
WUCHANG: Fallen Feathers is a soulslike, action RPG set in the land of Shu during the dark and tumultuous late Ming Dynasty, plagued with warring factions and a mysterious illness spawning monstrous creatures.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best RU #71, worst CN #86 · 2 markets collected
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): 32/day in the week to Sep 10 → 34.43/day in the week after.
About
WUCHANG: Fallen Feathers is a soulslike, action RPG set in the land of Shu during the dark and tumultuous late Ming Dynasty, plagued with warring factions and a mysterious illness spawning monstrous creatures.
Become Wuchang, a skilled pirate warrior struck by amnesia, who must navigate the uncertainties of her mysterious past while afflicted by the horrific Feathering disease. Explore the depths of Shu, enhancing your arsenal and mastering new skills harvested from fallen foes. Evolve your fighting style by sacrificing elusive Red Mercury and further develop new techniques obtained throughout your action-packed journey. Augment the weapons in your repertoire with powerful enchantments, allowing for a unique approach to combat and strategy that suits your personal style.
Battle against grotesque abominations, drawing on ancient lore to challenge the creeping darkness that threatens the humanity that remains. Your quest for truth will take you through forgotten temples, overgrown ruins, and shadowed paths fraught with peril. As you piece together Wuchang's lost memories, your choices will lead you to one of several endings—each determined by the choices made, secrets unearthed and the allies you choose to trust.
Immerse yourself in a rich storyline, dynamic combat system, and breathtaking visuals that offer an unforgettable adventure through lands veiled in chaos and death. Will you reveal the truths of Wuchang's curse and bring peace to Shu, or will you succumb to the encroaching horrors? The fate of the land rests in your hands.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99−30% | 106.1Kreviews | 57% | — | $43.5M |
| $49.99 | 27.1Kratings | 76% | — | not modelled | |
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 2842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
——等折扣等不及了先体验的学习版,下载的是首发版,那个优化是真灾难,140w满血笔记本3060,画质全最低+DLSS质量才能稳六十帧。听说1.5版本大幅削弱画质换来了帧数优化。以我体验来说,正式版游戏体感确实流畅了很多,画质阉割也没那么过分,就是不知道为什么正版的所有阴影都没有学习版的对比度那么强烈了,影子变白导致游戏景色的层次感大打折扣,搞得整个正式版流程我都是开着nvidia游戏滤镜玩的,而开那个滤镜又会比原生掉个好几点平均帧,画质调校是真的不怎么样。 我的游戏时长少了很多,因为就一份和朋友抢着玩,有很多离线时长显示不了。 —————————————————————————————————————————————————————— 说回游戏内容: 路人推荐尝试指数:7分(魂游恶意,祖传的) 个人评分:8.5分(擦边游戏在我这里加0.5分,我就是好色) 上限分:10分满分(游戏九成及以上内容合你口味的特殊情况) ——地图设计水平: 非常高,真武观的场景利用率我只能用令人发指来形容,虽然大多人诟病的“过度设计”确实存在,但鉴于这是整个团队的处女作,这种非能力问题的小短板是完全可以原谅的。真正的问题是地图奇观比较少,出片点位还是少了,希望续作好好改进,争取登峰造极。 ——推图难度问题: 在我看来即使是首发版的推图难度,也是略低于黑魂1的,不明白哪里跳出来那么多“老ass”为了秀资历刷存在感说这是魂游最难推图,单单就跑酷过关这一点来说,明末的体验就已经远强过魂一。所谓的“过度恶意”我更是没感觉到,有些人嘴里的《不能在玩家没犯错的时候惩罚他》完全是个错误的命题,黑魂1的宝箱怪已经打破了这句话,这里不再赘述。除了篝火怪,我更期待能在续作里搞点什么“电梯拉杆怪”,“假单向门”这种东西,应该会很有意思。 ——场外节奏: 赛博猎巫名副其实: ——缺乏群体认同感的人出于对落后的民族主义的强烈信奉骂它屁股歪 ——性压抑又不懂正视人体本能欲望故作清高的人骂它的擦边太低俗 ——热衷于正本清源的”魂游老ass“为了弥补自身认同说它是“拙劣的模仿” 每个人对自己厌恶事物的表达都是一面镜子,映照出自己内心所缺失的一面,我不评价这些行为的对错,但我要在此对这些人献上一份深重的鄙夷。 ——此致,我的中指敬礼 —————————————————————————————————————————————————————— 补充一点题外话,到底为什么法环这个《魂游集大成之作》,洗点还要传送+消耗道具,武器锻造石供不应求? 而明末这个《取其糟粕的拙劣模仿》却可以无限制洗点,甚至武器强化等级也包括在内? ——我在这里奉劝某些“老资历”,明明是真正玩游戏的人,不要因为莫名其妙的皈依狂热就对某个个人(这里特指攻其阴睾,别人也一样)或团体产生无底线的信任和吹捧,无论多么经典的东西也总有被淘汰的一天,类银这个标签为什么比类魂和谐这么多?有的时候某些玩家真的需要找一找自己的原因,以上。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 17.57/day in the week to Jul 25 → 40.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Traditional Chinese, French, German, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Russian, Italian*languages with full audio support
| $34.99−30% |
| 3.6Kratings |
| 72% |
| — |
| not modelled |
| $49.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
抛开首发优化,难度平衡,恶意和节奏,游玩1.7版本,明末是款好游戏,有点要痛哭流涕了,奏响了战斗的交响乐,夏思源老先生,第一部作品有这种完成度,respect,期待下一部作品 9/10,值得一玩
比黑马楼好玩
Apesar do seu lançamento bem conturbado é um jogão tá? Uma história muito daora, a jogabilidade e a possibilidade de builds são insanas. Hoje tá valendo muito a pena jogar ele.
垃圾中的战斗机 SB玩意做出来的SB玩意,主打一个战斗死亡没有路上各种奇葩陷阱死亡多,地图岔路中有岔路又有左右上下岔路主打一个绕不晕你不算这SB游戏的优秀,死亡后你还要去找死亡地点的钱或者叫经验,主打一个让你越找路越死亡,越死亡越暴躁的循环。
很不错的游戏,不比黑猴差
好玩爱玩
One of the better soulslikes out there. MC has a huge ass. Would recommend!
一年前,明末刚出,是的,我来自哪个没有倒地无敌帧的时代... 轩然大波下的口碑一直是一个“遗憾”——而这两个字也贯穿着游戏全程 明末的地图是最大的遗憾,它有深度,有广度,有回环,有纵深,最重要的是,它没有堆叠。 蜀王祠作为前期的传火祭祀场,以一个极其夸张的辐射范围,链接着整个佛源镇——上可至山顶,可俯瞰陆红柳居所,远眺雪山(云顶城),下可至盗洞,走向秽柳滩。 第三章是我个人心中的一个小高峰,两条线在不同的维度上以不同的方式展示了地图的纵深设计——鸟人居所在光点引导的借助下 ,通过一条螺旋上升的路径,回扣僰人“螺旋”式的美术元素主题,辨识度较低的场景美术设计也能靠高低差以及正反走联通来打破; 而真武观则在两座城楼之间,利用高度差,将每一条岔路的的价值都“榨”了出来,每一条岔路都有用,都负担着不同时期的使命,是一张利用效率极高的地图。而且在推图过程中,玩家会不止一次地从楼中脱离出来,审视自己所走过的结构总览,一次次强化结构认知。 但我相信不少玩家像我一样,在第一章兜兜转转绕了一圈又一圈,转了很久,晕头转向,谈不上舒适。 一周目结束之后,我就一直在想,为什么? 我将其归结于探索节奏。岔路是一种“疲惫”,因为它要求玩家做出选择,而过于密集的岔路设置,似乎也成为了明末的地图风格。也许你能借佛源镇山顶鸟瞰其构成,但频繁的岔路选择还是会让人昏头,疲惫不堪。 以及......他竟然敢使用...... 篝!火!怪! 明末的美术也算是比较戳我的点,佛源镇这种实景扫描,巴蜀山村的味道浓厚得快勾芡了,我无法抗拒(那么,亲爱的玩家,代价是什么呢...) 明末美术风格算是类魂里,非常注重符号表达的那一类,这也是我称赞其美术的原因。符号表达不仅反应在场景里,更回扣在地图结构上(详见上面提到的鸟人居所),当你意识到的时候,美妙已经不足以表达当时的心境了。 对巴蜀文化与历史的再造也相当精彩,蜀人传杜宇之说,于是便用杜鹃作为地图主路的软引导;对历史上明末的一些细节再现还挺生动的,制作人大概率是看了《圣教入川记》。 当然,如果他能少出一点雷霆擦边衣服,我对他的评价还会更高,怎么能难看成这样...... 如果你看到我打了差评,那大概率是因为一个原因,在某个地方的灾难性引导 对,就是那个洞口,对,就是那个说书人。 你猜我为什么二周目才进了渡口.......... 在打完又肉又长的几场boss战之后,亲爱的明末,我真的很想给你一个差评 但你的续作,我依旧会买 总之,无论如何,值得一玩
拉完了,从画风和材质来看像小作坊游戏
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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