
"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.
Genres
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 652 reviews with recorded playtime.
Reviews
Themes across 649 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
茄子麻麻爱上了老王,茄子爸在界青门给老王下了单,结果茄子爸发现没有离婚的选项,无奈只能也给茄子麻下了一单,结果发现茄子麻是蛐蛐变得,哪怕死了他们的关系表上也不会消失,无奈茄子爸一直有个棍母妻子而茄子一直有个棍母麻
有形没有神,就这样吧
什么时候出正式版啊
遗憾,不好玩。 也不提那些bug,有的没的东西。 最主要的问题在于不好玩,这是硬伤。 这游戏如果作为一个剧情游戏,那么剧情里充满了按头,轨训,还又臭又长不能跳过对话。所有的剧情演出除了cg外都是弹窗,bgm都不带变的,你想做剧情就好好做,让玩家带入进去,全靠点点点弹窗算怎么回事,还不如学旮旯给木呢,而且一到你那些女主就动态立绘了,特殊女主还不准带回家,不让碰,区别对待何意为啊。门派剧情更是重灾区,各种点点点,不能跳过,傻等,意义不明的演出。 如果作为一个沙盒游戏,那遗憾的是游戏并没有营造出那种会呼吸的江湖的感觉,门派之间并没有做出区别,所有门派只不过是换皮换技能,放在不同地区的势力而已,就连门派内部的结构也是一样的;npc的交互也堪称灾难,这是完全没有办法交流的世界,不要求做出十字军之王那种交互感觉,但至少稍微努力一下呢……这npc除了交配下崽和追奇书以外,几乎没有任何存在感可言。这类游戏是需要脑补,但也没这么脑补的啊。 除此以外,繁琐到匪夷所思的操作进一步加深了这个问题,就单纯比如说送礼或者给门派派遣弟子,加一个批量多选会要了你们的命吗? 如果作为一个经营游戏……好歹能让玩家搞明白你那些建筑的意义是什么吧?全是换皮建筑,那我问你,我太吾村要这么多不同资质的人干什么?如果一切最后都归结于参悟、威望和钱上,那你完全没必要搞这么多奇怪的资源建筑啊,什么玉石、纺织物、食物、草药、木头等等等这么多资源,存在的意义只是为了资源吗?太吾村没办法内循环,资源建筑基本都是杯水车薪,来资源的办法就是去别的仓库换资源和斗蛐蛐,这不搞笑么,一个人揣着三四千的木头在身上?太吾村不够了就让太吾大人去找人买木头,随手买的木头能比四个林子砍上两三年都多? 而且好歹能让人看到点诚意吧,比如每次造建筑都得重新打开菜单何意为啊,你不做悬浮菜单好歹记得上次打开的位置吧,不记得上次打开的位置好歹能让人shift连续放吧,纯折磨人是吧。 还有一大堆完全没有建造意义的建筑我都懒得说了。 整个经营玩法只能用割裂来形容,实在不行就简化掉,搞这么多资源只是为了让资源存在,基础资源产出又得靠太吾斗蛐蛐和拆材料,那你还不如全部换成钱呢,让人少换算一下。 如果作为一个crpg来看,类似于正义之怒这种硬核的build游戏,那多少还算是合格的,各种功法确有其事的做出了针对性和彼此之间的搭配,允许玩家能构筑出合理的配置。 但是我说实话。 读书太累了。 每一本书都要玩家手动去读,踩格子去读,天人合一拿灵感去读,手动读,每个回合都得手动读。再加上那些,玩家初见时绝对没有办法通过的诡异机制怪们…… 这类游戏本身就需要优秀的难度曲线和游戏引导,而不是把一本说明书摊在玩家面前,让玩家自己查。比如社畜们,上班了一天想玩玩游戏放松一下,然后还要搞这啊那的,不是所有玩家都能脱产研究游戏和那些诡异的名词的。 系统塞的太多,引导太少,难度曲线又很灾难,驿站乔峰的下一个boss就是剑1,打了剑1就足以轻松一脚踹死剑2剑3,npc的实力又不好判断,剑冢boss,外道,神龙,终幕三连战,每一个系统都在告诉玩家“本来就没想让你初见过”。玩家根本不知道自己的练度能否通过下一个boss,这太灾难了。 这个游戏说实话,看不到什么希望。 越是玩下去,就越觉得遗憾,做了这么多年的成果就是没有成果,还不如直接开始做太吾绘卷2呢。 不推荐任何人游玩。 哪怕喜欢crpg的,也不推荐,因为游戏内ui的便利性是极度缺失的,别的游戏我相信开发者不玩游戏是个梗,这游戏是真不玩啊,这ui谁设计出来的啊
此子仍需打磨
就不能设计简单易懂的UI吗,战斗模式,武功心法,完全整不明白,抓蛐蛐也抓不明白,你们研发游戏是给自己玩的吗
你们在更新的时候用上脑子了吗?还是说根本就没有这种东西呢?这更的还不如之前玩的好玩。简直SB
不好玩
游戏不是越复杂就越好玩,希望能够大改游戏
UI要么别改,改能不能改好点,从ea版改到正式版改到现在越来越差,一定要花那么多时间改这玩意吗
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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.
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