
"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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 1271 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
群里问红字就被群友阴阳了,不差评不行啊,孝子贤孙太狠了
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。
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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
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。
玩了234个小时了。 正式版发布了,终于有时间好好玩下去了。 玩了一阵子,只觉得有点无聊,没意义,不知道作为真实世界的“我”,为什么要玩下去? 太割裂了!玩家缺少一个主线剧情的指引,学武,为什么学武?较艺,为什么较艺?斗蛐蛐,为什么斗蛐蛐? 做了这么久,主线越改越割裂。教程里是焕心,自由模式下却改成了自定义角色。故事变得非常不连贯。“义父”对谁都是义父吗? 之前支撑我玩200+小时,一个很大的动力义父失踪了,主角出山谷寻找义父。而现在,两段剧情将人物感情搞得无比割裂,义父成为很多人的义父,那也就不必寻找了。 到了太吾村,没有指引,建立祠堂。放蛐蛐。接下来到底要做什么?去学武功?学武功为了啥?去抓蛐蛐?抓到又怎样?带了一个同行,只有每个月管我要东西刷点存在感。那么多的太吾村民,一个都不认识。都是建造的工具人。又有什么意义?最初的版本只有几个太吾村民,基本上能认全了。要满世界招人去完善“家”。 集中太多的精力去做修修补补了。战斗系统,蛐蛐系统,UI,背包,排序,筛选,太多太多细枝末节上的东西,反复改动。 真正能够吸引电脑前面坐的那个人的,是剧情,是人物塑造,是玩家带入感。而不是一个什么都没有的自由世界,什么都没有的自由,杀人,为什么杀人?绑架,为什么绑架?这种自由只让人觉得空,且毫无意义。 无论UI做的多好,玩法做的多有趣,没有灵魂,是无法吸引新玩家的。
《角色扮演》《武侠》《开放世界》,三个tag没有一个是属实的
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。
终于是打完了,也是可以安心给差评了,七元万道的结局写得太蠢太蠢了
这游戏无论是宣发还产品定位都是武侠沙盒游戏,前二三十个小时一点剑冢不推在做饭练功读书跑门派任务我也是这么以为的。我以为神魔啥的真的只是背景设定。直到我真的拥有了一堆上千威力的奇窍功法开始推剧情。WDNMD,盘古,十二金仙,天帝都出来了。那些剑冢BOSS和引导NPC也是各路神仙,说真的,制作组你们真的觉得这不割裂吗。而且玩到后面沙盒元素也完全消失了。这游戏的中后期完全是拿一个三流的仙侠线性RPG给拼上去的。中后期流程不说是一本道吧,至少也是三条线没啥区别,都是换皮的同一种结局,就连大结局CG都是同一个。本来吧,也不至于就是差评,不管怎么说这游戏前中期养成还有点意思。小机制虽然很多都是无效堆料但是也确实耗费了不少心力。直到某一次更新以后我想开个高难度禁点轮椅玩法自我挑战一下。只用了几个小时,各大门派就只剩一堆婴儿了,然后太吾村100支持度点亮门派石碑的地方给我送了个小婴儿过来完全无法交互软死档了。那一刻,我默默退出了游戏。由衷的希望作者以后能做出一个以游戏后期的神仙们的狗血人际关系为主体的仙侠游戏证明自己,不要做不好沙盒硬来虚假宣传欺骗沙盒爱好者了
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。
Amazing game with really deep systems. This is my first time ever playing and I don't speak or read any form of Chinese, but I find the English translation to be perfectly legible and understandable. If you think to yourself "Sure, but is it fun?!" Look at my hours played. >.> I can't escape! There are very few videos out there but the English speaking discord has fantastic guides - in particular the farming guide will walk you through every step of a first playthrough.
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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