
"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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 11.14/day in the week to Aug 10 → 9.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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
Reviews
Themes across 1289 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
。。。刚出看了老菊视频就买了 断断续续玩了100小时 ea时期说出正式版不知道有多高兴 正式版时明显能感受到画面 ui 游戏细节在优化 比原本好了很多 内容量也在不断增加,最开始只想的是玩法够充足 只要不断优化ui就行了 就这样又过了三年左右,这全新版本的正式版 ui反倒又做的还不如ea版本 游戏里面塞excel表格 塞就算了 还不好用, 哥们你这个是游戏啊 你的目的是让人玩啊 不是你自己在那里把功能塞进去就行了,做游戏的一定要玩游戏啊。 就一个装备 非要搞两个界面, 你把战斗的放一遍 另一边放你的其他物品不行吗 就硬要再塞个切换键,何必呢。 建筑也是 不同造诣的建筑物效果都是一个样 赚钱 赚声望 招人,那能不能 就一个建筑物就是赚钱,可以自己选择经营什么呢,如果为了贴合真实感,根据选择再去改变外观不好吗。 收集资源也是,就一个收集资源的建筑物不行吗,为什么非要每种资源都要一个建筑物。 合并同类项吧。。。
我一直觉得在真正上手体验一款游戏之前不要被评论过多地影响,但是它压根不让我体验,时不时就跳红字,卡在加载页面或者干脆直接闪退,10个小时的游戏时长我重装了3次游戏,或者卡在加载页面一遍遍解决。你一款游戏做了八年,真的能这么离谱吗? 那不好意思了,差评送你。
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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
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
头疼
不建议新手购买 虽然我游戏时间不长 游戏刚出的时候 看老菊视频就购买了 说真的 很后悔 刚开始的时候就各种bug,死档 后续放置好几年 我都快忘了 然后看到正式版 还是问题不断 更新频率高 证明什么? 游戏问题多,主开发思想不成熟 都已经上正式版了 还是这样 改来改去的 本来这游戏学习成本就高 还要看更新后修改 我是玩游戏 不是让你教我玩游戏 还不如看视频算了 这游戏没有购买的必要 新人不建议入坑
我chovy,更新你给我更新好的呀,不行你别更新了可以么,滚去做别的游戏好不好
1、 “铜生试剑”的故事不错。不仅情节波折,而且塑造了一众商会掌柜,使这些日常交互的功能对象变得鲜活,为扮演增色许多。尤其五湖商会掌柜,有血有肉,性格和身份之间的冲突,又引出了“自由与责任”的主题。 更有意思的是铜生这个角色,一次又一次地挥锤,执着于精益的作品。抛开了山庄正统、上乘手艺、江湖众望,这种“匠人精神”,很难不让人联想,这是否制作组为自己书写的精神具象? 因为这种匠人气质确实地体现在作品里。游戏里包含巨量的物料品类,书本、材料、制品、装备、武功……每一件都附有一丝不苟的描述。或者引经据典,或者词藻华丽,江湖氛围从每一个在手的物什中氤氲而出。 2、 然而,自由与责任的困境,或许同样暗示了整个游戏的症状:自由的沙盒玩法和受控的故事情节之间,严重割裂。玩归玩,讲故事时又总像是另起一头,开始讲述某个叫太吾的家伙的故事。 平心而论,玩法和叙事,单看都不错。类沙盒的整体循环是成立的,游历江湖-获取资源-建设村庄-提升战力-再入江湖,大量机制堆叠出相当高的自由度。往细了看,无论功能还是趣味,许多玩法系统都已打磨到位,比如读书系统精彩地串联了各个模块。叙事形式上有一些问题,但每个故事结构完整,修辞华丽,古典的三复情节营造了氛围,意外地适合仙侠故事。但合在一起,类沙盒玩法的自由扮演,却与线性的叙事情节相去甚远。 玩法和叙事的融合,几乎是电子游戏理论的基石难题。何况制作组想要追求极为独特的沙盒扮演和仙侠故事,因而注定难以照本宣科,必须独自深入到那个昏暗未知的境地中,去探索答案。 制作组做了一些修补工作。比如加入“隐世掌门”之类的NPC,以免在沙盒里无法预测的NPC关系,在预设情节中引起错乱。但临时角色还是无法替代自由扮演时与门派建立的特殊情感连接。 雪上加霜的是,还要强行在情节中置于二游式的主视角叙事,比如NPC见到太吾时,千篇一律的“久仰久仰”。在本就破碎的结构中,强行扭入“市场需求”,结果只是充满廉价感的预制大侠范。 纵观全篇,个人认为最好的叙事设计,是九剑的个人故事。对神话适当地改写,以角色动机和情感为内核,附以古典风格的文笔和插图。即便仍然有一些“原来是你”的桥段,但总得来说,这些旁观视角的短篇绘本,保持了克制的距离。倒不是说和玩法有什么惊艳的融合,但它是自己本该是的样子,而非被各种需求拉扯,乱作一团。 3、 进一步来看,借用MDA(机制-动态-体验)框架,游戏的症结在于“动态过程”这一环节——即玩家与机制交互的复杂过程,正是这一过程催生了特定的体验。制作者事先设想了一种“想象中的武侠世界”,但却将体验简单化为机制的单一相关项,疏忽了动态过程的综合后果。换句话说,玩家实际操作时完全不是那么回事儿。而玩法一旦失控,那么就难以与叙事融合。 举一个失控的例子:茶马帮。这个小型玩法的问题在于,名声越高、走的越远,玩家到手的收益越小。玩和“想象”,没能取得一致。表面上是数值平衡,但根本上,是动态过程被忽视了。制作组的思路是用一套机制的组合,去勾勒和表现世界。其中影响商队收益的几项机制,都是基于想象中的叙事情节而置入的。叙事目标才是整套设计的出发点。或许这个玩法本就是为了服务叙事,虽然只有少量交互过程,UI界面也极为简洁,但却涉及了数十种不同的西域珍品,不仅一如既往地附有精彩注释,而且分别对应了九位剑主角色的喜好,关联了五湖商会的故事情节。 游戏媒介有自己的运作原理,缺少对机制设计的成熟掌控,体验便会成为空中楼阁。于是,当动态过程发生问题的时候,制作组有三种应对: 一种是暂时搁置,涉及的是如茶马帮这类机制,相对边缘、影响较小,只能逐步优化。另一种是亡羊补牢,这部分动态过程牵涉甚广,尾大不掉。比如锁精纯和厨艺路线,前者是粗暴的进程控制,后者是过于突出的最优解,单独拿出来看都是典型的设计缺陷,但此刻却不得不泥沙俱下,因为整体的动态过程面临更严重的失控,大量玩法和物料的堆叠,不可避免地导致冗长和繁琐。 不过最有意思的,是第三种应对:头铁硬刚。此处应该提到绝美的战斗系统。想象中的武功,各具风采,不同招式导向内、外、毒、神等不同伤害。这里没有花哨的理念或天才,就是一丝不苟地去实现每一套标记、每一式功法。过程中问题不断,比如复杂度上升导致的理解门槛,或者不同武功的内在差异等,但既然遇到了问题,那就一锤一锤地去改造和实现。 最终,复杂的数值模型,生成了多样的战斗BD,伤害标记机制兼具表现力、叙事性、和可玩性。即使不依赖情节,这套玩法系统本身就能生动地再现武功和门派的神韵。独一无二的体验被创作出来了,真是了不起的设计。 4、 回到铜生试剑的故事。《太吾》曾经一鸣惊人,后来历经了舆论沉浮。虽然想要远离主流,做个不一样的东西,但说实话,从一开始,这就不像一个成熟匠人站在巨人肩膀上的变革,更像一个懵懂学徒在荆棘中蹚出血路。有时会重复前人的错误,于是重新学习;有时则会碰到未知的困难,只好以身试剑。 好在还是找到了自己的东西。故事里的“万炼千痕”仍显粗糙,也不是什么神兵,但重新唤回了铸剑山庄的精气神。制作组以铜生般的热情和执着,越过了既有路径,拓展了武侠扮演的边界,创作了独特且充分的体验。就连遭遇的困境,也因此显得独一无二,是值得被严肃讨论的设计经验。服务也好,创作也好,问题和局限确实存在,但工作没有停下。目前大概就是这样一种状态,魅力和问题相生相伴,或者用游戏里的话来说:负阴而抱阳。
玩了50小时EA后就没碰过,正式版了玩了150小时,更新了UI,但是不如UImod好用,我算是知道为什么打差评了,活该
记得加mod不然纯坐牢
佩服我自己能把这个游戏玩下去,一旦过了前面十几个小时的入门期,后面还是好玩的。 但,这个入门期实在太痛苦了,如果不是因为我玩习惯了P社等策略游戏,对大量数据和复杂机制耐受,这个鸟游戏对一般玩家的门槛实在太高了,主要就是UI的体验简直太痛苦了 - 毫无引导,必须看新手入门攻略,不是为了提高游戏水平,单纯为了知道哪些功能在哪里 - EXCEL表都做不明白就跑来做游戏了,最基本的筛选功能做成这样估计后无来者了 - 该大的不大,该小的不小,该居中的不居中 - 大量反人类操作,批量处理、N级菜单 最让人痛苦的是,玩着玩着竟然习惯了这UI……
买了这游戏很久了,很多版本也断断续续玩过,游戏本身问题不大,但是今天忍不住了还是给了差评。这个制作团队真就是不把玩家当回事,自己想怎么改就怎么改,乱七八糟的改毫无规划,脑子里蹦出来个想法不经验证就更新,更新发现体验更差了就再发十几个更新去修复之前的更新,但是从来不认错也不长记性。游戏极其不稳定甚至四五年了我都没完整的通关过,经常玩一半很多MOD就都失效了,但是不打MOD你的界面做的和屎没有什么区别。看似一直再加入大量内容,实际上核心玩法只有那么一套,加的都是鸡肋的东西,制作团队只是善于自我感动罢了
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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