
Tale of Immortal is an open-world sandbox based on Chinese mythology and cultivation. You will grow to become immortal, conquer the beasts from the Classic of Mountains and Season, make your choices carefully and grasp your own destiny.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.86/day in the week to Sep 12 → 7.14/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 1126 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
牛逼
修炼类型的我本人很喜欢,所以推荐
剧情是短板,但值得好评。事件太少了,一个不断向着更高境界努力,目标就是飞升没有什么大志愿,也没讲出来太多故事。当初创意工坊事件让大部分持续游玩的人选择了放弃持续游玩,为了上手游版号24年成功上了安卓和IOS。steam上的创意工坊和你本体有啥关系?你只需要开放框架或者搞出接口,哪家游戏本体会为MOD付法律责任吗?steam的评价已经无法挽回,首购玩家再玩这游戏看了这个持续更新值得一个好评。没有直接跑路,但剧情依旧是短板。画质提升了很多,最近玩逸剑风云决的剧情很不错,对比之下游戏性一般。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 6.14/day in the week to Jul 24 → 9.71/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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, English, Korean
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩过之后感觉索然无味,但隔一段时间再重新又会上头一段时间,刷的重复性太高,很多机制有亮眼的地方但是感觉还是不够出彩,NPC太傻了,整个世界的故事性、互动性不够强,支线不够有趣,法宝器灵符箓等元素存在感太低
希望出续作,扩展更多玩法。npc和宗门等可以开发更多
灭宗打到最后非得自己跟宗主单挑何意味 我辛苦招的长老为什么都在看戏
外观系统不错,能捏好看的角色,虽然NPC刷出一个光头马尾男吓了一下但还不错 新手引导任务为什么要战败后在学技能?我都快打死了王了结果角色半血说要逃跑,感觉不好,小问题只是有点烦 经验值需求太多,突破上限也需要稀有素材,游戏也知道这点在新手教学放了个灵气点突破一次小上限,之后呢?你就会感觉自己被套了枷锁升级极慢。能理解突破上限有级别制,但素材收集,经验值累计太拖沓。 地图太空旷走路遇不太到东西,边走还要边吸经验值,没按几下就等读取下个月,赶路觉得烦,探索觉得枯燥,新手村虽小但做得不错,大地图就太空旷了。 战斗还算不错,但我认为不是很合这款游戏,战斗是快节奏风格,其他东西都是慢节奏(秘籍,素材,经验值),太两极化了我适应不来,我觉得这是一款能局外成长的rogue游戏会很棒,毕竟数值设计得那么精细,词条搭配什么的,应该不差,有点好奇为什么不用回合制呢?虽然受众少,但匹配慢节奏的游戏风格顺带培养沉浸感 众多小问题放在一起问题就有点大了,购买了那么就没玩超过10小时,这款游戏真的太不适合我了 (该死的后羿骗我打金乌草)
垃圾游戏,存档经常不准,明明已经存好档,下次再上还是不对
还不错
好玩
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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| $29.6K | 103 | 47% | $14.99 | |
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| $1K | 5 | 40% | $9.99 | |
| $0 | 37 | 62% | Free | |
| $21.1M | 22.1K | 91% | $29.99 | |
| $9.1M | 24.5K | 81% | $19.99 |
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| $96.8M | 96.8K | 94% | $59.99 | |
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| $98.5M | 155.5K | 92% | $39.99 | |
| $98.5M | 139.3K | 72% | $39.99 | |
| $94.2M | 132.2K | 84% | $39.99 | |
| $93.8M | 55.9K | 50% | $49.99 |