法,就图一图二还在数值控制范围内,对比觅长生每次以为无敌了,海上妖兽都屠屠了还是有天外有天的npc一轮秒杀你,这才有复玩的目标和剧情的代入感。(类似天道筑基和demo那种要精打细算时间或者骨龄丹药的感觉根本不一样,没挑战性的东西一周目就全那满了,也没什么努力的回馈,就是随便就有了的东西) 5、你游生产力真的有限,一样数值崩坏,后期重复性强的线 再来十条,都不如好好做好一条线,填一些多次游玩内容和补全角色剧情,让一个游戏完整起来有用。(不行可以出dlc补充,建议后两条线难度逐渐增加,刚好是多周目循序渐进的一个过程,但开局就毕业还是要限制一下) 再吐槽一下,开局就选法宝飞剑,毕业都没用过护盾和控物术,飞剑能用一次 功夫加使用次数,或者飞剑要用一次法术恢复一次使用次数也好啊,前期就法宝无双了。 最后谢谢制作组带来有新意底子不错的修仙游戏,从一开始关注到现在,希望正式版能不负期望吧
想吃屎可以试试
好游戏,超级杀时间;功法深度极高,可以研究很多套路。如果画的饼都能填上,直接封神
目前搶先體驗 可以玩看看 等完整版再一起評論
优化剧情地图增加些剧情细节,应该能超过觅长生
仅仅一条线就玩了20小时,值了
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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