
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 394 reviews with recorded playtime.
Reviews
Themes across 393 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
经常进游戏卡雷云游戏2Pgame界面,经常进游戏卡黑屏,游戏经常崩溃,体验太差了!
云存档有很大问题,只能一个电脑玩,两个电脑玩存档冲突很容易白玩,
悬赏救人类的任务,击败敌人以后就无限循环对话,无法退出无法下一步,等于这一类的任务都只有不做,这种层级的bug居然能不修,不推荐
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修仙题材的游戏大多注重剧情,本作却是以游戏性为优先,让玩家可以自由尝试不同的玩法流派。虽然流派有强有弱,但是结合法术融合系统,可以说任何流派都能轻易通关,爽就行了。以目前EA阶段来说,框架没问题,但是还需填充内容,丰富游戏世界。 友情提醒:游戏宣传中大吹其分支剧情系统,与目前实际情况不符,该系统完成度仅有10%,注重剧情者请慎重考虑。反倒是法术系统借助背包机制提供的超高自由度,是游戏目前的主要体验。
我也不干别的,就是偷,我不允许任何一个能切磋的NPC身上有东西
好玩
觅长生青春版,其实还不错就是内容太少了
蠻好玩的 前期很菜比較難一點 境界高了之後可以各種逆伐下修 搶裝搶功法搶靈根 流派構築合理可以玩得很舒服
入正纯粹 是 支持国产工作室,,再贴吧 看到他们工作室 穷的搬家,,当天就入正了。。 一周目完结,简单说下。 游戏整体上属于 线性流程,不是 完全的开放世界,有三条线,根据现在处于ea阶段,只有第三条线的剧情写完了。整体上 主线 没啥太大的硬伤,但是相对的 自由度也不太高,这一点可以谅解,毕竟 不能要求小学生的文本和剧情策划 倒腾出 像 忘语 那样一线作家的功底和深度。 讲下 2大优点:1 造化珠的多层深度功能,让蝼蚁般的凡人也能开挂,为了功能 全开和实现最终数值的碾压,需要各种精打细算 。 2 融合 功法 和术法,自行构建,自制和搭配强力的 功法 和术法 是这个游戏的最大亮点! 很多时候,再不逛贴吧,不用修改,为了打出高伤害 也是需要各种 动脑 做bd搭配的,这也是最有乐趣的事情。【ps:看到贴吧里面 老有人跳出来 要求削这个削那个,,我只想说句,你觉得强力,你可以不用,这是单机,不是网游,数值碾压本身就是策略单机的常态。再单机游戏里,数值策划需要做的 不应该是将 强力的削弱,,而是应该考虑将 贫弱的加强。这也是 为啥 正义之怒 经过各种 修bug和 削弱以后,我对他的评价 一落千丈!】 讲下 缺点:1 美术,ui 真的好没看点,,特别是 立绘,感觉 好像是 程序员包干了美术,但是 现在都能 ai 绘图了, 就算是 上一堆 ai美图 也比 现在 这套立绘 好看。 2 文本方面,有 玩家差评说是 ai写的,,我觉得你这纯纯的 骂人,,ai 写的文本 肯定会比现在这个好看,文字优美。 3 一些 融合后 带有 附伤数值的 术法,它的 底层的 公式没有写完全,,eg: 锋溢四方 这个buff术法后接 伤害术法 打出连续高伤害后, 它的 锋溢 追加+400的伤害是没有 触发的。这应该是 底层公式算法 没有写完,完全没考虑到 对于 附伤流的 理解。。我个人理解是 当 融合三锋 连续打出 3*2800+伤害,那么这个 附伤buff 应该是 对全体敌人 3*400的伤害。。 很可惜,,这种附伤流 buff 没触发,,我相信应该还有不少这类 附伤的公式是没 写完整的。。
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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