
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 →
Media

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
游戏本身还是好玩的,只是demo做的正道剧情和EA的魔道主线差距有点大,不是说demo的剧情就很好,但魔道主线感觉有股异味。不过我比较喜欢这游戏的搓功法,这点还算有新意。
재밌습니다 시간가는줄 모르고 하네요
两周目之后意犹未尽,期待完整版!
好玩
【优点】 · 功法/术法融合系统是亮点,自己搓出来的技能花样很多,流派拓展性不错,甚至能五格全带同一种功法,有研究价值,从觅长生来的,开局就本着“五行剑”走,但前中期的剑法实在是太弱了,还好,调整不怎么耗费资源就是了。 · 剧情走纯爽文路线,大部分时间不用动脑,部分情节还能“顺顺气”,整体体验比较轻松。 · 价格定位合理,还算对得起当前内容量。 · 玩法填充扎实,功法与术法的搭配组合本身就是一个可深挖的玩点。 【缺点】 · 交互设计欠佳,甚至可以说非常差。虽然中途更新加入了快速秒杀(好评),但仍有不少反人类操作:炼丹时右键逐颗取消丹药,点空白处却直接退出界面;悟功部分文字说明模糊;背包排序逻辑混乱,套装与非套装混放,锁了也难找,首饰替换只能对标“当前对比”的那一件,非常不方便。 · 宿敌线剧情严重崩坏。纯爽文里硬塞一个比主角还难杀的“宿敌”,甚至最终战连续突破,主角光环直接被抢,那“我”算啥?感情线也生硬,抽了巴掌她还能倒贴,人物动机完全立不住,支线撑不起情感铺垫。 · 时间线出戏。剧情说“一个月后兵临城下”,结果你炼丹修炼十年后再去,敌人还在原地等着——虽然能理解是为了游戏性做的妥协,但这种情况应该是直接任务失败并给一个别的任务更好一些。 · 修炼系统形同虚设。动不动就要闭关七八千个月(六七百年),可我通关时骨龄才刚过百、化神九重,洞窟打怪喝泉水效率高出太多,修炼功能基本可以删掉,后期得着重优化。 · 后期高端道具获取极度依赖SL。要反复刷套装、刷丹方,不SL几乎没有稳定来源,非常消磨耐心,且偷和窃都不稳定,真正的生死局控不住对方血量,要么自己就吃不住伤害。 · “夺基大法”只有前期能用,后期纯2b技能,后期夺基后丹药加成直接归零,还占用丹药槽位,收益为负。 总评 游戏底子不错,优化到位、创意工坊开放后未来可期,现阶段在玩法和剧情上都有明显硬伤,和《觅长生》比还有差距,算是一个还可以的代餐。如果你玩过《觅长生》且不介意上述问题,可以一试。
建议加上各种机制,目前满分10分,实际5分,开工坊后+1,正式后+1,战斗增加机制+2,充实故事内容+1。
游戏的优点非常突出,够爽,主线的完成度也足够,主要是融合功法和书法太bug。在跑速的回合制里速度是最强的属性,你盯着妖修多融合相同的功法,速度跟火箭一样快。开荒选左边的宝物,杀怪给经验,二周目可以试试种地。二周目如果你的点数够多,选一套加运气属性的套装,然后去黑市寻宝,比你炼丹舒服地多。
框架不错,章节式,只有一条主线做完了,离完全体可能还要有几年。 建议混沌珠简单模式通关,25年化神。 目前最bug的是气运淘宝流,就是气运高于300~350市场里神装随便捡。
神作之资,加油!!!
其实本应该给一个中评的,可惜steam没有中评。 一周目通下来感觉就是摇轮椅模拟器。在一开始琢磨融合技能十多个小时兴趣散了后,战斗部分就开始显得无趣了。但能撑10多个小时对于小品级游戏也算不错了。 剧情属于超级厕纸系,开头瞄了几眼后面只想着跳过。一个钓鱼段子换一堆小写法能塞几个地图。 角色互动感薄弱,不过本身每张地图的npc都是固定预制菜,要真能你杀我我杀你互动完了也是个问题。只能说从一开始制作组就没打算在互动这方面下大功夫。不过当前已完成的路线中男主的后宫也难说性格鲜明,甚至还有个普通路人脸。 金手指之间的差距比较大,种田鼎由于种田周期太长,有些鸡肋。况且越往后越不缺药材,隔段时间去商店扫货就行。其他一些地方数值也有问题,ea阶段这些问题或许可以认为是尚需调整的未完成状态,不应该过于苛责,但事实就是它会多多少少地影像体验。 整个游戏当前状态就是打算建三栋楼的一个建筑群,大概建完了一栋半毛坯房。剩下的都是售楼部里的模型,都是饼。建完的部分有好有坏,但大体上看着是个正经楼房,不像是危房。至于建完究竟怎么样,到底好不好,很难讲。如果是EA游戏喜爱者或游戏荒或喜欢修仙游戏的话,可以考虑入手。否则建议暂时观望。
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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