
"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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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
要不要限制每个月蒲团只能打坐三四次,不然奇遇多起来一直有蒲团回复精力电表到转,特别是过年的购物节日可以一直在每个城市之间跑,单纯进每一个市场坐个蒲团就出来都能回无数精力了,如果贪的话一个月的时间可以无限延长,而且还有剑冢,剑冢里面也有蒲图,4精纯之前复活就能直接刷新,如果有耐心可以一直在剑冢刷精力直到把太吾村周围的地皮全部薅秃,如果限制了每个月的打坐次数就不会这么累了,不把精力用完,能回精力的手段用完就总是犯强迫症,玩的真的累
这游戏我是发售第一天就买了,正式版出来了回来玩一下。还是给个好评吧,几十块钱玩了300小时还行,通关了最新版本的剧情,实在忍不住要吐槽,这游戏学习成本太高,不查攻略根本没法玩,三分之一时间在查攻略,三分之一时间在重复刷刷刷,明明做的很有意思的战斗系统游玩体验可能十分之一占比都没有,说实话,最后的橡树和天帝还没2精纯时候打的老和尚老道士爬塔有难度。 最想吐槽的就是精纯系统和剧情,必须要去拔剑冢我能理解,毕竟要推进剧情,但为什么要绑定个意义不明的精纯系统?强制百分比加减伤害减伤,2精纯照样能和18精纯的战斗,也不做一点限制,后面成型了就没意思了,反而是2精纯的时候战斗有意思,后面精纯上来了什么都是一套带走,一点乐趣都没有。再说剧情,不论是主线还是门派剧情,全是点点点点点点,前几个门派还能慢慢看,后面看都看不进去了,就不能做点插画动图或者主角cg吗,剧情代入感太差,整篇整篇的长文字,最难崩的就是最后结局了,要点2,3个小时的文本,结果废话一大堆,橡树和天帝连2套催破都没挨住就没了,索然无味。 然后是游玩建议,这游戏学习成本巨高,开局如果自己随便摸索大概率中期就玩不下去了,然后就会发现从建人物开始就要调整属性,催破构筑需要各种属性,小黑蛇突破两三个主要功法到500以上需要巨量的经历,前期宴席要堆满,换东西必须要学医厨,副业系统全是换皮,明明能4,5个合一,非要全分开,拿百花举例,武器要制木,装备要锻造,宝物要制玉,淬毒要毒术,武器精炼要织锦的分解,这些全都要把特殊建筑造出来,而且开局造诣不能低于80,不然弄不出来神一品,再提个醒,百花的玄器要绘画300,至于bd,网上都有自己慢慢学,一学一个不吱声。
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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
不得不说茄子确实是个怪才,但有一个最基本的道理他没搞懂,2个小时的电影你装不下80集电视连续集的内容。早就应该做减法拎出几个出彩玩法发布完全体,其他的ideal做第二部第三部第四部了,经济上、口碑上、玩家体验上都会成功。虽然你8年不断更新没有二次收费,但属实是自我感动脱离实际脱离市场脱离玩家。JOJO看过没有,一乔二乔承太郎东方仗助各有侧重特色、每一季都是颠覆式的革新,所以JOJO能成为最成功的漫之一,茄子之才不下于JOJO作者,但是战略有大问题。
好玩
做出了很亮眼的部分,一些剧情理解我很喜欢。璇女对爱的理解,然山对执念的理解,元山的牺牲。 当然很多游戏地方并不合理或者挺恶心的。并不推荐一般人入坑喵。
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。
这游戏没有其他人评价的那么差啦,但是有一样东西让我每天火帽三丈,玩了2轮,2轮都娶了一个老婆,然后老婆每天在你面前给你戴绿帽?尼玛,作者君绝对是头上青青的人所以要每个玩他感受他的难堪
为什么结局战斗二连战没有存档点?前面剧情还不支持一键跳过?你知道我打三遍相枢两遍天帝花了多久吗?? 都打了一个结局了为什么不能多解锁些东西?加速一些无意义的拖时间的内容?甚至村里连相枢和天帝的木人桩也没有? 除了战斗系统可玩性比较高其他真的一般,从最初那个版本到现在天幕心帷陆陆续续至少玩了4个档,第一次打通关,说实话很失望,太遗憾了
虽然是有各种各样的小问题,但这款游戏的内容量是实实在在的,这么多年的更新运营也远超其良心的售价,个人认为现在的评分对产品和开发团队算不上公平。。。
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。
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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