
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
Skill-building is rich and deep; it's a very fun game.
很好玩,我都没怎么推进剧情,光在研究怎么合成法术,怎么种田炼丹赚钱,一不小心一口气就玩了这么久。
不错
very nice
good
123
可玩度很高,功能很多,但不知道是不是我菜,感觉第一周目有点难?
讲道理啊,虽然是半成品中的半成品,剧情、场景、人物立绘也是劣质的不得了。但是在我玩到化神的时候我是真有感觉制作组是有想法的,而且功法build啥的也爽的不得了。唉,我都不敢想如果这个游戏是以全盛姿态进入市场会有多么的吓人 哦还有啊,游戏什么时候能草碧......
本来想给差评的,想了想还是没有,原因有二: 第一这还只是demo,还有改进的空间,很多选择没做出来,可以先观望后续改进,先留好评给个鼓励。 第二至少故事写的没毛病,修仙就该是爽文,爽才对,不爽就不该做修仙题材。 为什么原本想给差评呢,原因很多: 第一,自由度太差:整个游戏就是走流程,按流程走就能突破,按流程走就能过图,进个新地区,就是先把地图上所有黄问号(支线)做了,嘎嘎下一堆副本,再把所有红问号(主线)做了,好感度有什么用?没有,不能和喜欢的女孩子有更多互动,并且剧情强推小师妹,那个炼药师跟没做一样,放封面里后面就没互动了。赠礼有什么用?没有,就是提好感,NPC的境界提升速度固定,且不随你赠礼走,鬼谷八荒你富裕的素材可以拿来养NPC,我鬼谷八荒经常养一堆后宫跟我后面突破。这么多功法术法有什么用?没有,不如选一个属性加的多的功法,选一个差不多的伤害,再选一个差不多的盾,基本所有场面都顺着秒了。门派有什么用?没有,没有常见的门派大比,攻城战,剧情的攻城战也就是角色多一个大阵,甚至打起来都是你一个人作战,队友都跟假的一样。别说太吾绘卷,鬼谷八荒原版的自由度都比不上。 第二,很多剧情不合理,比如那个陈子愚,你无论怎么选,他都不会在第一时间被你宰了,他一定会活到剧情该他死的时候才会死。还有就是三大家族嚣张跋扈,但是他们最大也就金丹期,其实早就该有元婴高手过来夺城了,这部分虽然是新手村的设定,但至少也该和其他大能隔开距离,至少是要需要长距离渡海这种程度的距离,否则没道理不被盯上。 第三,功法术法基础逻辑有问题,大多数术法配合都不如力大砖飞,所有灵根加成功法数值都比不上法攻系术法。法器流永远比不上术法流,数值差太多。精力分配和细致操作的意义不大,至少现在这种根据速度动轮次的玩法下现在没有什么意义。丹田拼图这个玩法是好的,但是回合制发挥不出来。 现在这游戏内容太少,能点评的也不多,但至少可以讲的是,比起职场浮生,这游戏还是太欠内容以至于无法给出更多细致的评价,只能先写到这儿,后续会根据更新更改评价内容。
——对比职场浮生记,造化的角色互动有很大的改变。 ——造化的对话系统终于更丰富了吗? ——造化把对话系统删了。
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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