
"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 711 reviews with recorded playtime.
Reviews
Themes across 708 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
这个游戏是真的折磨,引导与教学是一点没有的,自带的说明文档像个阉割版的wiki。游玩的过程不像是在玩游戏,而像是在学习使用一款专业的设计开发软件,光入门就得看上100个小时的教学视频,然后再花100个小时在游戏里摸索,这期间会被逼的不得不用减少肝度的mod,然后本来就不多的快感就被削弱到近乎没有。 等彻底入了门游戏玩起来像是在走流程,体验特别像现在入门钢4,只推荐有研究游戏系统动力和特别有武侠情怀,能把自己游玩的过程当成故事讲给自己听的人。例如,我玩钢4不管再怎么困难,只要看着战线推动和胜利的战报就能想象自己在读一本穿越2战的小说或者自己穿越到2战,由此产生爽感。要是做不到,就很不建议游玩
什么都有但是不好玩,ui设计一团糟,剧情裹脚布(居然不能跳过对话),太多没有意义或者肤浅的设计纯粹浪费时间。每次剧情奇遇走一堆蠢得不行的节点,比如说复生之人输一次就得选一遍15个门派,有多少人遭得住这种设计。茶马帮就只是加个好感,经营也没有深度,养龙太无聊了。整个项目完全锁死在了当前的框架里,加一点方便的操作界面和提示就这么难吗,什么信息都要点好几下,重要的信息也不直接展示出来,每次都要按个alt,ui上抄一抄成熟的游戏没什么吧,不要什么都自己造车轮,没有专业的设计人员就招一个。拿手游的数值设计来做单机,玩着很累,数值策划还是换了吧,茄子你不会管理不行就请一个学管理的人。但是还是给个好评吧,对能力不足但是很努力的人进行批评会显得我很刻薄。没有必要尽善尽美,好好总结经验做好下一个作品才是最重要的,谁也不欠谁。希望下一个作品不要这么让人感觉负重前行吧,可以有很多设计,但是不要再搞较艺这种玩家不接受你还硬往流程里塞的功能了,麻将扑克围棋能直接化用的小游戏形式太多了,自己造一个大众难以接受的除了增加学习成本降低游戏乐趣没啥用了。
繁中的翻譯根本沒做完,有些string根本連填寫都沒有,直接是string_id 動不動出bug,畫面卡死,搭配換月才能存檔的系統,真的很煩
全隐藏式ui,生怕玩家找到是吧,好不容易适应了直接一个更新又改了
UI交互越来越反人类,受不了了,打mod都受不了
不得不来写一条差评了,8年前就无限的红字报错炸存档,8年后仍旧炸存档
这个游戏在我看来大部分是好玩的,但是也就仅此而已了。 喷ui的够多了也不多我一个,我就说一点:茶马帮上货的时候右边那一小栏就是纯泥马搞笑的,滚轮划一下,哎~划多了,滑条拉一下,哎~又滑多了。 然后就是这个剧情,主线我愿称之为不知所云,大量文字冗余,眼累脑更累。门派剧情倒是有几个我觉得不错能让我笑出来的或者有些感触的(对,狮相丈育说的就是你们) 结局更别提了,打出来七元和神火几乎没差别,肘相枢→变心念→肘十二仙→再肘相枢→肘天帝,其中有区别的就是你的辅助们,过场和对话,都做多结局了认真点不行吗,纯懒狗。 最后,龙出染狗和淡紫真就天意化身是吧,不让杀是吧,那你好评也别要了,既然你都整出这仨出生喂过一波史了,你倒是硬气点啊,要不别改要不老老实实让它们仨亮血条,还洗上白了,说白了也就这出息了
其實不太懂為什麼會罵成這樣,我是覺得沒甚麼不好玩,反正mod都能用。 不然這樣好了,製作組,你們再開另一個branch, 讓想玩EA版的就玩EA。這樣就沒衝突了。
第一这游戏的好玩很慢热,可能主创团队对游戏比较熟悉所以感知不到。第二很多ui开始体验很不好,尤其是主页ui一度让我以为加载页面bug了,玩到后面就适应了没感觉。第三,游戏内容很丰富好玩但整合很捞,感觉鼻子眼睛都漂亮合起来不漂亮。第四我义父去哪里了,能不能把初始剧情和后续剧情的衔接搞好一点,玩到后面我才感觉有些扮演大侠的感觉了,前期被各种海量信息淹没加义父线突然断了带入不了一点
太累了
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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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