
"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 633 reviews with recorded playtime.
Reviews
Themes across 630 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
Edit: 6/29/26 They have further broken the english translation, the 1.0 release is a meme, this is more like 0.9 Can't give a neutral so I'll just share some information regarding why the game is getting review bombed by the chinese. Basically, it's best to start off with a history of the game. Taiwu has been in development roughly 8 years now, and many major systems have been repeatedly overhauled. 1.0, was no exception for some reason. 1.0 came with english translation, and, for some reason, a rework of several major systems, something you typically try to avoid in a final release. Surprise surprise, it's a mess. Like really a mess, we've had multiple hotpatches this week to fix bugs that should've been caught in QA (Which I've heard, some of these features weren't even in the QA they do), and one of those hotpatches ended up partially breaking english localization. There's a mod that fixes some of the broken localization (Which released within like 6 hours of them breaking it), but it's not all of it, and as of 6/25/26 it is still not fixed. By the way speaking of English localization, like half the default random names are too long in the english version to be considered valid. There's a mod to make the names unlimited length, so clearly it's a simple issue to fix, they just, haven't. Pretty sure that issue is also resulting in a lot of the default random names not properly generating since I've seen a lot of new names since I installed that mod. Anyways a quick run down list of the things new in 1.0 -English Translation (Hint: It's on the front page, in a dropdown menu) -Bunch of new AI on AI interaction features (which were untested it seems, as now your wife and sons are trying to commit self destruction by duel against everyone, and your wife is cheating on you) -I believe the entire Taiwu Codex is new (Very detailed, terrifyingly detailed, best part of the update) -That voice acting in the little cutscenes near the start of the game, highly recommend you watch the first one on an old version, I have no idea what they were smoking, there's a reason the sound of women is optional in ACS and they completely ruined the cutscenes gravitas. -The entire encounter system was reworked, which significantly effected the balance of the game, and how you get loot, this was also the main use for Fine Arts, which is now just, gone for generic click tile to move. Old way was certainly very unique, sad it is gone. -The entire UI was trashed, some is better, but most is significantly worse, and all the stylization is basically gone in exchange for a mobile looking one. -How resource gathering worked was changed, you used to dispatch villagers to tiles in the world and they worked it, now it seems to be just passive gen in the village by moving resource nodes in with a maintainence building. Used to be the biggest reason to bother keeping on track of bandit camps and other enemy spawns. -Achievments -Entire debate system rework (so far I enjoyed the old more) On the UI -The UI is a very case by case scenario on what is better and worse, if you're describing purely looks the old is largely better. The new UI is usually more information friendly though. Usually. You see they decided to separate several UI, including the Equip UI into multiple pages, and it's really annoying. [strike]They also for some reason, seem to have removed the ability to heal in the breakthrough screen, which is vital to the gameplay. So now you have to exit out of the breakthrough menu to go heal your self, and then go back in. Continually.[/strike] It's in the menu on the right, by switching to health tab. Used to be one button away in the old menu. Anyways I haven't found everything yet, the last version compatible with english patches that I could find seems to no longer be on steam. Oh well.
非常大的制作,许多地方都有作者的巧思,在年复一年的打磨中逐渐完善。 游戏系统非常广,但深度有些不足,且教程相对来说有些单薄。 建议像《魔兽3》一样出一些门派或BD战役系列,比如历代太吾的故事,每代太吾只用一套BD简化游戏,主要让玩家体会到个别单独系统深度和重要性(最好从魔音BD开始,数值打法都比较简单)。运营关卡、防守关卡、追击关卡等等设计都不错。
虽然上手确实复杂,但是真的好玩
I’ve noticed a lot of the negative reviews from new players seem to come from a mismatch in expectations. Once you understand what *The Scroll of Taiwu* is actually trying to be, many of those concerns become a lot less severe. This is not really a “main character” RPG. Your starting character is not *the* protagonist. The focus is your lineage, your sect, and the long-term legacy you build over time. The monthly save system can definitely feel frustrating at first, especially when you think you’ve lost progress, but it makes more sense once you realize the game is built around continuation rather than one perfect character run. I’m new to Wuxia-style games, and the Chinese gaming scene is still pretty new to me, so there has been some culture shock. I’ve restarted a few times because certain mechanics were unclear, and I do think the game could explain some systems better. That criticism is fair. That said, the in-game lookup tool, community guides, and Discord have been extremely helpful. Once it clicks that this is more about managing your lineage and martial clan’s future than protecting your first character forever, it becomes a deeply rewarding experience. **TL;DR:** Great game, but a lot of the frustration comes from misconceptions about what type of experience it is. It’s not a main-character RPG; it’s about lineage, legacy, and building your martial clan over time. Some mechanics are confusing, and that criticism is understandable, but putting a little effort into learning what you don’t understand makes the game much better.
Thank you dev team, it's been a long wait. --- For those who are not familiar with the title, reimagine a dynamic world like Kenshi but everything is turn-based and with Wuxia vibe. Lots of things to do, many to explore and optimize on your own.
从18年EA到22年“正式版”再到26年的“完全版”,没有任何一个版本不出问题。一直都是一厢情愿的在那编 [b]不属于玩家[/b] 的“仙侠故事”,制作团队更是对游戏性和数值平衡没有最起码的尊重。 [h3]UI的反人类设计[/h3] 为了适配新平台,把原本22年正式版迭代多次的UI一口气换掉这一点,评论有很多不做赘述。现在主要讲一讲换完之后还存在/又改回去的问题: 正常游玩的玩家,仓储系统一个大类下面有多少种小类的物品?直到现在制作组心里仍是一点数都没有,加上没有自动化拆解的设置,导致喜欢种田慢生活的玩家,后期行囊、私库、公库、货仓动不动就被灰白绿蓝物品占满,整理起来耗时费力却收益甚微。 读书页面默认排列顺序居然是从高级到低级,已读未读混在一起,没有筛选预设和筛选条件保存。买的书稍微多一点每读完一本就慢慢找吧(甚至现在为止都没修复UI加载会卡顿的问题),从根本上就没有考虑过这个页面打开之后玩家的实际需求是什么。不得不怀疑制作组是否用玩家视角测试过长时间存档。 [h3]糟糕的设计平衡[/h3] 从EA时期开始就调整功法数值这一点很多人说了所以同样略过。现版本生活技能和村庄机制的修改暴露了制作组没有最起码的设计逻辑: 医生(大夫)的3技能每次为角色增加4~6个月/回合的生涯,4技能为其他NPC增加寿命上限时每次的消耗却是50%寿命上限,约30~50年(360~600个月)。比起“正式版”前几次更新的医生技能在数值管理上严重的失衡。 3技能所需要的高级物品“二品医药引子”极难获取,“精挑细选”、门派兑换、商会购买等途径都面临同样的问题:同等级医药、毒药的引子刷新概率与其他引子相等,但其他引子指向的是单一资源,医毒却共用药材一项,导致在基础获取概率上还要进一步内部稀释;4技能计算的“寿命上限”可以被各种buff临时加成,轻松顶破实际寿命上限,导致一、两次施展便可以把角色寿命直接扣成负数。恐怕制作组又是没正常测试过。 [h3]NPC属性、关系和游戏机制南辕北辙[/h3] 同样的,各种秘闻作用聊胜于无、村民NPC混乱的义亲子关系、成年后一回合就破身的太吾子嗣、部分NPC剧情令人不快……这些讲的人太多也略过: DLC蛐蛐化人,在每次寿终正寝后复活重攒灵气,化人后的开场白却都是一样的“初次见面”,但关系栏、功法、属性始终继承。在遇到最需要情感沉淀的核心机制时,打磨剧情反倒敷衍起来。 游戏后期真正毁灭世界秩序的不是相枢,而是“正式版”时期添加的玄灰。为了人口控制导致遍地都是小孩掌门、村长,然后这部分人在机制上无法入邪,游戏后期的相枢不如玄灰一根手指,失心人一个没有,等上6个月就要领便当的年轻人哪哪都是。 八年,与我相似的玩家从未放弃过太吾绘卷,在mod作者的帮助和社区自救中“艰难”的进行游戏。制作组无药可救的文青的偏执和设计的业余让人真的很想训上几句。所以留下这个差评,看看之后是否能在口碑彻底崩塌前挽回局面。
这破主线就是纯多余。你老老实实当个侠客不好吗?非得救世?还非得去跟盘古 天帝啥的拉关系?还非得搞个精纯锁恶心人。还要用剑冢和污染推着玩家走。玩家怎么玩需要你教吗?还喜欢整那些必败的战斗推进剧情。 你把太吾村改成喜欢收集武学的隐世门派或是隐世家族。不行吗?给个开局就够了。 让玩家自己隐藏身份去拜师学艺或是偷师。人家不想教你武学不也理所当然了,还需要什么精纯锁? 传剑改成传功,有损耗也理所当然了,自然就能做成难度设置,还能自主选择传功的时间和对象。 把门派里那些身份和门规用起来,做个晋升机制。让玩家自己想办法向上爬一步步学到不传之秘不就行了? 高兴了做些小事件,让各门派弟子在各个城市出现,把他们会干些什么做成奇遇。还自带正邪对立。 正式版把门派征伐和正邪对战做出来就完事了。直接完美沙盒游戏。。 要什么大结局?让玩家征服各个门派扩展地盘不比签证各个门派立石碑有意思?不比打那几个莫名其妙的剑冢跑去吵盘古有感觉? 这些年更新的主线除了给玩家提供负面情绪有什么作用?? 几年前我就说过,茄子就是国产氪金网游玩多了,不做氪金体系不会做游戏。很多设定是按着让玩家不爽的方向做的。一般来说需要氪金系统来让氪佬爽起来。 于是就有了促织,厨艺等跨过精纯的伪氪金系统。类似突破里的各种宝石格子,调换格子的功能,武器的精致,等各种突破上限的伪氪金系统。 但是实际上又不是氪金系统,就只能做的繁琐,老规矩了不氪就肝嘛。老实说光是想想还有那么多书要调突破我就想死。 老实说我是很少打差评甚至评论的。男频嘛,点收款都算我输了。可我是真没想到,养了这么多年,他居然一直在更新那莫名其妙的主线和特殊npc。。原本那个武侠沙盒大世界反倒成了陪衬。
我在黑神话里是齐天大圣的接班人,我在夜之城是大名鼎鼎的V震天,我在交界地是艾尔登之王,我在星辰据点里是不可战胜的苍蓝星.......唯独在太吾绘卷里,我是擦屁股的纸。 22年的正式版,龙染紫还有义父这几个出生是真的把我恶心到了。世界名画《花海》我还记得。 26年的完全版,在明确知道哪里有问题,大幅度修改剧情的前提下,那几个角色既不删改也不让打死。怎么看都是死不认错。 我还买了蛐蛐dlc,我还在玩太吾。但是我不会对茄子再有什么期待,这个人这个制作组就没能力做好一款游戏,只能像屎壳郎一样不停堆史,堆够了就端一大坨史到玩家面前说看我辛辛苦苦给你堆出来的快趁热吃吧。
《角色扮演》《武侠》《开放世界》,三个tag没有一个是属实的
不推荐游玩,憋了8年还是依托,bug满天飞,游戏内容全靠mod顶着,剧情充斥着茄子的自我陶醉,我就不明白为什么非得留着染龙紫,玩家想看到的剧情是戮力同心反抗天神,而不是b几个弱z天神谈恋爱犯下大错,主角像个小丑一样到处擦屁股,你要说现在的剧情,那我只能说勉强,茄子完全不知道自己在写什么,主角是到处穿越,又是盘古,又是啥,感觉完全是在哄傻子。而且传剑呢?传剑这个设定在剧情里几乎是完全被舍弃了的。。好评的剧情大概只有铜生。再说游戏,正式版后bug越更越多我是真绷不住,我在太吾村过个月,村民给我奏乐看画,给我降低了80心情,奇遇系统就喜欢硬塞哪个小解密,还有一堆bug,好几个奇遇更新后做不了的,奖励稀烂,除了几个招人和拿内力转换的奇遇全都是作完体力就走。游戏越打越卡,越更新越卡,上个版本我还能正常打,进个版本进战斗后经常卡,放个摧破卡一会然后出伤害和动作,巨恶心。引导稀烂,要不是看了视频我都不知道tap有快捷栏,你无名小村和亡流寨干什么的,教程在哪里?给你百小册自己去看是吧,就送仨npc和蛐蛐是吧,还有传闻系统,这玩意作用约等于没有,精纯锁和经济系统稀烂,药厨毕业后随便买东西,那我问你你精纯锁干什么的,这个精纯锁设定就是为了恶心玩家的,还有养龙,养龙的肝度是认真的吗,我就请问了谁家龙一辈子只能培育一次啊。推荐新人赶紧跑。说是自由探索,实际上自由度有限,所有剧情立场对话本质都是仁善,剧情就是线性的最后差距只有是不是兴盛。这游戏疑似有水军,鬼知道哪来的人一直护着,我周围的人玩了没一个不骂这个交互和教程的。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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