
"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
这游戏得罪谁了这么多刷差评的?
这就是你们花了八年端出来的东西,一视同仁 的折磨老玩家和新玩家,早知道我当年ea等来的会是一个不打mod都突然红字的游戏,我就应该把钱直接埋尊慈墓里,我现在都不知道设计ui和交互界面的人是怎么和写剧情的那惊天几条一起伪装人类的,你们做游戏的能不能不要天天自我感动完了骗完大家之后端出来依托啊?你做的游戏自己玩了吗就上架?
世界又大又空,最好玩的就是新手教程
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $34.4M | 41.6K | 88% | $29.99 | |
| $34.3M | 30.1K | 87% | $49.99 | |
| $34.3M | 30.2K | 93% | $48.99 | |
| $34.3M | 27.4K | 91% | $39.99 | |
| $34.3M | 23K | 87% | $34.99 | |
| $34.5M | 90.6K | 92% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.6M | 23.6K | 86% | $24.99 | |
| $109.1K | 353 | 56% | $12.99 | |
| $40.6K | 229 | 40% | $9.99 | |
| $357 | 3 | 67% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
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
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
有用心,但用错了方向。 文本、道具描述、部分功法设计确实能看出诚意,初见很有味道。但游戏很快暴露出一个根本问题:把"繁琐"当成了"深度"。 庞杂的属性、复杂的伤害计算、层层叠叠的系统......什么都做了,但系统之间缺少有机的联动,更像是把一堆独立的复杂模块硬拼在一起。深度从来不是各系统复杂度的堆叠,而是它们碰撞后产生的可能性,游戏里面那么多NPC和草丛里面的宝可梦又有什么本质区别呢? 核心体验几个小时就能摸透,剩下的几十小时大多在重复同一套繁杂的流程。 新鲜感来得快,去得更快。 18年那个国庆,游戏刚端上来时我的满腔热忱。当年那个为了学一门武功跑遍大半个地图、在太吾村里精打细算的自己,如今玩了十几个小时却只觉乏味。或许这游戏更适合那些有耐心在繁杂中修行的人,不再是现在的我了。并不怀疑制作组的肝度,茄子确实想做一个最硬核、最真实的武侠/仙侠,但努力和好玩之间,终究隔着一道名为游戏性的鸿沟。 八年磨一剑,终是差了些什么。 ——虽已竭尽全力,然机缘未到,未能突破。 如果你有充足的时间,喜欢文字驱动类游戏,玩过Kenshi,那么可以试试。
做的越来越难上手
依旧半成品
玩法非常單調乏味,操作繁瑣卻無意義,花了四小時只玩到一個開頭,超過退費的時限了,只好繼續
还没玩正式版,先给个“中评”。看完评论区,结合我上百小时的萌新经验,我认为太吾最大的问题是系统主次不分。 我的核心论据: 1. 游戏界有个观点:“玩家会为了游戏的某个亮点沉迷其中,而忽略其它缺点,只要不影响核心体验,玩家会当作没看到”。 2. 每个玩家都有自己的游戏目标,制作人不一定能掌控 接下细说问题: 大佬们开发出各式各样的build,说明武学这块的平衡和可玩性完全没问题,在我看来,这是太吾最大的创新和无可替代的部分,在其它游戏完全找不到这样的体验,毫无疑问这个设计是优秀的。 但坏就坏在其它系统破坏了这个核心体验。我的直观感受是:“不查攻略不会玩,查了攻略就是各种邪道玩法,强到跟开挂差不多,难度曲线变成log形。” 这里先假定玩家是奔着“搭配功法build变强闯荡江湖”为目标进行游戏,以此为前提举个具体例子: 产业系统本身很简陋,我相信真冲着经营来玩的玩家没几个,但简陋不等于烂,如果能服务好主系统,它仍然是一个很优秀的玩法设计。问题出在收益太高,比如做菜,稍微运营一下整个资源体系就崩了,可以换来一切资源——武学、威望、支持等等。于是武学的养成部分直接被跳过,玩法快速塌缩成单纯的build搭配。此时,所有阻碍测试新build的设计都会变成玩家的敌人:操作不够便利、突破概率低、奇遇麻烦且重复。毕竟武学得来太容易,这些额外操作没有同等简易获取的渠道自然惹恼玩家,难度曲线就这么被破坏掉了。 因此,其它玩法都应该为武学系统让步,所有导致这套核心崩溃的玩法,都该归类为bug来修复。太吾的问题在于,为了搭建开放世界填充了大量系统,却没有控制好收益,反噬了武学系统。也许茄子想给玩家的是一个生动开放世界,可游戏到了玩家手里就由不得他了。如果世界不够生动,玩家自然会投向独一无二的武学系统。那么其它系统可以简陋,甚至可以没有,但绝不能干扰体验武学,否则都会被归类为垃圾设计。玩家诟病的UI也是同理,茄子一定没有以“搭配功法build变强”为核心目标完整体验过游戏,才会注意不到玩家真正遇到的阻碍。 (PS:这只是我的抛砖引玉,完全主观,因此是以武学系统为切入,也有有玩家是奔着别的爽点。茄子或许可以做个调查,看看玩家到底是为了什么玩太吾:开放世界?江湖模拟?还是研究各种build?找到玩家真正留下来的原因,也许比继续增加更多系统更加重要。找到玩家真正想要的,再调整其它系统为主要目标服务才算是完整的游戏)
新手指引做得太垃圾了,玩半天应该做什么,怎么做都不知道,搞半天战斗页面的投降/逃跑/道具的指引都没有,纯靠玩家摸索,还摸索不出来
内容还是很丰富,各方面都涉及,不过可能是野心太大,过犹不及,太多太杂,和NPC基本无交互,玩家易失去耐心和乐趣。
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.