
"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 652 reviews with recorded playtime.
Reviews
Themes across 649 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
八年在摸鱼吧。和当年有何区别?
之前所有的问题我都可以自适应,使用mod之类解决。游戏设计我也可以不吐槽。但是打相枢的事件真的使我兴趣全无了。制作组真的玩过自己做的游戏吗?在一个需要正经研究一下有初见成分的环节boss前面,加了3个事件的剧情和一大堆动画,你们是觉得这是凑数的剧情boss吗?内容也是一大堆堆料找不到重点,纯粹来浪费玩家的时间。制作水平不如黄油的小作坊,打相枢开着ce都要过几分钟,还有意味不明的镜头偏移展示。 我听说三条线总体差别不多,已经没有兴趣回档玩完了。最搞笑的是自带存档系统可能因为过月问题把分支点覆盖掉得使用mod解决。 补充:而且最搞笑的,相枢作为最强大的boss,最终还是要回归到用玩家自己的伤害打自己。制作组用了这么365路的剧情来告诉玩家,打败它的最好方式是带上你最初的功法。只要你愿意回头带上,加上两个赖着不死绝技,它的数值完全比不过你。 这个boss的设计过于暴力了,而不是困难。它高额的属性几乎引导你带上定番的几个功法,几个机制也指向固定的功法,至于玩家最在乎的攻击方式,则似乎完全无所谓,当然不同的构筑强度有不同的击败速度,但是它模仿玩家的高频率攻击也使得如果不同样选择高追击高变招的玩法,会一大半时间都在看小动画。整个游戏都充斥着这种自以为是的小巧思,看似存在了一定的思考,实际上是和英雄联盟的平衡一样所见即所得。剧情也是不知所谓,我指代的是本身质量就不佳,虽然有积累但是写不出氛围,我感觉像是局外人,虽然参与其中但是没有体悟。 整个游戏重复性劳动太多了,体会不到精简的乐趣,需要大幅度的重构玩法。 最后,不要只玩无极剑,这是陷阱虐菜催破
这其实是一个十几个小时就可以玩好玩开心的简单游戏,但是制作组为了体现自己的用心?掩饰自己的无能,强行拖游戏时间,反倒把这款游戏变成了空洞的裹脚布。虽然总的来说是有创新和可取之处,但为什么8年时间做成这个样子。
教学关卡台词写得乱七八糟 台词的发言者是谁也没有明显标注 正式游戏开局就甩一堆复杂机制 做了八年还这吊样 垃圾制作组你会玩游戏吗?
現在極度不推薦,三天兩頭修bug,重點是修了之後讓人玩幾十個小時的存檔變成不能玩。突然來一個更新然後一個劍塚消失不給人點是什麼白癡現象,少一個劍塚打我要怎麼破關,你跟我說這是正式版?賠我正式版白玩幾十個小時的錢我再考慮轉正評。
为了复杂而复杂,一堆自创名词,学习半天才发现就是包装之下再包装,根本没有创新。
不推荐,因为茄子没有兑现他的承诺——我不是说网上流行的那种剧情节奏,而是一年前的透明化直播。 我是因为那场透明化直播才开始深入游玩这款游戏的,在此之前我对太吾绘卷的体验都是浅尝辄止,包括22年的剧情节奏我都没有体验到。 透明化直播里最重要的就是展示了一个让NPC互动不再拘泥于普通的“过月行为”,而是真的会根据设立的目标去采取一整套有逻辑行动,比如说想要报仇→实力不足→练功。 因为我当时相信茄子最终会兑现透明化直播上的承诺,才开始深入地游玩这个游戏,这七百多个小时里有五百多个小时都是去年玩出来的。 但是去年让我很有危机感的就是,直到12月前瞻直播,茄子仍然没有透露一丁点NPC互动系统的蛛丝马迹,当时临近太吾绘卷正式版(没有跳票的信息)已经只剩下四个月了,这游戏之前是先在测试分支更新,等到问题都测得差不多了再上正式分支,而NPC互动系统那么重要的东西现在还不测的话,到正式版发布真的还能来得及发出来吗。 唉,然后就跟我想的一样,即使跳票到了六月份,在游戏更新之后,这个NPC互动系统,包括NPC志向,都仍然是一块没有落地的大饼,直到更新几天后有人反馈说,太吾绘卷的NPC完全不互动,才慢悠悠地端出来一个公告【太吾世界人物行为优化(阶段一)】,早干嘛去了…… 我是差不多到七月份消化了一下失望的情绪,才把这个游戏捡起来玩的。实话实说是更新了不少优化的内容,但是作为老玩家更多的是体验上的退步……我是不清楚为什么改动UI会把之前的交互逻辑完全推翻的,主动周天运转、读书的UI之前的版本是可视化的,端上来的版本是要别人去看tips里的信息的。 制作系统放引子,然后选择引子能制作成的道具更符合正常逻辑,结果改成了先选想制作什么,再选择对应的引子,地图上的人物头像变得奇小,经常找任务npc要对着地图找半天,地图上的紫竹化身在此行动也不再显示具体是哪个紫竹化身,我做紫竹任务的时候要一个个找过去,还好运气比较好,最多的一个也只找了四个地图就找到了。 目前进度是到了神火线相枢之前,说真的对这次更新版里的新boss也是真的很失望……单纯数量多,龙女士和紫女士完全就是22年解包出来的技能组,改都没改,紫女士(焚尘)技能里都没把紫女士的名字改成焚尘……十二邪仙和柴山老祖甚至都只有一个阶段,摸都摸不到我直接两下葬鹿蝶就死了,这还是全开的玄狱难度,不知道做的什么东西,不求你跟染尘子看齐,至少也对标一下剑冢化身吧,四个一起上打车轮战都可以了。
玩的很累,有时候玩着玩着就睡着了。剧情没一点感觉,不如早点开事件编辑让玩家自己做mod
2026年了,在我看来,这种游戏就不应该放在STEAM,应该上全国中小学网络课堂教育平台, 因为这不是玩游戏,这是在上网课, 玩了48小时,上了40小时网课,学习怎么设置,学习各种小图标,各种名词分别是什么意思,每个按键是干嘛的,二级页面点什么能出来,技能该怎么放出来,没错,学个技能,还得学这个技能怎么放,纯傻福, 最终.在摸索中找到一点规律后,仔细欣赏这款立绘奇丑+打斗皮影戏的大作,哈哈,真就是毫无游戏爽点, 还有人吹的,你吹你冯呢, 开局第一步的抓蛐蛐,你知道为什么网是破的吗,知道主角为什么要用破网抓吗,破网抓有没有办法按什么按键或者点击什么按钮能抓住吗,能不能修补破网,修补需要材料吗,游戏里什么提示都没,你说不出来就先别吹了,先去上两个小时网课,连开局的蛐蛐都没整明白,还好评,神作,就离谱,垃圾游戏就是垃圾游戏,
瞎J8填的数值,这别离步给我玩笑了,自己做的游戏自己不玩是吧
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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