
"The Scroll of Taiwu" is an indie game themed around Chinese mythology and wuxia. Players assume the role of the mysterious "heir of the Taiwu clan" in an alternate ancient China, working through generations of heirs to defeat a powerful hereditary enemy and shape the fate of the human world.
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About
In the world of "The Scroll of Taiwu", you will not only play the mysterious "heir of the Taiwu clan," but also immerse yourself in the complex martial world with varying life stances — whether good, evil, or neutral.
You can visit martial sects around the world to learn a wide variety of martial arts and secret techniques; you can forge brotherhoods or become embroiled in blood feuds. You can build your own village, manage various industries, and even marry your true love, raising children and fulfilling a destined romance. All this leads up to the final confrontation with the Taiwu clan's greatest enemy, where you will decide the fate of the world!
Every Taiwu World you create will be truly unique —
With completely randomly generated maps, NPCs, and enemies, each playthrough will be a brand-new adventure.
You can learn thousands of martial arts techniques from the fifteen distinct martial sects,
and hundreds of traditional Chinese crafts and skills from nearly any NPC you encounter.

In addition to its RPG gameplay, "The Scroll of Taiwu" also blends in many other game types, such as Roguelike elements filled with random conflicts,

and carefully planned simulation and management mechanics: construction, gathering, expansion, management, crafting, and maintenance.

It also brings back childhood nostalgia with its cricket fighting gameplay — capture the most combative "General" cricket, then engage it in an "insect diplomacy" duel with the Shaolin Abbot.

Thousands of NPCs, each with their own relationships and life experiences, will age, fall ill, and eventually die.

You can form various kinds of relationships with them, even deciding their fate.
You will marry and have children with your partner.
You will cultivate and pass down your lifelong martial arts skills to the next heir.
In the vast sea of people, you may even search for your lover from a past life.
Through gathering, crafting, repairing, and refining,
you can use your own hands to forge any weapon or armor, and brew a variety of medicinal pills.
Pick up a poisoned weapon, wear poisoned garments, and consume antidotes laced with poison.
A unique combat system that restores the design of "countering moves," "using everything as a weapon," and "the longer the blade, the stronger the strike, the shorter the blade, the more dangerous the gap."
Every slash, sword strike, and palm will land on different parts of your enemy's body, creating a true-to-life combat experience.
Combine your martial arts techniques, channel your inner Qi strength, and refine your skills and strategy.

And there's much more, waiting for your discovery.
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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, Korean
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 623 reviews with recorded playtime.
Reviews
Themes across 620 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
谈到近几年的国产独立游戏,《太吾绘卷》绝对是一个绕不开的异数,从最早2018年那个简陋但惊艳的EA版本,到现在正式版的发售都过去8年了,游戏的内容不断迭代但却始终有着两极分化的评价,但不可否认的是,只要你真正沉进去过,它所展现出的那种江湖味,是找不到任何替代品的。 如果单纯看表面,《太吾绘卷》甚至有点不像一个游戏。大量文字、复杂系统、密集的数据,还有各种看起来让人头疼的属性设定,第一次接触时很容易产生一种这是不是太复杂了的感觉。但真正玩进去之后,会发现它最大的魅力并不是给玩家安排一条固定道路,而是让玩家自己创造一个属于自己的江湖故事。 很多游戏里的NPC只是任务工具,他们站在那里等待玩家点击,然后告诉你下一步该去哪里。但在《太吾绘卷》中,每一个角色都有自己的关系、性格、立场和经历。你可能今天遇到一个普通村民,几年后他成为某个门派的重要人物;你也可能因为一次小小的冲突,与一个本来毫无关系的人结下仇怨,最终发展成几十年的恩怨纠葛。这种由系统自然产生的故事,是很多传统剧情游戏很难做到的。 战斗系统也是《太吾绘卷》最具特色的部分之一。游戏采用了比较特殊的策略战斗方式,并不是单纯比谁的数值更高。不同武器、功法、装备和战斗距离都会影响最终结果。玩家需要根据敌人的特点调整自己的套路,而不是无脑释放技能。 尤其是在学习武功方面,《太吾绘卷》展现出了非常强的自由度。游戏中有大量门派和功法,每种功法都有自己的特点。玩家可以选择成为剑客、刀客、拳师,甚至发展各种特殊流派。不同功法之间存在搭配关系,研究出一套适合自己的玩法,本身就是游戏的重要乐趣。 不过,《太吾绘卷》的自由也带来了它最大的问题,那就是学习成本非常高。很多玩家第一次进入游戏时,面对复杂的界面和各种属性,很容易不知道自己应该做什么。游戏不会像传统作品一样一步步告诉你“现在应该升级”“现在应该去哪里”,很多东西都需要玩家自己摸索。 这种设计对于喜欢研究系统的玩家来说是一种享受,但对于只想轻松体验武侠故事的人来说,可能会形成不小的压力。尤其是在前期,玩家经常会遇到资源不足、实力不够、行动失败等情况,如果不了解游戏机制,很容易产生挫败感。 但换个角度看,这也是《太吾绘卷》最真实的地方。江湖本来就不是一个简单的地方,成为高手也不是按几个按钮就能完成的事情。你需要学习,需要犯错,需要积累经验。某种程度上,这种成长过程反而让玩家更有代入感。 游戏的美术风格同样非常特别。虽然没有采用高清画面,但水墨风格的表现方式很好地符合了武侠主题。地图、人物立绘以及各种界面设计,都带有明显的东方古典气息。它不是追求视觉冲击,而是在营造一种属于中国武侠的氛围。 游戏目前发售为正式版,但正式版虽然经历过推倒重来的大改,但交互逻辑依然反人类。为了查看一个功法属性或者村庄产出,玩家往往需要点开三四级菜单,在一堆密密麻麻的小字里去寻找那个关键的词条。此外一些细节问题也都比较游戏体验,褒贬不一的评价是玩家用真金白银对它反人类交互、臃肿后期以及漫长更新的愤怒宣泄,某种程度来说这一点都不冤枉,但换个角度来说,它提供的这种充满中式玄学美感与极致精算硬核的玩法体验,却是独一无二、无可替代的,深入游玩下去它回馈给你的深度是其他快餐武侠永远给不了的。 [b]欢迎关注 U_U鉴赏家培养计划[/b] 关注U_U鉴赏家,开启精彩游戏之旅。
After spending a significant amount of time with Scroll of Taiwu, researching the game's systems through both the in-game wiki and extensive Chinese guides and forum discussions, I've come away disappointed by how little substance there is beneath its enormous surface. At first glance, Scroll of Taiwu appears to be a deep sandbox cultivation RPG filled with complex systems, faction politics, character relationships, crafting, management, and martial arts. In practice, almost all of those systems ultimately exist to support one goal: preparing for a sequence of eight boss fights. The game's progression loop quickly reveals itself. Identify the next boss, determine its weaknesses, then either build specifically to exploit those weaknesses or simply accumulate enough stats to overpower it. Nearly everything else in the game exists only as a means to facilitate that process. The biggest issue is that very little side content feels worthwhile. Most activities consume valuable time while offering rewards that can usually be acquired more efficiently through other methods. Once you understand the mechanics, much of the game devolves into an end-turn simulator where you're simply waiting for resources, relationships, or training progress to accumulate. Unfortunately, the combat doesn't carry the experience either. Compared to games like Tale of Immortal, combat feels relatively uninteresting and lacks the excitement needed to justify the amount of preparation leading up to it. Since the boss fights are the primary destination of the entire progression system, this leaves the game without a compelling payoff. The problem becomes even more apparent when examining the game's individual systems. Martial arts acquisition initially appears flexible and immersive, but in reality it's largely deterministic. Need a specific technique? Go to the sect that teaches it, befriend a sufficiently skilled member, and learn everything you need. There's little discovery, experimentation, or meaningful uncertainty involved. Once you know where the abilities are located, acquiring them becomes routine. Itemization suffers from a similar issue. Crafting eventually boils down to creating exactly the item you want. Materials are generally straightforward to obtain through harvesting, trading, or NPC interactions, meaning gear progression lacks the excitement of adapting to unexpected finds or making difficult choices. Town management sounds like a major strategic feature, but in practice it mostly functions as a money and prestige printer. Rather than presenting interesting management decisions, it primarily serves as another mechanism for obtaining resources needed elsewhere. The NPC system is perhaps the most disappointing of all. Relationships rarely feel organic or engaging. Instead, social interactions often amount to repeatedly challenging characters or sharing random pieces of information until they like you enough to provide whatever benefit you're seeking. For a game that places so much emphasis on its living world, the characters themselves feel remarkably mechanical. What ultimately surprised me most is that Scroll of Taiwu's greatest strength should have been its systems. The game presents itself as a complex simulation where numerous mechanics interact in interesting ways. Instead, most systems are shallow, deterministic, and exist largely in isolation. Once you understand the optimal path, much of the mystery disappears and the experience becomes surprisingly linear. In the end, I found it to be an extremely lackluster experience and one that I would struggle to recommend over the many stronger cultivation and wuxia games currently available.
If the idea of an RPG where you wander a world filled with interpersonal NPC dynamics that are even deeper than Crusader Kings while learning martial arts, kicking ass and reincarnating across multiple generations appeals to you, this is it.
[h1]八年之后,它终于迎来了正式版[/h1] 作为一款2018 年发售的作品,可能steam上很少有游戏拥有比这款游戏更长的测试阶段,而在八年的时光里,这款游戏一套高度自由的江湖模拟系统与独特的 NPC ,短短数月销量突破百万,成了当年国产独立游戏最大的黑马,但是在光芒之后本作也曾在一众up的推荐之下受过过万众追捧,但也曾也陷入过更新节奏、制作组等诸多负面的争议,漫长的开发周期让不少玩家调侃看到这款作品的大结局真的要 “有生之年” 了。 而八年之后,随着 1.0 正式版“超越穹顶”更新的推出,这款承载了无数玩家武侠想象的作品,终于走完了抢先体验的漫长旅程。它虽热依旧维持着独有的“棱角”与极高门槛,但从内容上来说这款游戏终于从真正从一个 “试验大杂烩”,变成了一个有始有终、自成闭环的完整江湖。 [h1]堪比P社游戏的夸张上手难度和独一份的武侠江湖[/h1] 笔者在非常早之前就通过王老菊的视频看到过这款游戏,但是得益于王老菊的个人风格以及这款游戏足够丰富的内容直接就吸引了玩家,但是遗憾的是加入愿望单之后再也没有见到过这款游戏的史低,同时伴随着这款游戏后期内容玩法的重做,之前四五年的努力都要重新再来,笔者购买的计划也因此被搁浅。(等等党永不为奴) 而伴随着将近两年半的更新,重做之后的内容逐渐趋于完整,同时游戏的剧情也走向完结,终于在上个月推出了1.0完整版,笔者也终于在数年之后上手了这款作品。 《太吾绘卷》依旧和笔者印象中的样子一样,制作组在其中塞入了足够夸张的内容,这也导致游戏的上手难度和需要了解的操作大大增加,虽然制作组设置了新手教程,但是在新手教程只是在游戏的基础内容之上做了一些简单的介绍,而玩家想要玩懂这款游戏,要不然需要自己数十个小时的摸索,要不然就要在网上筛选着时间去查游戏的攻略。(强烈建议重做新手教程,教程太生硬了) 这种设计放在18年的时候可能会有更多玩家去买账,随着生活节奏越来越快,大部分游戏的风格也在向着快节奏靠拢,你不能说这款游戏足够丰富的内容不好,只能说漫长的学习成为了筛选一大批玩家的“滤布”。(但是你确实很难找到一款游戏有着上百种功法,绝技,你甚至能看见大部分武侠游戏很少见的苗疆地区的驱虫术) 本作的魅力依旧被制作组保存了下来,游戏中的NPC并不像一个冰冷的程序,反而以自己的逻辑在运转着。游戏里数千名 NPC,从门派掌门到路边村民,每个人都有独立的身份、性格、武功禀赋与人生轨迹。他们会自主拜师学艺、结仇报恩、联姻生子,也会衰老、患病、死亡,哪怕玩家全程不介入,整个江湖也会按照自己的逻辑运转下去。 你可能前一代与某位侠客结为异姓兄弟,下一代就会遇到他的子女登门寻仇,甚至你随手帮过的一个路人,多年后可能会成为一方掌门,反过来给你提供助力。《太吾绘卷》可能是第一个将这种动态世界和武侠江湖所结合的游戏,同时也在这方面做到了极致。 而对于新手玩家来说游戏只是难上手,对于老玩家来说,在华为的加入之后,本作的UI就变得有些奇怪,一些需要经常使用的东西被放在套娃的次级菜单中,是的如果你不熟悉游戏,可能会和学软件一样寻找不到需要找的功能。同样游戏的剧情部分,稍显平庸,游玩下来玩家可能会感慨游戏丰富的内容,可能会吐槽游戏糟糕的新手引导,但是对于剧情可能没有太多的影响,很少有哪个角色塑造的让玩家记忆深刻,当然可能对老玩家来说游戏中剧情人物的不合理发展会更加深刻一点。 [h1]总结[/h1] 八年时间,《太吾绘卷》从一个天马行空的独立游戏创意,成长为了一套有着完整剧情、充满可能性的江湖模拟系统。1.0 正式版可能不是所有人的完美的武侠神作,却是国产武侠游戏里独一无二的那一个。 它的高门槛、笨拙和诸多不完美之处,都和它的魅力深度绑定。如果你愿意沉下心,花十几个小时摸透机制,投入上百小时经营自己的世代传承,它能给你一段其他武侠作品都无法给予的自由的“江湖人生”,但如果你追求轻松流畅的节奏、精致的演出与优秀的剧情和人物塑造,这款游戏或许并不适合你。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1]
最开始我是在盗版网站上找到的太吾,那时候是25年底。 进入游戏,打完教程后,我很兴奋。多维的成长属性;复杂的战斗系统;自由的武侠世界;丰富的模组。我认为我终于找到了我梦寐以求的游戏。并没有像其他游戏那样接着白嫖,趁着steam上有折扣,我就买了下来。那时候看着恶鬼的新手攻略视频,光战斗系统就有近2个小时的视频,太吾的一切我都觉得新奇。不久后我又看到了正式版即将发售的公告,就没有再玩下去,而是去等正式版。 严格来讲我是一个新玩家,刚刚接触太吾世界。 4月又等到6月,终于迎来了正式版。 美术上,焕然一新。新UI,新界面,新系统,对于我这新玩家来说,适应得很快。交互,交互上在刚发布的版本里,很变扭。想买东西,结果经常点到“敌对”。想退出对话,需要长按esc,短按则是游戏菜单。主动周天,读书按钮太小,缺少引导。战斗中的道具使用,自动战斗按钮难以察觉。如此种种,螺舟在后来近一个月里的更新里都在优化修改。另外,系统设置里的自动拾取挺好用的。我在想随着玩家们的深入,会不会有更多制作组的小巧思被发现,也会不会有玩家们发现不了的功能。至少对于我来讲,每一次逛贴吧或者刷到了太吾的攻略视频都能说句“哦~这里原来还能这样!”。 写这篇测评的时候我的游玩时长是80小时,但其中更多的是在调配mod,所以剧情上我推进很浅。但看了不少博主的视频,发现十多个门派都有各自的剧情,以及特殊的剧情奖励或者特殊npc。像是能换突破格的黑鸟npc,这是我在别的游戏里没有见过的,应该说是“风格”吗,完成剧情的奖励可以优化游戏本身的系统。 正式版发售了不到一个月,如果将太吾比作一个蛋糕的话,测试阶段的蛋糕胚已经做好了,在正式版奶油也抹完了,每一个更新修复都是在调整蛋糕奶油的形状,慢慢的会越来越完美,呈现出标准的圆柱形。但更多的我希望能有裱花,能加点装饰。 当初茄子承诺会有一个新系统的免费DLC,我非常期待(虽然是要在bug基本修完,版本稳定之后)。之后版本稳定的话肯定也会涌现出优质的剧情mod拓展mod继续为太吾带来生命力。非常期待!
FOR THOSE ARGUING "NO ENGLISH IN-GAME, NEEDS TO EDIT STEAM PAGE!". You guys are a 1-2 days early. This game will officially release version 1 (out of early access) in 06/17/2026. They have prepped things for the release, so just wait. If you can't, there's still an English mod for this game that you can use. Thanks! p.s. : Grinding for cuteness (/// ▲ //)~
玩了差不多100个小时把铁盘线通了,感觉比22年的版本还是强了不少,主要在一下几个方面: 1.首先是门派剧情还是非常不错的,补充了世界观和各个门派的设定,还填充了日常读书练功的时间,使整个世界充实了不少,完成之后还给宝物/特殊任务/特殊机制,成就感这一块也还行。 2.然后是正式版剧情改的挺好的,太吾传人算是真主角了,复生之人,染尘子基本上都是工具人,npc当工具人我会觉得npc牛逼,如果是我当工具人,我只会觉得作者傻逼。 3.打到最后发现徐仙公初代太吾时填剑冢改成自愿了,那仙公确实很c了,从头打到尾,必须提一嘴。 4.天帝剧情明显感觉到敷衍和匆忙,这是一个明显缺陷。不过我即使是轮椅摇到飞起,从出神之地打到结局用了四个小时,正好也累了,综合来看,还是很好玩的,给个好评没有问题。 之后是一些小技巧: 1.不想坐牢的话,还是要开玄狱选完整书页立马看完,可以节省很多重复的时间。 2.战斗还是别离步加完璧不破法最轮椅 3.我玩的过程中也爆了很多红字,直接无视继续玩,解决方法就是右下角“close”即可
If you're struggling to find the translation (as it starts in chinese), either click the dropdown box in the top left (marked by an icon with a circle) or select the third box down in the menu to access settings and change it in the dropdown there. With the official english translation the game is more accessible than ever, but english speakers will likely still run into a bit of cross-cultural barrier as far as the actual contents of the text still. There is however very little like Scroll of Taiwu that's accessible to an english audience, so if you're willing to bear with the confusion of stepping into Wuxia/Xianxia stuff, I fully recommend it, as it's worth the time and is quite deep with a lot of moving systems. It is still a very complex game, so you will need to be patient, do the tutorial/look up information like you would stepping into a game like Crusader Kings for the first time. There's a couple pieces that they seem to have missed in the translation, but nothing that impedes understanding so far.
[h1]太长了不看 [/h1] 太吾游戏像一个以功法为核心的跑团游戏。它属于很看人的游戏,喜欢的很喜欢,不喜欢的不喜欢。 1. 功法战斗系统给到夯。国产单机目前最有深度的系统。 2. ui 、玩家减负,还需要打磨。 3. 门派剧情和主线对于初见来说没有雷点,中规中矩。心毒和鸡西可以当旮旯给木玩。 4. 精纯软锁虽然麻烦,但是有很多破序手段。所以不吹不黑 [h1]详细讲解 [/h1] [h2] 功法 [/h2] 单论核心功法系统,可以说是国产单机里面设计最有设计深度的。类比一下就是觅长生的突破系统加强版。每一个门派都有属于它自己的门派功法特性,相互之间还能产生联动。太吾世界的全部子系统都是为了功法系统进行服务的,小到元鸡、太吾村民身份、七元赋性,都和功法、经济系统有直接或间接联系。 [h2] ui 减负和繁琐操作 [/h2] 好消息:太吾注重真实性。坏消息:注重真实性。它真的像跑团一样,把每一样都事无巨细的列出来。甚至没有重复跳过的选项。所以,工坊有很多减负养肝的模组。我自己也写了不少mod上传到工坊。 至于ui,还在打磨。我不好做评价。
2018年上大二,室友做出了天地一口香,我在铸剑山庄学十二路鱼肠刺剑。当时npc全是恶人,不是在搞绿帽就是在打架下毒,B站和贴吧全是太吾小说家。游戏的机制是真复杂,大家都玩不明白但是却诞生了厨神流、传剑流、苍女泣梧桐献祭流等邪道玩法,这真的是国产之光,好玩!当时的打架动作和大地图移动动作太慢了,读书突破也全要手点来点去,真的又肝又无聊,后来开着修改器还是很肝,简直难受,主线也没有,也没耐心玩下去了。最近正式版回坑,取消了一些肝的难度,可以自己加点而不是roll人物,挺好的。画面UI确实很excel也经常找不到很多功能,都8年了,还是做不好。似乎是削弱了许多邪道玩法,如果是以前我可能会很不开心,但现在不会,我解构这个游戏就是分为2部分:(1)前期挣钱破局(2)中后期学武功打剑冢再学武功打剑冢循环。第1部分厨神流基本完美解决。第2部分从抖音和B站抄个顶级BD就行了。其他的就是走走路,和npc聊聊天过过剧情啥的,但现在的剧情真不如当时的太吾小说家写的有意思。知道了游戏的玩法和数值计算机制后,能继续玩下去的就是自己开发BD了。最后开着修改器0剑冢学完了一整套大拙手BD,出山打到第3个BOSS没打过。看看教程针对性换一两个功法肯定是能打过的,但懒得看了,也不想再尝试万化十四剑和无想神通套娃剑了。一个游戏玩过,开心过,甚至过了8年还能再让我沉迷一次,已经很不错了。接下来继续玩其他同样好玩的游戏,也同样在现实世界里认真学习努力工作多挣钱。认可自己沉迷的游戏是好的作品也是在肯定自己,推荐大家游玩。期待大家开发更多破局套路和功法构筑。
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