
Path of Wuxia combines classic wuxia world and youthful school life with anime art style, features simulation gameplay well known by Heluo fans. Play as a young Xia who join the academy known as the Hermitic Pavilions of Xia, grow strong along with various schoolmates and seek your own path of Xia.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese
Updates
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
Hours played at review time, across 603 reviews with recorded playtime.
Reviews
Themes across 602 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
还是不能后宫,
第三年太随意
垃圾遊戲
劃了一大堆餅卻從沒有打算把它做完
劇情爛尾,回合制養成變得要頂尖角色就要成為時間管理大師。 3D模組像是2000粗糙爛制,不如直接點陣圖,人物2D圖精美更凸顯如此,特效還很爛。 回合制遊戲見仁見智,但這款的很舊了無新意,永遠都是那六宮格爛俗的超復古模式。 除了很稀有的女性武俠主角+學院制養成以外沒什麼特別。 結論:想玩武俠養成有更好的,別買。
确实让我玩得爽了很久,但是不推荐买 因为第一,故事虎头蛇尾,很多故事线都是好的开头,匆匆结尾,甚至有的故事直接断了 第二,人物养成单一,虽然是养成武侠游戏,但是这个游戏只看数值,几乎没有机制,什么招式伤害高,前期什么心法能回血就带什么,后期万物转天清,转逍遥 第三,不值,是真的不值,花98块,买个建模贼差,特效拉胯,连故事都讲不好的二极管游戏属实不适合 (如果是玩到第二年,可以算是个好游戏,但可惜,第三年质量及其堪忧)
失望,不如侠客风云传半点。剧情量也不大,最后选择帮谁基本也没几场战斗不一样。
游戏整体是好游戏,瑕疵就是两个二极管,本来是想给好评的,但是被两个二极管气的不轻,差评
第一年结束实在忍受不了这个剧情和角色塑造了, 抛开"似曾相识"的剧本设计, 这些过分脸谱化的角色设计, 主角的抉择全部是二极管式的选项, 剧情的逻辑矛盾制作者自己都不检查一下的吗, 每个人行为都没有角色自己的理由, 所有角色没一个活人, 包括主角的选择和所谓的内心自白, 全是设计上的套路化, 像是一个抄袭前后左右四个邻桌拼凑出来的的不少于800字的考试作文, 但凡有一点儿自己的思考也不会这样的毫无逻辑, 0分. 游戏的战斗部分更像是狗屎一样的"考试", 没有任何正面的反馈, 作为一个资源调配型的日常培养游戏, 从设计上战斗不敢给类经验类等级的设计, 以免资源调配失衡, 但这就导致了战斗变成了整个游戏最为冗余的内容, 同样是获得道具奖励的事件, 还不如留言板, 毕竟都是考验数值发放奖励, 那战斗设计的意义在哪儿, 仅仅是为了给招式找一个反馈的演出吗? 说实话这个模式前作的侠客风云我就不太喜欢, 前作好歹是吃到了时代的红利, 带IP的另类模式还是可以的. 本想着本作会不会有什么改进, 但居然还是换汤不换药的吃老本, 到了这个时代还是这样没有改进, 也难怪被见多识广的玩家抛弃, 就像东拼西凑的二次元剧情一样, 已经骗不到太多人了.
Unfortunately, the best way to describe this game is... boring. The core gameplay is literally just grinding your stats. It is occasionally interrupted by quests, but they aren't fun, they are the simple kill N bears, kill N wolves, kill N bandits... It's a downgrade to Tale of Wuxia in evey single way. The combat feels very limiting, with how tiny your movement range is compared to how huge the maps are. Repositioning is almost impossible, becasue once you touch the enemy, your movement is cut down to 1 or 2 hexes, so you're stuck to the first enemy you touch. The martial arts themselves are unbalanced, with one (fist) being a clearly superior option. And since this game emphasises minmaxing so much, you'll be pretty much stuck with it, because nothing else deals even remotely comparible damage or gives you this good of a crowd control ability. The UI is absolute garbage, auto saves are a mess, since they are not sorted by date, so you have to find it yourself, the camera movement is clunky, the pathfinding in combat is silly, with characters avoiding invisible obstacles instead of going for a straight path. I could go on and on and on, but I could forgive all of that, if only there was a fun story and characters... But story-wise, it had a few interesting setups, however the payoffs are always disappointing. I can't stress enough how dull any of your party members are, and as far as I know, you can't even get the more interesting ones, like teachers. You're stuck with the same 5 companions throughout game, ignoring the guest characters, and they are the most generic and bland characters you can imagine. The charm of Wuxia we all seek is simply not there. Do yourself a favour, look for a better game somewhere else.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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