
No chosen one, only a mortal soul. In this hardcore cultivation Roguelike, found a sect and forge a legacy across generations. Fall in battle to become a Sword Soul that protects those who follow. Master the Five Elements, defy fate, and turn every death into a step toward a greater awakening.
Modeled estimate, not a reported figure. How we estimate →
About
Eternal Sword Tomb is a text-based cultivation game that blends Sect Building, Reincarnation Across Generations, and Hardcore Roguelike design. Instead of playing as a destined prodigy, you begin as an ordinary mortal with mediocre talent, clawing out a future for your sect from hopeless dead ends. Across ten thousand lives, you will temper a peerless divine blade, gather the strength of those who came before, and ultimately cut open Heaven's Gate in pursuit of immortality.
A Sect-Building Epic Born from Mortality
The road to immortality is long, and you are not the chosen one. In the opening chapter, you will endure the hardship of founding a sect: making great vows, carving its name into stone, and taking in orphans. When faced with an unbeatable century-old beast, you will burn away your life essence and become the sect's first Sword Soul. Your story does not end there; it becomes the bedrock on which future disciples rise.
One Tomb, Ten Thousand Lives: A Legacy Beyond Death
Death is not the end, but the beginning of inheritance. When each sect leader falls, their soul returns to the Sword Tomb in the back mountains. The next generation can enter the tomb to inherit the arts of their ancestors, gaining cross-generational stat bonuses and unique traits for their bonded divine sword. Ten thousand cycles of reincarnation serve a single purpose: to gather the strength for one strike powerful enough to shatter Heaven's Gate.
Hardcore Cultivation: Wager Lifespan for Power
Random events are packed with danger, temptation, and dark irony. Will you cultivate cautiously, or burn away your lifespan to force open an ancient cultivator's hidden abode? More than 100 deaths await you: crushed by a passing immortal's aura, blown apart by an alchemy furnace, or simply claimed by old age. Here, every scrap of power comes with a cost. Do you dare gamble your lifespan for a shot at immortality?
A Bonded Divine Sword That Evolves with You
No more interchangeable weapons. By freely combining Hilt + Blade, you can forge a one-of-a-kind bonded divine sword. Different spiritual roots (Gold, Wood, Water, Fire, Earth, Thunder, Ice, Wind) give the blade its own glow, aura, and visual effects. As your Sword Soul grows, your divine sword develops a distinct personality and combat style of its own.
Strategic Combat Driven by the Five Elements
Combat is more than a stat check. Exploit the logic of the Five Elements (for example, Fire counters Metal, Metal counters Wood) to gain a 30% damage bonus. Fight alongside distinctive spirit beasts and unleash the killing blow at the crucial moment. Golden skill names and bright red critical numbers turn every battle log into a burst of pure cultivation spectacle.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 77 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
卡死 体验感极差 不建议买
境界越高,死得越快?这个寿元系统非常不合理。
10/10 I love this game. With the amount of hours played you would think "awww, honeymoon phase." Nope. I've been looking for something like this for a long time, decades actually. Let me start off by saying the game isn't even complete yet and it one of my favorite games of all time. I know, weird right? So I'm going to summarize this as short as possible even though I could yap paragraphs here. So basically think Ninja Saga on Facebook cultivation edition on crack. If you've never played Ninja Saga, I'm sorry. Essentially it's 2D battles as you see in the video going through map nodes and blowing stuff up and watching the funny numbers go up. There's a catch though, each build uses something different. Each build is either elemental or pure sword skill. Hence the cultivation. Every time you die, you get your spirit stuck in a sword and now you get a part of that old characters stats when you create a new character. You can more or less pick and choose the stats you roll out with with enough re-rolls and cherry picking which elements you want. All of the above you can manage back at your sect, with sect upgrade, like a big city and each building has roguelike upgrades... That are awesome. Someone on the Discord said it the best, this game makes you hate that your character died and you love the very next character and it makes you mad. The game runs on a "lifespan system" meaning you only have a certain amount of battles you can do before that life is extinguished and your next run starts. The game has layers, and I mean layers of surprise Christmas goodies every time you die, something new is added into your gameplay loop. "I really loved that character, I'm never going to be happy again." - Then the game gives you a neat little new function and you're fiending for that next run just to see what the hell it does. We've got multiplayer goodies, we've got new mechanics all the time goodies, we've got new character recruit goodies, we've got warlord standing on business in the middle of the sect goodies, we've got people wanting to beat the hell out of me on the map when I do something evil goodies and THEY REALLY HURT goodies. tl;dr- play the demo because that in itself has hours and hours and hours of gameplay it might as well be it's own game. It's $8 and if you like when your cultivation never ends... Wait let me rephrase that- if you love to die a lot and cultivate repeatedly to become immortal and each death gives you a nuclear warhead in stats only to die again because you're a masochist, I recommend this game. Throw on some tunes, watch your sword turn funny colors and your character throw out blizzard explosions and laugh while there's a rainbow ape exploding while it drops you a pill that smells funny but when you eat it you get 5 stat points. See you in game, if you ever see the guy named Yao Ming/Wind ♥♥♥♥♥♥♥/Freezing My Ass Off/Sum Ting Wong- you'll know which degenerate it is. Cheers. Also, the dev is awesome. Always busy but always has time to interact with the community when they can. Genuinely a brilliant and kind human being.
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Languages: English, Simplified Chinese, Traditional Chinese, Russian, Japanese, Korean, French, German
Hours played at review time, across 77 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏还不错,挺带劲,喜欢肉鸽游戏的可以入手,反正对得起这个价位吧。 说说缺点,到后面3、4个小时就比较无聊了,主要是重复性操作太多,后面与普通小怪的战斗要是可以跳过就好了,进入战斗一下就把小怪秒了,没什么进入战斗页面的意义。而寿元也是个问题,寿元没了就得换人从头开始,但游戏里提升寿元的方法太少,延寿丹也不好获得,时常出现我的角色养好了,还没爽多久呢,就因为寿元到了自动开下一把,又得从头开始。 另一个,装备虽然很多,但是绝大多数装备都没用,这游戏升级顺序是练气、筑基、金丹,我打金丹怪掉的装备甚至都没有练气小怪掉的装备好,数值再怎么没用心也不能这样吧? 再一个,介绍不全,比如游戏里的“魅力”“气运”,这俩属性是干什么用的?在游戏里找不到介绍,只能通过玩游戏慢慢理解,这样新手入门就一脸懵逼。还有技能释放优先级,技能分为本命技能、宗门技能、天赋技能,可以在自动战斗的设置里面选释放优先级,但战斗界面只把技能名称放这里,这个技能属于什么类型没显示,还得去背包界面的技能界面里去看,谁没事特意去记这个。
Its another Wuxia grind that doesn't respect your time, same old same old.
看后续能更新什么把,现在类容,随便一世随便玩到寿命没了,然后新得祭拜领取属性就随便飞升了.交互2.3世也全知道了。而后就是无聊得平推了,互动也是固定得。 无尽模式也差不多,只要商店买仙品装备就行了 属性交互都是重复得。 总体来说,现在体谅 大概就是玩10多小时飞升 然后无尽玩会。 没有惊喜和掉落得喜悦,就是无味得知到一切一样固定得结果,天赋,属性。 其实推荐不推荐,就是看自己了.花40左右体验大概10多小时。 基本国产游戏都买了支持一下,顺带解决游戏慌。
Literally no reason for this to have a login/online only mode. P2win roguelike? garbage. Make this single player and no online BS and it'll actually be half decent.
Competent game. It is however, currently a stat check for sure. Still, if you want a roguelike where you're managing a character, it's fairly solid with progression, with potential to grow, but I wouldn't call this anything special. Solid 7 or 8/10 I think, with room to grow.
《万世剑冢》是一款修仙题材的肉鸽爬塔游戏。游戏里我们将将从师门传承的一柄残剑开始,以修“本命神剑”为主要核心,通过闯关、修炼、渡劫、建设宗门,在一次次轮回传承中积累装备与资源,为下一世培养接班人,让自己的宗门在一次次轮回中逐渐壮大。 我们的角色会以“爬塔”的方式进行修行冒险,在这个过程中可能因为寿元耗尽或者战斗失败而结束,但此前的积累,是可以用轮回传承的方式用来帮助下一代角色成长的。这种不断继承、不断积累的过程,让游戏有了一种类似“前人栽树,后人乘凉”的修仙体验。每次重新开始并不是简单重复,而是在已有基础上继续向更高境界迈进。 “爬塔”修行的过程中,我们会遇到各种奇遇和战斗,以此获得各种装备、资源和其他收益,同时还能通过采药、挖矿、炼丹等方式补充成长所需的材料。游戏的战斗是自动进行的,我们只需要在战斗前设置好各种战斗行为,遇敌的时候就会自动进行,相当方便。 游戏还有宗门建设内容,我们可以通过获得的资源来建设升级宗门设施,为后续冒险提供更多支持。随着轮回的不断进行,宗门也会逐渐完善,角色一代代延续成长,能够带来比较明显的成长体验。 整体而言,《万世剑冢》就是一款轻松休闲的“休闲模拟器”,只是其他修仙游戏修的是一个角色越来越强,而《万世剑冢》修的是一代更比一代强!这种轮回传承的机制和肉鸽爬塔结合起来,还真能让人有一种欲罢不能的新鲜感。 [quote]关注「 [url=https://store.steampowered.com/curator/45145702//]左邻右里鉴赏组」 [/url] [/quote] [u][b] 游戏好不好玩,只有玩过才知道! [/b][/u]
肝度夸张,倍速也只有三倍,急需优化重复操作量
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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