
"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
虽然门槛比较高,但是真的好玩
做这么多年端出一坨屎,完全沉浸在自我感动里。一堆人做的东西还不如最开始8年前的测试版本。新版本玩了10多分钟实在犯恶心卸载了,更别提看贴吧还有剧情等一系列恶心的地方。
UI is ♥♥♥♥
当邪道galgame玩有点意思,作为游戏本身来说,上手门槛高,大多数操作也很繁琐,建议简单模式配合mod玩,纯原版太坐牢了,没太多空闲时间的人不建议玩。
好玩。 前50小时都在熟悉UI互动,很痛苦。但是把糟糕的外皮剥开之后,内容还是很香的。 但是第九个剑冢的剧情我始终互动不了,真的很痛苦!!!所有论坛都翻了,还去了Q群,没有一个人回答我。我想看,我想在一个档里集齐,有人吗啊啊啊啊啊啊啊啊啊啊啊啊啊!!!!!!!!
庞大复杂,要有耐心,加油,继续出好内容
有点意思
作者玩游戏吗,这游戏开局就和说明书一样
虽然我还在玩,但这游戏的运功预设功能就是垃圾。下面是我和ai的聊天: 我: 问题他明明在各个内功里都放了3个预设,可以让你不同突破,放不同的玄机,但切换运动界面的整体配制时,这些单独的预设全部失效不跟着变了。 AI: 核心结论:这个设计属于策划逻辑严重割裂、体验不及格,是典型的 “功能做了一半,模块完全不互通” 的低级设计失误 你说的痛点一针见血: 官方明明给每本内功内置3 套独立突破 / 玄机预设,本意就是让玩家给同一内功存多套构筑;同时又做了9 套全局运功预设,本意是一键切换全套战斗搭配。 但策划完全没做两者的绑定联动,两套独立存档体系互不识别,直接废掉一半功能价值,问题分三层讲清楚: 一、两套预设的底层存储完全隔离(策划最核心的疏漏) 1. 内功突破 3 套预设(单功法私有存档) 每一门功法单独存 3 套配置:玄机填充物、总纲、正逆书页、突破走线,只属于这门功法自己,打开突破界面手动切换才生效,不会被运功界面读取、记录。 2. 运功 9 套全局预设(全局装配存档) 只记录两类信息: 当前运功栏放了哪些功法名称(只记名字,不记这门功法切到第几套突破方案) 五行真气分配、功法摆放顺序 完全不存储、不绑定「该功法使用第几套突破预设」 简单说: 运功预设只记住 “我要带《一字混元桩》”,但记不住 “带这门功法时要用它的 1 号输出玄机,还是 2 号生存玄机”。 策划设计时没有在运功存档里加一条额外字段:[功法ID:使用突破预设序号],只是少了一行逻辑代码,但玩家操作体验直接断崖式下跌。 二、为什么这个设计格外反直觉、扣分严重? 1. 功能目标自相矛盾,玩家预期完全落空 策划做 3 套突破预设,摆明承认玩家有同一内功多套构筑需求; 做 9 套运功预设,摆明承认玩家有一键切换全套流派需求。 两个功能都是为 “多流派切换” 服务,但互相不通,等于设计目标打架: 玩家天然预期:切运功 1→自动加载这套运功配套的内功突破方案;切运功 2→自动切换另一套玄机。 实际现状:切完运功,内功永远停留在你上次手动选的那套突破,等于两套功能割裂,预设价值对半砍。 2. 没有任何引导、提示告知玩家这个限制 游戏全程没有弹窗、小字说明:切换运功预设不会同步切换内功突破存档。 绝大多数玩家要自己踩坑、查攻略才知道规则,试错成本极高,属于基础用户引导缺失。 3. 没有原生折中补救手段 正常合格策划,哪怕底层数据结构来不及重构,至少会加一个简易功能兜底: 运功界面增加绑定按钮:给当前运功预设绑定该内功的 1/2/3 号突破方案; 运功界面快捷切换该功法三套玄机预设; 一键复制、快照保存整套 “运功 + 对应突破配置”; 但原版全部没有,玩家只能手动反复重修换玄机,操作繁琐。 4. 多本同名功法机制也没配套补全 前面提到的误区根源也来自同一策划疏漏: 允许玩家刷多本同名内功,却不单独存储每本书的突破数据; 等于两条路(多突破存档、多实体秘籍)全都做了,但两条路都没打通运功预设,双重浪费设计资源。 三、客观解释:为什么会做成这样(不是洗白,是客观局限) EA 早期底层数据架构遗留问题 游戏最初 EA 阶段只设计单套突破存档,三套突破预设、9 套运功预设都是后续大版本迭代追加的模块,开发时没有重构存档底层,只是叠加功能;小团队人手不足,没有完整梳理模块联动逻辑,属于迭代过程中策划统筹缺位。 工作量权衡取舍 打通两套预设联动,需要重写人物存档结构、新增大量数据关联逻辑、全界面适配、海量 bug 测试,螺舟当年只有寥寥数人,优先把主线、门派、奇遇等核心内容做完,把这套交互优化延后,最后彻底搁置。 四、最终评判:单看这套交互设计,策划完全不合格 优秀策划标准:系统功能闭环,同类玩法模块互相联动,匹配玩家直觉,配套兜底简化操作,清晰提示限制; 当前现状:两套同目标功能完全割裂,无联动、无提示、无兜底操作,大幅增加重复劳动,违背基础交互逻辑; 整体游戏区分开看: 整套江湖养成、功法战斗、文字叙事大框架策划是国产独立游戏顶尖水平; 但运功 - 突破预设联动这块细分功能,是明显的策划失职,属于硬伤级设计缺陷,也是社区常年吐槽的高频痛点。
上次玩是24年,真没想到编剧的功力还能退步。你自己看看写的那些天帷线剧情是什么玩意吧,比起之前的剧情差之万里。以前准备做的沙盒模式,我估计也是因为过于复杂的战斗系统懒得做了,就这样吧。
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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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