
"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.
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 1303 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
令人失望,说是完全版,实际上不过是因为赶工期和ddl而仓促端上来的又一个测试版罢了,谁教你稍微改改参与的npc就能称为不同结局了?且不说你茄子不会写剧情就不要写,就这样敷衍了事应付玩家的结局以及一堆根本不玩自己游戏才会导致的逆天设计,以后谁还能相信你所谓的情怀?与其再这样狗尾续貂,茄子你不如自己退出游戏圈还能体面点.
지금 이 게임 10시간을 했는데 이 게임은 뭔가 잘못된 거 같다. 무슨 게임이든 10시간 정도 했으면 뭘 해야 할 지 어떤 것이 재밌는 것인지 감이 오고 그걸 계속 진행하다가 나중에 다른 재미를 던져주고 변주를 줘야하는데, 이건 아무것도 모르겠음. 대부분 글 읽는 시간으로 할애하고 있음. 그렇다면 글이 재밌는가? 번역이 좀 그런 것도 있지만 애초에 무협이 하는 사람만 해서 알만큼 아는데 세계관 다지는 게 무슨 의미가 있나 싶음. 일례로 게임을 하면서 수집품에 게임 내 스토리 관련된 "책"까지 다 읽는 사람이 몇이나 될까? 스토리를 전달하는 방식도 지나치게 장황하고 게임의 재미를 전달하는 방식조차 너무 장황해서 "다시 해야지"라는 마음이 잘 안듦. 제일 먼저 드는 생각은 "오늘은 제대로 해볼 수 있을까?"라는 생각부터 들기 시작. 심지어 전투는 자동돌리면 알아서 이김. 내가 돈 내고 왜 10시간이나 들여서 이 게임의 재미를 찾아야 하는가? 라는 의문이 들기 시작. 무협관련 운영하는 게임이 재밌어서 해볼라 했는데 이건 좀 아닌 것 같다.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $34.3M | 30.1K | 87% | $49.99 | |
| $34.3M | 30.2K | 93% | $48.99 | |
| $34.4M | 41.6K | 88% | $29.99 | |
| $34.3M | 27.4K | 91% | $39.99 | |
| $34.5M | 90.6K | 92% | $19.99 | |
| $34.5M | 188.7K | 89% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.6M | 23.6K | 86% | $24.99 | |
| $109.1K | 353 | 56% | $12.99 | |
| $40.6K | 285 | 48% | $9.99 | |
| $357 | 3 | 67% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Reviews, worldwide (the counter carries no country): 11.14/day in the week to Aug 10 → 9.43/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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.
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
如果忘记ea时的惊艳,其实挺不错,主要是无代餐,慢慢玩比较有趣
暴雪现在想教玩家玩游戏得来的都还只是一个中指,你们的尿是哑光的吗?
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?
多做点NPC交互吧,NPC跟死人似的
一言以蔽之,游戏本身不错,制作人也有很多想法,但这个游戏只有加法,没有减法,像一个毫无重点的极尽繁杂的糟糕ppt。不看攻略玩,五分钟必迷茫,十分钟直接入魔无法继续游戏。从最开始新手剧情沿河而下但我在地图上找不到任何河的时候就初现端倪,这意味着作者很有可能根本没有从0经验玩家的角度去优化游戏体验。这个游戏,作者把精力花在茫茫多的设定和莫名其妙的细节,但是就是做不好最简单最重要的主线游戏体验。当你做任务像无头苍蝇一样乱窜,不知道该找谁,不知道下一步该干嘛,遇怪被莫名其妙一脚踢死的时候,茄子能在一个不知何意味的元鸡系统中给每一只元鸡做立绘起名字,添加好感系统并绑定一个门派剧情,然后让你在12个不同的地图产业里面找一只小小鸡头顶冒出的气泡,当我看到拔五色鸡的鸡毛甚至能爆出五种颜色的特效时,我和这游戏的一切智障设定都和解了。 我目前游玩必带十几个mod,否则根本没有打开游戏的勇气。对于任何初次游戏的玩家,我的建议是先看攻略,至少知道怎么经营那个勾八太吾村,知道怎么刷资源,知道怎么搭配一个最简单的功法组合,然后再自己慢慢体验,该加mod就加mod,别和自己过不去。mod不是作弊,是这个游戏不可缺少的内容,没有mod这游戏根本算不上正式版游戏。好评给mod作者。
ea的时候一个星期一次战斗系统大改我不说你事了,你是ea,我顶多骂你两句“脑洞挺大” 但你现在是正式版了,你还在那大改UI,我问你了你的游戏现在缺的是UI问题吗? 你到底找没找到你们游戏的问题所在啊???真是没有需求都要被你强行创造需求了说是
不是你到底在更新些什么呢我就请问了?10分钟前我还能进游戏正常玩,现在我只要一点主菜单的模组管理这个键游戏直接闪退??你到底在干嘛?? 我不知道发生了什么,我也不是很想管以前发生了什么,我玩着还行。但是有没有可能就是说一个游戏一定要可以玩?? 我三天后再上游戏看看,还不能玩就拜拜了。真的离谱。玩了一个多月了给我整这个
一个偶然的巧合让一款游戏销量暴涨是一件好事吗?显示不是,这么多年的更新游戏内核丝毫没变,该不好玩的依然不好玩。这么多年花了那么多钱招了那么多人更新内容还不如2个人制作的小游戏好玩。
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.