
"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
지금 이 게임 10시간을 했는데 이 게임은 뭔가 잘못된 거 같다. 무슨 게임이든 10시간 정도 했으면 뭘 해야 할 지 어떤 것이 재밌는 것인지 감이 오고 그걸 계속 진행하다가 나중에 다른 재미를 던져주고 변주를 줘야하는데, 이건 아무것도 모르겠음. 대부분 글 읽는 시간으로 할애하고 있음. 그렇다면 글이 재밌는가? 번역이 좀 그런 것도 있지만 애초에 무협이 하는 사람만 해서 알만큼 아는데 세계관 다지는 게 무슨 의미가 있나 싶음. 일례로 게임을 하면서 수집품에 게임 내 스토리 관련된 "책"까지 다 읽는 사람이 몇이나 될까? 스토리를 전달하는 방식도 지나치게 장황하고 게임의 재미를 전달하는 방식조차 너무 장황해서 "다시 해야지"라는 마음이 잘 안듦. 제일 먼저 드는 생각은 "오늘은 제대로 해볼 수 있을까?"라는 생각부터 들기 시작. 심지어 전투는 자동돌리면 알아서 이김. 내가 돈 내고 왜 10시간이나 들여서 이 게임의 재미를 찾아야 하는가? 라는 의문이 들기 시작. 무협관련 운영하는 게임이 재밌어서 해볼라 했는데 이건 좀 아닌 것 같다.
我那些个蛐蛐个个有情有义
怎么说呢,这游戏刚出来就买了,陆陆续续玩了很久,正式版出来又疯狂补课,能看到许多进步,dlc也支持了,不过有些东西确实玩的不是很舒服,没错就是交互功能,跟人物互动完都是大退到主界面你能不能改改,我还想继续互动做点其他的呢,另外功法学了以后,能不能像门派功法展示那样,内功一列,催破一列,等级有序的拍一拍,看着也舒服,找起来也方便,不然真的好难受,当然能对应五行那就更好哦了。
有点意思
“垃圾桶里有几张还算可以用的白纸!”这是我玩过最糟心的游戏体验!!!!这些年来买的最后悔的一个游戏。
好像快十年了,和10年前,太多不同了,每2年玩一下,体会,像个新游戏也像老的,无法评价,拇指吧
打出一个结局后我的评价是,游戏本身介于超三品和绝二品。游戏内不同的部分质量忽高忽低,差强人意,有些地方细节满满但是有的地方细节就非常粗糙,落差很大。 说真的主线剧情不如删掉或者像演武那样单开一个模式做成类似挑战模式,茄子你的剧本写的真不行,这个游戏玩法和剧情演出搭配在一起只能把剧情坏的那部分衬托的更糟。说白了这剧情就不适合这游戏的玩法 文本方面我觉得引导部分的时候就应该简单粗暴的像别的游戏那样直接平铺直叙的给你画大箭头,文字和闪光图标一一标清楚而不是夹杂在对话里面用故意用古风把一件很简单的事情用最复杂的方式解释。我前前后后一共这么多游戏时长都不能保证能理解所有的文本说明还得去翻百晓册。 总的来说至少内容上对得起我8年前当初买这游戏花的钱。花时间好好吸取一下这八年游戏开发的教训耕耘下一部作品,这游戏的玩法和框架真的没有什么能够满足茄子艺术追求的拓展空间了,至少我个人是这么认为的
先说优点,自由搭配武学,正逆练功法有不同效果,战斗自由度很高,耐玩性也足。 其次,让人极度反感的设计,能接受你就玩! 1.剑冢强行限制精纯(人物属性上限),不打剑冢属性与NPC差很多,勉强能接受; 2.茶马帮设定,绝对劝退,脑残设计,强行脱时长,打完4个剑冢,不让打了,必须给紫竹林送礼物涨好感才能继续挑战,礼物必须是茶马帮从西域换的,如果不是太复杂也能接受,关键是尼玛跑一躺来回两年,玩呢? 要知道游戏是按月玩的,也就是说为了送个礼物,痛苦的熬时间呗!但你别忘了,还有奇书的设定,好容易获得的奇书,一大堆高精纯NPC要抢,明明属性跟得上你就能打过,但就被这恶心的茶马帮紫竹林限制着,只能跑!!! 3.商人购买权限限制,不是脑子有坑根本设计不出来的机制,高级物品有购买限制,五级三个,六级2个,七级1个,乍一看没毛病,但你买东西本来就花了大价钱,然后想要继续购买,你必须给人家送礼,送一个对应等级的物品,才能买一个对应等级的物品。村子建好后,这些东西都不缺,但是恶心就恶心在,操作上,有6个物品你要买,必须两个两个买,期间还要两个两个送礼!纯恶心人的重复操作。 为啥要大批量买高价值物品,还不是前面那个茶马帮闹的,看攻略用高价值物品换回来的礼物涨好感更多。对,也就是说,还是那茶马帮卡你精纯等级,真把人玩的火气不断往上冒。这不是有没有耐心的事,是游戏策划纯恶心人,就设计这破机制拉长你的游玩时长。 玩了150小时也算是入门了,但被这破机制真心整破防了,暂时没有合适的MOD能避免这些脑残设计,暂时弃坑!恶心,真他妈恶心!
游戏做的很好,奖励一个差评。 辛辛苦苦半年打了两个剑冢,看了一眼伴侣关系,好家伙,伴侣有“忠贞不渝”特性还能被绿,游戏就不能加一个稳定不出轨的特性吗,这是很难的技术问题吗。游戏做了这么多年了,一定也有的玩家反馈过类似的问题,真要等到耐心消磨完了,才正视问题吗?
这怎么没法云存档的啊,我的记录全没有了
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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