
"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
游戏存档更新后,居然丢失了,我去,第一次见到这么牛的游戏
买了很久 今年才玩通关。通关之后觉得重复度极高,刷好感刷恩义刷书读书对话刷蛐蛐等等都是极其大量重复的操作,大量技能都是没用的 ,做了门派神火等任务任务也是极其耗时间,而且厨艺流蛐蛐流可以直接学神一品锁精纯就是故意拖时间。通关剧情看了之后第二次就不像做任务了直接mod完成,主要就是玩技能搭配可玩性太单一了。推荐游戏是因为制作者一直更新,虽然游戏很多系统都是为了恶心人拖游戏时间
这下要先成精带动后成精了
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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
完成比完美重要
又爱又恨的一款游戏
沟槽的茄子我要杀了你
好玩,就是后面如果有朝廷dlc就好了,除了江湖必不可少的就是朝廷
450小时,通关二周目,我觉得这个游戏值得的不止是一份鼓励,还有认可。 量大的故事,丰富的武学搭配,极具代入感的世界设定和细节,都给这个游戏增添了难以比拟的游玩代入感。 当然了,游戏的问题也很多,剧情不一定合所有人口味,不是所有地方都引人入胜,UI的毛病、肝度过大、部分出现的bug、极其恐怖的过月计算量、不够丰富的后期剧情角色交互、甚至是过大的剧情反而一定程度上削弱了玩家的代入感。(剧情里太吾大公无私,不取人民一针一线,现实里太吾吃喝嫖赌,兜里关押着几个掌门,队里跟着几十个没有名分的老婆,一过月十几个春宵,靠着制造流富可敌国,心魔一来太吾心想嫖一下吧我都想笑) 但是这款游戏我依旧坚定地给出好评,原因无他,好玩。 无论是八年如一日的打磨更新,还是剧情里扎实的文本,亦或是创作这件事本身,都很打动我。更别提游戏里大量的武学秘籍和神兵利器的文字描述,真的是纯靠创作激发了人的想象力和代入感。虽然茄子的小作文本身也引起了大量的不满和吐槽,但我觉得其实反而很有代入感,这文本莫名符合武林秘籍的气质…… 黑悟空的制作人冯冀有句话我特别欣赏:“完成比完美重要” 茄子看得出来有时候太过想要追求完美,毕竟已经砸了八年,谁都希望这作品完美无瑕,了无遗憾,但至少现在还是完成了,不完美,但已经很动人。 剧情的风格我也很喜欢,各大门派的故事不能算尽善尽美,但确实是各个风格各个类型的故事都有一点,很有想象力,不说文本多么精彩,但真的是有模有样,完全过了“创作”这件事本身的及格线,即让读者和玩家看得到你想表达的东西本身。剧情的寓意也很不错,各种寓言深入浅出,道理很大、讲得深刻,但又能在一个度上浅尝辄止地守住。对于中华文化本身的气质也拿捏得很到位。 所以剧情本身不算完美,但我觉得我确实是满意的。 虽然游戏依旧有诸多不足,但后续还有更新。期待AI交互和更完善的剧情NPC互动,过完剧情他们的文本确实还是有点少。 以及,最后的结论:好评,真心好评,我很满意(在各大神一品MOD的加持下)
可玩性很强
像是用低级AI跑出来的狗屎UI
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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