
"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.
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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 749 reviews with recorded playtime.
Reviews
Themes across 746 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
制作的UI为什么会改成先选目标产物? 像以前那样先选引子再看能做出什么不是挺好的嘛?哪怕有部分人更喜欢现在的制作UI,那是不是很多人也是用以前的制作UI用得更顺手?! 按照我的制作逻辑,我肯定是根据我现有的材料去制作,有什么做什么,材料多的就多制作,材料少的就少制作。现在一上来就选目标产物,除非我已经完全掌握了制作相关的内容,不然我怎么一上来就知道我要制作什么? 用得我很难受! 退一步说,哪怕分不出哪种UI是更好的,你兼顾一下两边做不到嘛? 把UI做成既能先选引子,也能先选目标产物,很难嘛????!!! UI不改差评不变。 设计UI的人玩游戏嘛,喜欢玩这游戏嘛? 除了这个制作UI,其他UI也是一言难尽,实用性不如最初的EA,所谓的美观也根本不美,反而是画蛇添足。 真的想骂人
可惜steam没有中评,考虑到这游戏的ea版本的惊艳以及当当姐带给我的快乐,勉强能给个好评,没有这层滤镜的话大概只能给正式版及格分 想到哪说哪: bd相关内容丰富且好玩;部分门派剧情优秀,一部分门派剧情给的同道很有特色很讨喜,而且很多门派剧情奖励非常丰富且有特色,付出和回报成正比;低精纯时的跨精纯操作是一个非常有特色的玩法;斗蛐蛐好玩,蛐蛐化人好玩;新的奇遇形式相比ea版有了很大进步…… 缺点是部分游戏内容过于意义不明且枯燥(比如元鸡舍、茶马帮);主线剧情虎头蛇尾,在合理性上甚至不如ea染尘子框架,玩家这代太吾突然加入一个心念无所不能的设定以增加戏份的操作过于生硬,甚至有些地方可以算是圆不上只能草草敷衍;最终boss以及十二邪仙、柴山元祖设计太差,根本没有特色,表现力上甚至不如ea版九剑染尘子;玄狱模式最有特点的邪道传人和特殊助战竟然没实装,导致玄狱难度除了嗯拖你发育时间以外基本没什么特色;部分操作极其反人类…… 有没有懂找元鸡跑遍全世界捐东西攒恩义还要找走丢的村长,把六十多只鸡带回家后还得每隔几个月就得扫一波材料手动塞进饲槽内不然就要一只一只手动喂,加好感多的鸣虫根本入不敷出,最后给个蚊子腿加成和几根只有回太吾村才能摘的鸡毛(甚至还被削弱一次)的救赎感,我说太吾世界没有鸡饲料吗?
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
非常好玩,无论是战斗,养成还是剧情都对得上我的胃口,估计能玩到一千小时
我那些个蛐蛐个个有情有义
没什么好说的,天幕版本玩起来很爽,新UI虽然看着不习惯,但是也还不错,这几天修BUG也有目共睹,还可以
真的非常无语啊这个游戏,我有完美档的癖好忍受不了有瑕疵的存档。然后我的重新开档的路就这么展开了。前四次重开都是因为还没玩懂,玩懂了之后发现我浪费了很多时间,我想更快的帮助世界恢复原样让这个世界重获生机。然后我又开档了,超过10次是因为我开档仙人杀的boss都很简单,那些难的我不一定打得过。今天又重开了三次,因为我发现我玩了九年的档错过了很多跟紫竹化身交谈的信息,剑冢打完了之后没出现紫竹化身,我也就没回村,我完全忘记了然后又去打第二个boss。然后这俩boss的化身都不见了!世界里面也没有!只有初始的那个紫竹化身,我真求你了,密码的。我都下mod减负了依旧高血压,我恨你
好玩,但是肝
唉,希望能优化一下吧,现在就是一坨,难懂又不好玩,引导模糊,主线剧情又烂。等哪天优化完了再来玩。
1.0 最大贡献,是补完了测试分支所有半成品内容: 全部 15 门派闭环剧情、昌盛 / 衰落双结局、门派专属功能落地(璇女洗特质、武当五行调息、空桑古鼎等,三大主线结局、天幕众新势力, 测试版故事烂尾的缺陷。对比0.0.79整套界面,是厚重、手绘国风、充满旧式武侠书卷质感为了这垃圾移动端和适配鸿蒙系统简直是大脑进水。 把老版本的UI搬回来优化交互迭代功能加现在正式版的剧情。
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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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