
"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 →
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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 671 reviews with recorded playtime.
Reviews
Themes across 668 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
垃圾简直是粪作,制作组这么傲慢还不改,还不如我上4399随便找个大粪超人都比你好玩。觉得我说得对请点赞!孩子需要sese头像QQL
1/10 dog piss.
这游戏只配开挂完,草泥妈的茄子
开局选了五仙教,打算这个档主玩蛊和鞭,打完第一个剑冢做五仙教剧情,中间的所有剧情战斗无论输赢都没有影响,然后打圣姑,输了后,剧情也不提示已经结束,过几个月后才触发剧情结束,门派衰败,所有人好感大幅度下降,npc开始死亡,相当于我这个档少了一个王蛊,以及后面的功法也很难学了。打普通奇遇的关键战会有红字提示,为什么打门派剧情如此重要的剧情分支没有提示呢,就算没有提示,如果剧情直接结束我还能回档,然而剧情也不直接结束,游戏没有自由存档,回档最多只能回五个月前,这个档过6个月发现门派死人,我才察觉剧情出问题了,这个设计真的把我恶心坏了,相当于不看攻略就直接少一个战斗系统,刚好还是我这个档最想玩的系统,实在太恶心了。 这游戏刚出的时候我就玩,那个时候都没有剧情,玩的武当,武当当时有点弱,第一个剑冢打不过,就一直传剑玩养成了。后来门派功法大改的版本再玩了一个档,铸剑平a流,也没什么剧情,打完剑冢后面也能继续玩。之后出门派剧情的版本再玩一个档,璇女指,有明显的剧情了,随着剧情推进,玩法变少,到最后剧情结束就回到标题不能玩了。现在这个版本开始玩五仙教,玩了快一百个小时,这个门派剧情直接把我恶心到太吾绘卷跑马灯了。 太吾绘卷的绘笔能不能交到玩家手里来,游戏制作者把系统制作好,把太吾这个世界的玩法交互自由度做好,一切和主角有关的剧情应该通过玩家自己的发掘和想象去体验,而不是被策划强行灌输,你可以增加npc的剧情来丰富游戏世界,但是玩家的路需要自己去走。如果策划很想讲故事给玩家听,那就不要搞养成系统了,就如同我花费精力培养角色,到最后必须按照你的故事走,我也成工具人和npc了,满足策划自己的心理需求,那我为什么还要培养,不应该是你给我培养好,然后我可以选择按你的设计体验你的故事吗 最后,还是多注重游戏世界观和玩法的设计吧,比如把太吾传人也放到志向系统里去,毕竟有的玩家只想当太吾村村长、有的人就想学功法成为一代武学宗师、也有的人像成为相枢等等,太吾传人第一个技能把剑传给其他npc,增加这个npc和玩家的交互感,如果他死了就把剑再传回来,让他去体验你的剧情去吧,玩家和npc有感情了,还能帮忙报仇。然后其他志向都增加玩法,比如云游僧可以把贼人寨变成好人寨等等,玩家也可以完成门派较武和新的系统成为门派掌门人。策划实在忍不住想写剧情,就把剧情写到见闻里去吧。我现在这个档五仙教基本玩不了了,只能玩其他门派,那不如直接玩其他游戏去了,千言万语两字总结,恶心。
傻逼茄子
更新补丁更新到游戏打不开,更新的补丁被杀毒软件检查为病毒文件
作者纯纯自嗨,像是小学生自己满足自己写出的意淫小说。游戏性很差,交互逻辑差,复杂但是没有相对应的正反馈,P社游戏都很复杂,但是它们在详细游玩后会给予对应的沉浸感和正反馈,这款游戏的制作者根本就没有一个基本的概念去把游戏做的好玩。和几年前相比没有任何进步,只不过是不同味道的两坨屎
我一直觉得在真正上手体验一款游戏之前不要被评论过多地影响,但是它压根不让我体验,时不时就跳红字,卡在加载页面或者干脆直接闪退,10个小时的游戏时长我重装了3次游戏,或者卡在加载页面一遍遍解决。你一款游戏做了八年,真的能这么离谱吗? 那不好意思了,差评送你。
小问题很多,但还是值得一个好评,比起几年前的EA版长进相当大,比如奇遇,改动很惊喜。主要说一下待改进的地方:1、主线剧情表面上是给了你选择,实际根本就是只有一种设定好的选择,只是语气不同罢了,这种选项有还不如没有。而且玩家是有记忆的,我对染龙紫意见还是很大。2、希望改进无伤大雅但惹人烦躁的瑕疵,比如村民天天只告诉你个人名就问你要不要结婚,我都不知道他要结婚的人是什么人我怎么给意见;公输坊买心材,能不能提示一下我有没有这个建筑,总得退出去进村里看;好友仇人这些变成墓碑后,能不能给个生前信息(立绘、资质等信息)的记录;3、已经完成过的奇遇增加扫荡功能,太低级的奇遇占位置影响新奇遇生成,又懒得清。4、更新过后NPC行为模式太纯善了,且单一无趣,结仇十几个过月都没人来寻仇,好友也不会主动找来玩,且不知道为什么只主动讨要茶叶和酒,经历生成也感觉有问题,比如暗害,既然是暗害那他就不该知道是谁干的。EA版当年出圈也是NPC行为丰富。5、玄灰控制人口的出发点是好的,但搞得门派城镇高层全是小孩,前期玩家自己想留下的人也没法留下,这个机制明显不成熟。 别的走格子游戏我也玩过,都没有太吾绘卷内容丰富,我玩游戏通常是懒得给评价的,今天特地来评价是因为一位多年做攻略视频的博主呼吁来给个好评,茄子,这些资深老玩家对这个游戏的爱可能不比你少,做游戏除了是你的艺术追求,也是一种商业行为,剧情上一些小巧思该放弃就放弃吧
有用心,但用错了方向。 文本、道具描述、部分功法设计确实能看出诚意,初见很有味道。但游戏很快暴露出一个根本问题:把"繁琐"当成了"深度"。 庞杂的属性、复杂的伤害计算、层层叠叠的系统......什么都做了,但系统之间缺少有机的联动,更像是把一堆独立的复杂模块硬拼在一起。深度从来不是各系统复杂度的堆叠,而是它们碰撞后产生的可能性,游戏里面那么多NPC和草丛里面的宝可梦又有什么本质区别呢? 核心体验几个小时就能摸透,剩下的几十小时大多在重复同一套繁杂的流程。 新鲜感来得快,去得更快。 18年那个国庆,游戏刚端上来时我的满腔热忱。当年那个为了学一门武功跑遍大半个地图、在太吾村里精打细算的自己,如今玩了十几个小时却只觉乏味。或许这游戏更适合那些有耐心在繁杂中修行的人,不再是现在的我了。并不怀疑制作组的肝度,茄子确实想做一个最硬核、最真实的武侠/仙侠,但努力和好玩之间,终究隔着一道名为游戏性的鸿沟。 八年磨一剑,终是差了些什么。 ——虽已竭尽全力,然机缘未到,未能突破。 如果你有充足的时间,喜欢文字驱动类游戏,玩过Kenshi,那么可以试试。
Related
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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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