
Tale of Wuxia has been dedicated to providing gameplayers with a player-defined platform, where they can customize their own Wuxia. Instead of being restricted to characters’ basic properties, in this new version, gameplayers can also choose the personalities and talents of their own.
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*, English, Traditional Chinese**languages with full audio support
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 45 reviews with recorded playtime.
Reviews
Themes across 45 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
童年
非常好玩,一周目不看攻略玩到逍遥掌门线,但是发现还有几个人物没有解锁,任务也没有触发,打算开二周目看攻略玩试试。(如果打斗过程中卡住了,最小化再点开就好了)
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天龙山夜叉太恶心了。打不中她,她也打不死你,就这么纯粹打了几十回合浪费时间,设置的什么傻逼数值
天王最终战太粪了,传功我打着都累。一堆小兵在那跑尼玛呢??
你这游戏何德何能一直撞我CPU的温度墙?我玩最终幻想7重生这种优化一般的游戏CPU温度都没你这游戏高,你是真的强
一代经典武侠游戏,但有些设计在2016年都要成糟粕了,还有天王线决战不停的刷小兵,再加上恶心至极的地形、宗师难度失衡的敌我数值,消耗完了我的所有耐心。
本质旮旯给木,本来以为会像大侠立志传一样开放世界战斗爽的,结果70%时间是在山里练功,10%时间是去城里限时完成一堆支线,最后10%才是大地图。但就这样还不足以被成为旮旯给木,毕竟古语有云: “要想练就绝世武功就要忍受常人难忍受的痛师傅喜欢喝的茶叫做乌龙衣服爱穿中国红无论是炎夏或寒冬我总仰望山门外面的天空还在南方等我下山的我的人叫小落我左手一式太极拳右手一剑刺身前扫腿这招叫清雪破轻功飞燕我奇筋异脉力破天一身正气荡人间除暴安良我心愿老师傅再见。” 本来以为练成一身神功天下无敌出山时候才是正戏,某种程度上确实,但就游戏内容占比来说主要玩法不在练功,也不在什么沟槽的小游戏,而在泡妞上,这就是旮旯给木的本质。70%练功时间你得花一半以上去开小差才能完整体验这游戏。你得把十分甚至九分有限的时间和体力放到到处闲逛上,不止泡妞,还有许多重要剧情和支线、功法装备等等都得你去闲逛才能触发,这就很扯了。一周目我沉迷练功基本没怎么闲逛过导致错过大量剧情和内容,这种设计就很难绷知道吗,让我这种武痴怎么活了,心中无女人功法自然神,女人只会影响我拔刀的速度(虽然为了学刀法还是抢走了二师兄的小师妹)当然好处就是支线分支和结局是巨量的,果然旮旯给木的剧情选择是远超大部分jrpg和所谓现代rpg游戏的,这里再次批评一下小陶。 最后建议想买的各位请先认清这游戏本质,再次强调:是能干架的旮旯给木。 我永远不会原谅童子军大王,,,
内容很丰富,结局很多。但可能是老游戏的缘故,一些Ui的设计还有游戏内的设置有点别扭。养成时没有显示具体体力消耗数值,小游戏在后期再玩有点烦躁了。战斗模式连斩太过强力,天王线最后的战斗猛猛刷兵,而且战斗可能还会随机卡死并且没有自动存档。大地图在游戏快结束了竟然突然开启,很多场景明明有建模,但是却没有相关任务和剧情实在可惜。角色在战斗时查看详情有方言配音算是加分项。瑕不掩瑜吧,7分是有的。
经典,不用多说了
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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.
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