
"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.
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): 11.14/day in the week to Aug 10 → 9.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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.
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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
Reviews
Themes across 1276 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
无绿帽,不武侠
CNMD什么时候能让我亲手杀了染狗三人组,我就改好评
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
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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
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
品尝完了,评价为史,全方位的逆天。 首先是游戏玩法体验,只有意义不明的说明跟数值,界面逆天,ui逆天,还有一些设置我怀疑是专门恶心人的,太吾村的仓库设置换人设置等等,无一不是雷点。 然后是剧情玩法,具体剧情不细说了,国产制作人的老一套,充满了自作多情,结局体验更是恶心的我选择了来进行评论,我打了一个还梦结局,这个结局在我打爆了最后boos后,把我角色装备技能人际关系全洗了,太吾村全洗了,人口建筑全没的情况下,让我选了一点意义不明的加成再打一次,不是哥们,何意味?我都能打爆最后boss了,你奖励我一定byd加成洗点我从头再来?我可去你***子的,如果你要玩家开二周目,那你给点有实际纪录意义,能周末玩家一周目努力过的改变,而不是tmd直接把玩家洗点,奖励玩家再一次从头开始,我猜制作人在这么设计的时候一定觉得自己的小巧思可有感觉了,只能说不愧是国产游戏,清一色高高在上的小巧思,哦对了,还有一如既往说了不改的傲慢。
绝对的自由是天才之作 加了过于明显的限制以后 就只能是平庸了 可能一开始的自由只是因为简陋吧 如今和主角无关的剧情越来越多 从设计者的角度看确实很繁复华丽 在玩家看来不知所云 因为已经和玩家脱节了 bug和ui都只是不重要的形式 这个游戏的结构问题依然存在 反而越来越严重 前期设定预期吸引玩家 中期施加限制排斥玩家 后期直接锁死自由度 放弃了自身最大的优势
写给螺舟的一些建议 1. 强制内部测试。建议你们工作室(开发和UI,包括而且尤其是你)每月固定拉会,每个人都从零开荒,核心成员打完一半剑冢前不许散会。请亲自体验自己的“杰作”,别光靠脑补。每过几年都把玩家拉过来当测试,你有几个妈你就敢这么干? 2. UI和过月逻辑——怎么敢直接上线的?操作交互反人类、过月事件判定奇葩——这种半成品质量,你们自己不觉得离谱吗?非得把玩家当测试用?这是release啊,新华社还给你背书的,你这样玩自己口碑? 3. 系统越做越复杂,漏洞越来越多。做饭制毒轻轻松松绕过精心设计的机制,流派分支形同虚设。搞了这么多年,一直在边边角角无关痛痒的地方堆料,根本没想过底层校验是否撑得住,开发团队维护的过来吗? 4. 龙➗和染茄子为什么不能杀?你搞这些无病呻吟的三流小说,把你的皮套圣人化,玩家太吾是工具人,充满了自己意淫的结局,和你的太吾江湖世界观十分的割裂。别沉浸在自己的叙事里,先看看玩家评价。 5. 做减法,砍掉冗余系统,精简核心概念,重做新手引导,优化战斗交互,降低学习成本,让玩家前20小时能玩明白,别全靠社区补课。 别把硬核当借口,至少先把基础体验做到及格线以上。
茄大人用八年时间都没弄明白要做什么。喜欢我动不动跟个鬼一样更新一坨然后修复少量已知BUG,然后新增大量未知BUG来让你们测吗。期待八年后正式版2.0
好玩,光看我的游戏时间就知道这游戏有多好玩了。毕竟是老玩家,一步一步看着太吾绘卷不断完善,对游戏还是有感情的,正式版刚出来的时候就断断续续地在玩,在玩到五仙血吼门派剧情写成galgame时我忍住了没生气,在烟雨江南bug导致出不去奇遇时我忍住了没生气,在老婆找了4个情夫时我忍住了没生气,但是男蛐蛐画的那么丑是怎么回事?我没记错的话,这是付费dlc吧?玩家花钱不是为了这种粗制滥造的立绘的,你们的画师画男蛐蛐时被脏东西附身了吗。以及门派剧情我没怎么骂,不是因为你们写的好只是因为我还在推,目前最喜欢的是铸剑山庄,这才是真是体现门派特色的“门派剧情”,把门派剧情用galgame剧情糊弄过去是个很讨巧但可耻的行为,毕竟都给玩家发老婆了遇到这种屎剧情玩家也只能硬吃,哎,写到这里又开始回忆起你们的主线剧情,于是更加痛苦的回忆涌上心头,游戏的文风优美古朴,这本该是种享受,但配合上主线剧情越细想越令人无语
剧情全是字,过剧情的时候,背景音乐除了几次关键点,几乎没有变化起伏,有些门派剧情又臭又长,少林武当两个门派剧情玩的犯困,地图上的剧情人物格子很少有提示,做的不醒目,没有突出,找人找半天,后期跟在身边的几个NPC又不能直接邀入同道,一直占身边的格子,总是把剧情人物给遮掉
真的各种bug 你们真的有自己玩过吗 剧情也是神
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.