
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 357 reviews with recorded playtime.
Reviews
Themes across 356 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
우연히 한국에 정식수입된 중국 본토쪽 선협물을 읽어본 적이 있는데 그때 받았던 인간적으로 정말 너무하다 싶던 충격적인 스토리가 고스란히 재현되었다는 점에서 꽤 선협물 다운 스토리구나 싶어 만족했습니다. 한국어 지원되어 나오면 참 좋을텐데 아쉽습니다. 어쩔수 없이 ai 번역으로 플레이 중입니다만 번역이 못알아 볼 정도는 아니라도 ai가 영어식으로 자꾸 번역을 하다보니 용어적인 면에서 혼동이 될 때가 있어, 수시로 원문을 봐가면서 하는 게 불편스럽네요. 초반부 조금 플레이 하다보면 공법들을 다소 제한적이나마 원하는데로 조합하여 새로운 공법으로 만들어 낼 수가 있는데 이 조합하기가 정말 재밌어서 이리저리 짜보다 보니 타임머신이네요. 지금도 충분히 재밌지만 주인공 커스터마이징이 있으면 좀더 몰입할 수 있을 것 같습니다. 아직 얼리액세스이지만 플레이 하기에는 충분해서 앞으로가 정말 기대 됩니다.
好玩,化神怎么才能大圆满啊!
和
还可以,就是剧情分支有点少
劇情是線性了 沒辦法回上一張圖 跟npc沒有半點互動 就是單純的過場劇情 封面那個粉毛就是個路人甲 收集套裝就只能靠運氣 標籤有選擇導向 但測試階段就只有一條線有結局 連最後一張圖前的二選一也只有一個選 說是爽文但也還好 大概要等正式版出來 全劇情解鎖才知道爽不爽吧 現階段感覺普通
快速战斗如果拍空格跳过动画,经验会丢失,修一下吧
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
还是挺不错的 玩法深度ok ,剧情爽感 也有,希望后续能更新更多的内容
意外的,玩起来停不下来,种田修仙可太喜欢了。 不过目前版本完成度还比较低,主线只有一条路线完成了。建议等故事线多更新几条再入。 其他缺点还有: 1、技能数值平衡一塌糊涂,什么花里胡哨的技能组合都不如我金系玄阶一个1费6000+还是AOE的三转百刀锋,这甚至是还没打造满的伤害。带上别的技能唯一的用处就是怕不小心一下打死了影响我妙手空空和搜魂。后期那堆4费以上甚至8费的技能不知道拿来干嘛的。 2、即使在高难度下,大部分难打的敌人可以先尝试切磋或者送礼拉高好感把他身上的装备扒下来。这合理吗? 3、UI方面。丹方那里后期会的多了就很难找我要的东西了,建议给个标记功能,哪些用来赚钱,哪些还要继续吃,哪些已经吃满了用不上可以标记分类一下,包括丹方要用的材料可以同步标记,方便种田。种田也是,道具菜单里可以给个统计,目前哪些草几个月+1。都说修仙者过目不忘,现实的我打个坐回来种了啥菜都不记得了。 4、[strike]轮回商店那里设置不太合理,明明已经花了轮回币解锁了,结果建立人物的时候又要花一次点数获取。这两个点数多少甚至不一样。至少在轮回商店里要能看到开局有几点获取道具要几点吧。 [/strike](写这条的时候刚刚更新,现在不需要再花一次出生点数来获取轮回商店解锁的内容。那么问题来了,制作组是不是忘了轮回商店里有一组增加出生点数的选项,现在这里完全没有意义了。) 5、技能方面跟道具一样,急需一个标记功能,因为后期会有大量仅仅是用来凑词条甚至只是填数凑伤害用的技能。 6、威望太难搞了,一堆悬赏任务里往往只刷出一两个加威望的,还没几点,关键这些任务高度重复,最高也只到筑基后期,应该是还没做完。最后那个1000+威望成就我直接上CE了。 7、功法术法的数量成就用第一个通关存档刷了十个小时,完全没必要搞这么难。如果想让玩家在游玩过程中自然解锁,那技能书上应该要有一个轮回商店的标志告诉我这本还从来没有学过。 8、目前金石材料应该是完全没有用,哪怕是拿来吸修为,不管什么等级也就1点。 9、那个混沌天地后期升个技能要几百年?这对吗? 10、天赋那里升级数值居然是快照机制,导致每次磕完一轮药、换一点装备或者升几级就要重洗一次天赋。其实完全可以给个同步数值的按钮。不过中后期真正有用的也就+2精力,其他加的那点数值真看不上。 11、种田流30岁还在筑基嗑药,打架流30多岁已经化神飞升了? 12、终局内容很少,或者可以说几乎没有。唯一能做的大概也就每年刷一次那个炼虚期的器灵? 总之只能说目前潜力很大,
现在虽然只有一条线,但是上头玩20小时没啥问题,至少要比那些半条线都没做完的EA要强的多,给个推荐
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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