
Jianghu11 is an open-world cultivation RPG set in the wuxia world. In this game, you will create your own character or start as a fictional or historical figure. Explore the fascinating wuxia world with enormous NPCs, search for romance, and write your own legend.
Modeled estimate, not a reported figure. How we estimate →
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
河北东路在哪里?玩个游戏还要学古代地理不成?垃圾游戏各种最基础的任务地名都写不清楚,玩个游戏被各种奇葩玩意气的忍无可忍,这游戏也是独一份了!!!
一坨包装都不算精美的臭狗屎
傻福游戏还没重置完?骗钱跑路就直说
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
总的来说,我会说这是一款不错的游戏,但迫切需要一些改进。 坏事 - 主线任务计时器很烦人,打破了开放世界的概念。 要么删除时间限制,要么将时间限制增加许多倍。 - 我不喜欢主角几乎不参与故事的方式。 比如主线有一段,很多角色都在打架,主角你基本上就站在那儿看着,什么都不做! 此外,在与其他角色的一些对话中,他们说话时就好像你不存在一样,即使在为他们完成了这么多任务之后也几乎没有提到你的名字。 这真的让我脱离了沉浸。 这是一款角色扮演游戏,我需要感觉自己对世界产生了影响! - 游戏开始时的难度和平衡性很差。 一开始,您的统计数据在创作时非常重要,因为武术技能非常罕见。 而且你遇到的敌人很容易打败你,因为你技能少,属性低。 要么一开始就降低敌人的难度,要么让玩家更容易获得武术。 - 关于如何获得新技能的方向不是很明确。 例如,有些角色你可以让他们成为老师,但一开始你不知道他们是谁。 当任务中有许多不同的技能可供选择时,您无法将鼠标悬停在上面查看这些技能的作用。 急需一些 UI 改进。 例如在武术比赛期间,您必须选择为哪个组而战。 - 大大增加或消除你可以学习的武术技能的限制。 游戏已经够难了,不需要限制玩家。 这是开放世界的概念,玩家应该有学习所有技能的自由。 好的 - 到目前为止我喜欢这个故事,人物写得很好而且很有趣。 - 战斗系统有很多不好的评论,但我喜欢这个系统,因为这是新的东西。 乍一看,这似乎是一个非常简单的数字游戏,或者看谁能造成更大的伤害,但是当你花一些时间玩的时候,所有的额外功能都会很有趣。 因此,例如,您可以通过稳定的高伤害和持续 18 轮来获得胜利。 或者,您可以追求突破防守的技能,然后以一杆制胜。 在一组中交换技能的能力也会改变事情并使其变得有趣。 - 能够专注和重新训练相同的技能并提高许多不同的统计数据。 有了这个系统,你真的可以训练一个普通的技能成为一个绝对的怪物。 到目前为止,这仅受您的军事点数限制(这就是为什么我说最好取消限制) - 你可以玩的生活技能的数量。 给你一些其他事情做,一些技能可以证明是非常有用的示例烹饪技巧。 - 支线任务和内容的数量很多。 总有事情要做和目标。 然而,更好的说明和指南会大大改进这部分。 - 许多不同的同伴和角色可以互动。 然而目前的伴侣功能似乎是有限的。 有同伴并没有太大的好处,可以在这里进行改进。 Overall i would say this a good game but some improvements are sorely needed. THE BAD - Main quest timer is very irritating, breaks the open world concept. Either remove the time limit or increase the time limit by many many times. - I did not like the way the main character barely participates in the story. For example in the main story there is one part where many characters are taking part in a fight, you the main character basically just stand there and watched everything and did not do anything at all! Also during some conversation from other characters, they talk as if you dont exist and barely mentions your name even after completing so many quests for them. This really takes me out of the immersion. this is a RPG, i need to feel like im having a impact in the world! - Difficulty and balance at the start of the game is bad. At the start your stats are extremely important at creation as martial arts skills are very rare to come by. And the enemies you meet will easily beat you since you have little skills and low stats. Either lower enemy difficulty at the start or make it much easier for players to obtain martial arts. - Not very clear direction on how to obtain new skills. Example there are some characters where you can get them to become teachers but you have no idea who they are at the start. When there are many different skills to choose from quest, you are not able to mouse over and see what the skills does. Some UI improvements badly needed. For example during the Martial arts competition where you have to choose which group to fight for. - increase greatly or remove limit of martial arts skills you can learn. Game is already hard enough dont need to limit the player. This is open world concept, player should have freedom to learn all the skills. THE GOOD - i like the story so far, characters are well written and interesting enough to follow. - there are many bad reviews on the combat system, however i like the system as this is something new. At first it might seem very simple a numbers game or seeing who can give out bigger damage, but when you spend sometime playing all the extra features are interesting. So for example you could go for a build where you are winning by having steady high damage and last 18 rounds. Or you could go for having skills that break defense then go for 1 shot wins. The ability to swap skills within a set also changes things up and make it interesting. - the ability to focus and retrain the same skills and improve many different stats. With this system you could literally train a normal skill to become an absolute monster. So far this is only limited by your Martial points (which is why i say its better to remove the limit) - the amount of life skills you get to play around with. Give you something else to do and some of the skills can prove to be pretty helpful example cooking skills. - the amount of side quests and content is numerous. There is always something to do and aim towards. However better instructions and guide would improve this part alot. - Many different companions and characters to interact with. However the companion function at the moment seem to be limited. There is not much benefit to having a companion, improvement can be made here.
这个战斗还没原版的战斗好-
人物画面真的很棒,还在坚持重置,希望早日重置完!
別被騙了。這不是沙盆游戲,這是傻崩游戲。 主綫時間完全不給你時間去體驗或走支綫。主綫只是把你儅工具人,沒有任何值得一提的劇情。
原版有点颠,看似自由实际上被时间,功法,金钱各种收集道具卡的死死的,推荐上3dm论坛下个外挂,暂停时间,加钱加点加收集,玩起来爽感至少增加了五倍。 新版说实话比原版强多了,不管是游戏性还是剧情,当然战斗系统还是一坨,创新还是要遵从基本法(好玩才是王道)。 新版试玩展开了很多东西,却没实装有点勾引人的感觉,比如我给乞丐100贯钱他告诉我一个隐藏地点,我一看在丐帮,然后试玩结束我都到不了丐帮 还有些战斗力不平衡的问题,救徐州商人从游戏开局没多久就能触发,结果到了麦田被那个拘魂使秒杀,我觉得是我开局太弱,然后整个试玩版玩到最后我都打不过他。。。当然游戏制作组想让玩家玩多周目满足遗憾,但有必要差距设计的那么大吗?会有很大一部分玩家不想玩多周目,想一周目完美收集的。你得给这些玩家一个选择的可能啊
重制版很不错,有佳作潜质,但4个月没更新公告还是有点久,友善提醒最好别学其他国产EA的“遁术”,好好做游戏,定期互动才是正道
就制作组的态度 就要支持一下
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Players by region
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