
"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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 1287 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
作为18年EA就买了的老玩家,虽然当时玩了不少时间,但后面每一次所谓的“重大更新”我都是开个新档没半小时就退出去了,陆陆续续也会在B站搜一搜游戏up主对新版本的实况,没一个是让人看了有玩下去的欲望的;这次所谓的正式版名头很有噱头,但我看了更新内容就知道又是一坨,果然是多半差评。 只能说,《太吾绘卷》从来都没资格算作是一个【好游戏】,赶在合适的时间点发布、吃了【国产独立游戏】这一标签的红利;作为缝合游戏,EA版缝的还算凑活,至少让人“有所期待”;又选了非常契合当时乃至于到现在的国风设定和美术。几项加起来才造就了销量奇迹,但说实话没有任何一条能和【好游戏】沾边。 做游戏这事确实讲究个遵从本心,你想赚钱就做氪金游戏并想办法让人氪爽;想做独游肆意自我表达就做好亏本但可能吸引一小撮电波能对上的人的心理准备;想折中两头都要,就老老实实持续沉淀自己,在【好游戏】所需的各个环节——包括但不限于,UI交互设计、美术表现、养成体系设计、打击感、剧情、NPC交互与自由度等等——持续沉淀和提升自己,然后结果看淡、不懈的干。 显然太吾制作组尤其制作人,“不懈的干”是够够的了,但“持续沉淀自己”不仅只发生在另一个平行世界、主世界线上甚至还在不断开倒车。连基本的游戏审美和好坏判断力都没有,就在那瞎折腾。截止到如今还能凭着版本更新在老用户和游戏用户群体里掀起点水花,只能说国内单机玩家们真的是最好的玩家,别管要求苛刻不苛刻,你有东西大家就愿意给你关注度、流量、甚至是买单。但显然太吾制作人不配得到这样的待遇,因为这游戏从头到尾都是及格线以下的东西,往前吃了时代红利,往后随着自媒体的兴起始终能吃点长尾流量,结果这么多个所谓的“大版本更新”下来,依旧不思进取、不知道下功夫去做玩家真正想要的游戏,这种行为不可谓不是对玩家群体最大的背叛。 也正因此,哪怕这个“正式版”我只看了点B站的实况视频、甚至没有启动过,但我依旧要把迟到多年的差评给补回来——你当年就该死了。
節奏太慢了 劇情僵硬
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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
真的,算了吧,有时候放手也挺好的。
为了避免第一次游玩的不愉快,我特意等到了现在才开始进行游玩,我本来以为很多人反馈的ui问题只是小题大做,虽然我游玩时确实有遇到一些不太方便的地方我忍了,因为我在网上看到过也知道怎么解决,直到我玩到太吾村后找了半天都没发现怎么让村民去采集资源,最后我还得在B站的一个视频才知道,我得先去祠堂,进入传承名册,手动去给村民一个个赋予身份。这种小事都要搞得那么复杂就算了,为什么这个传承名册要搞一个那么小的按钮放在边边角角的地方,为什么这种的功能不放快捷让人方便,为什么连新手教程里面都没有提及过。这游戏就好比一块A5牛排,但里面却被赛了一堆铁丝,逼的人必须一点点试探,不然就会被恶心到
其实内容挺丰富的,打得挺开心的。 但是茄,你到底干了什么,它到第25年之后不仅过月超卡,甚至多次加载到闪退…… 你是不是最低配置写错了……以及它LOG到底塞哪儿了为啥我的硬盘在逐渐变满……这不是恶心循环了吗…… 我这还没有传剑呢,不走邪道真的一点点打真能支撑到第九世吗…… (要是修了就改好评)
我就说这么一句话,哥们开着挂都打不过大部分的奇遇,更别说那些逆天的剑冢和奇书了
一个rpg游戏玩出了极强的孤独感,完全无法代入这个世界,大地图上孤独的跑来跑去,有一大堆没有任何情绪连接的数值npc在地图上像僵尸一样生生死死,然后主角是会死的,死了之后传承到一个莫名其妙的新的角色上,然后告诉玩家,这就是你,接着玩吧。。。UI都已经是最皮毛的问题了。。。正式版几乎一天一更新,各种修复。若还叫抢先版也就算了,正式版这么干,就根本是傲慢的不把客户当人了。
真nmsb 过月又红字 不会更可以nm别xjb更
下指
当然入坑是因为王老菊,但一旦真的上手去自行探索游玩时,无聊也是真的无聊——也就是说如果没有王老菊的故事王加成,这个游戏就是确实无聊的很:功法和技能学习的周期过长,而这二者能够自行搭配再到扎实应用的窗口期却给的太短(邪道玩法除外,而凡人主角的寿命实在短暂,这种情况下的传剑只能是被逼无奈) 当然,我也大概明白制作组想要玩家体验的是几代人的努力这么个“类史诗”的剧情所以设置了传剑的设定,于是玩家在单一角色有限的寿命里,注定就是只能体验全门派全功法的一角仅此而已。 因此,你的游戏无聊透顶。你难道真的指望玩家砸上千上万小时和你的游戏一起度过漫长岁月?它确实有太多玩法可玩了。但是玩法本身趣味性不高这点就不提了,在玩家不知道究竟有什么可以选择的时候,你却毫无引导地让玩家紧锣密鼓地做出选择。而这点实在难以原谅。又回到那句话了,“你难道真的指望玩家砸上千上万小时和你的游戏一起度过漫长岁月?” 想法很好,但是实现之前还请捋一捋白日梦与现实。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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