
"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
不知道官方能不能看见,什么时候优化一下重复的奇遇对话选项,比如商队奇遇的第一个迎客告诉玩家可以用威望换打折的对话,在第一次提示后后续的商队奇遇都可以手动关闭这个对话了,现在这样完全是负游戏体验,还有奇遇里面的《打坐》就不需要每次弹出对话框《如此就好》,可以在打坐完恢复尽量后就没有对话框了,第二个对话框完全是多余的,这些东西长时间游玩后真的觉得太痛苦了
加油吧,毕竟也关注八年了
한글번역 또 망가졌어
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
[b] 江湖辗转数十载,见过门派倾轧,人情冷暖,一代又一代太吾困在相枢的轮回宿命之中。走到神火结局,我选择以身作剑炉,焚尽一身血肉修为,于烈焰之中重拾伏虞。不以杀伐封印邪魔,而是以己身为熔炉,熔尽世间执念浊气。 [/b] [h1] [b]以身作剑炉,烈火之中重拾伏虞,悲壮的牺牲[/b][/h1] [b]不只是刷BD、锻造、闯荡江湖的武侠模拟器,太吾绘卷最动人的,恰恰是这份宿命感。你可以做横行武林的枭雄,也可以做燃烧自我的殉道者。每一次抉择,都实实在在改写属于你的江湖故事。 战斗、养成、人际系统内容足够厚重,如果你喜欢有重量的武侠故事,一定要来体验一次神火这条悲壮的救赎之路。 [/b]
太麻烦了,玩不进去
八年打磨,一个不错的开放世界武侠,游戏给我一种当年玩文明系列的感觉,不停的下一回合,然后天亮了。 游戏里玩法很多,系统很多,有些游戏系统相对独立,不想玩可以不玩,这个我个人还是挺喜欢的。 最需要完善的就是NPC的AI互动,希望尽快完善后发布。 最遗憾的是秘闻系统没有想象中的有趣,还需要进一步打磨,这个秘闻系统做好了,会让人更有代入感,江湖会更有趣。 门派剧情设计参差不齐,剧情集中于游戏游玩的中后期(或者说后期),前后剧情分配不均衡,但是可以接受。最割裂的感觉是,门派剧情里有大量的需要过月等待的事件,前期每一点精力都要精打细算,但是到了过剧情的时候,精力就基本无用了,大量的过月浪费了很多精力,这个让前后割裂感很强。 但是整体来说,是一个让我沉迷的好游戏,肯定会经常翻出来玩。 希望茄子尽快更新完,吸取教训,开发好下一款山海世界,不要像太吾这样,反反复复做了很多无用功,浪费了不少的开发时间。祝螺舟工作室越来越好!
作为一个商品,一场交易,对我而言早已物超所值。可作为一个太吾,作为故事的参与者,却又觉得故事的结尾充满了遗憾。
儘管畫風特殊非常有記憶點,但整體來看單純是在浪費玩家時間的佳作 UI跟畫風非常有特色跟記憶點 裝備/技能/能力值深度可以說是非常的深要非常多的時間去體驗+研究 但引導方面幾乎可以說是沒有,新手教學跑了個基本,主線劇情隨著進入太吳村開始後直接雙手一攤,想要甚麼就自己去研究、去尋找吧 然後村子旁直接插了一圈明顯是非常高難度的副本,那麼玩家要如何變強呢?簡單來講只有等,如何變強?讀書等進度條、等村子的基建陸續蓋好、等內力(被動效果)用非常緩慢的速度成長 當你花了一堆時間以為終於等夠了出去找些野怪試試身手然後就被揍到連娘都不認得,因為前期隨機敵人要嘛0級要嘛2級,光是差1級在前期體驗就是天與地的差別了,更別提那非常模擬現實體驗的緩慢成長只能在野外繼續挖資源等村子發展,等角色能力被動成長到等級限制的上限 終於你的角色成長到不怕當前地圖的野怪後,好奇的你一定會去挑戰圍在村子周圍的高難度副本,然後試試就逝世,直接被BOSS按在地上當摩布摩擦,要不是劇情給了個保險怕是玩家養的第一隻角色就要當場永久死亡,唯一的好處只有你升了1級有了更高的上限去面對整個遊戲世界的惡意 因為打不贏+之前主線解鎖了驛站,去其他地方逛一逛碰上其他劇情支線後才開始感覺的角色好像開始加速成長了,但也快又再一次達到等級限制的上限,僅剩下一些聊勝於無的被動成長,跟讀更多的技能書後希望會有能讓角色變強的組合搭配,逼得玩家浪費時間去研究所有能強化自己的手段,然後最終只會得到你應該去挑戰起始村子的高難度副本,可是我打不贏阿,所以你應該繼續修練,啊我的等級就被高難度副本鎖死,繼續浪費時間等被動成長的死循環裡
很好的游戏,至少质量,内容,更新程度一直都有,只不过制作组一直都踩坑,但是仍在坚持不懈。不过说个客观的,确实游戏现在越来越复杂了,包括搁置了好久没玩之后,现在的我快餐吃多了,这种深度硬核游戏也觉得麻烦了。不过打一些mod之后感觉还好,总体来说是个好游戏。多年间都会拾起来玩玩,虽然每次都没有玩到结局,总是因为电子阳痿而搁置,但至少每次玩起来的时候都能玩个通宵停不下来。
not for me
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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