
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
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
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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 2,419 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
好玩爱玩
b游戏地图像史一样 既没有辨识度又喜欢塞一堆岔路 也就3分质量
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
被傻逼节奏毁了的一个不错的游戏
发表这个评测前,我得说,我不是个魂游玩家,在此之前玩的最多的是JRPG,所以意见仅供参考。 叠甲完毕,我虽然从[b]未玩过魂游[\b],但是关于混游的各种梗也没少听到,初映像我得说,明末真的是完美贴合了各种关于魂游的刻板映像(简单来说,就是你得做好坐大牢的准备)。我期待的是丰富的地图探索体验,精彩的剧情演出,以及出色的游戏打击手感(这一点我更喜欢黑神话)。接下来我分为优点和缺点一一列举: [h3]优点[/h3] [b]1,[/b]地图确实能给人惊喜,不是一条大直道,空间是折叠的,能通过探索解锁一些捷径,有地图探索的乐趣。 [b]2,[/b]兵器构筑流派丰富,能探索不一样的打法。 [b]3,[/b]剧情演出还行,有值得探讨的空间。 [b]4,[/b]烧鸡确实挺烧的,当个换装游戏也挺不错。甚至小短裤没盖到的屁股沟都有刻画。 [h3]缺点[/h3] [b]1,[/b]极其坐牢的探图体验。首先这是个魂游,魂游默认就是哪怕你拉满了也会有各种出其不意的恶意干死你,所以探图就变成了:解锁一个篝火->马不停蹄找下一个篝火->被干死->把之前的路再跑一遍。死个一次两次还属正常,但是死个五六次心态就开始变化了,死个十次以上心态就完全接受不了了。因为每次重生就意味着你要把你已经跑过的路再跑一遍,这基本完全是重复的体验,且哪怕在数值上也不会有任何提升。 [b]2,[/b]为了设计而设计的地图。我不否认地图设计,各种捷径非常出彩。但是于此同时,大量单侧打开的门的存在也是事实。请问,当你看到明明你的目的地你都能看到了,但是你就是不能过去,你是什么体验?真的有必要为了把地图设计成环状而设计吗?然后再加一堆单侧打开的门?既然大家都是国产游戏,你没办法避免去和黑猴对比,黑猴的地图设计确实没什么可说的,但是你扪心自问,明末如果把地图设计成黑猴那样大直道,对游戏表达会产生任何区别吗?你这么设计的意义又是在哪呢? [b]2.5,[/b]拓展第二点说一下,制作组预想的是以某些场景为核心,构建一个环状地图,然后通过后期解锁单向门来达成捷径的构建。但是问题是,这是一个线性流程游戏,比如说唐王祠,你第二章真的有必要再反复回来吗?那么这些捷径的意义就变成了“你下次再来的时候”能更快点,但是游戏其他部分其实并不鼓励你反复造访同一片区域(同一地区二次访问收益非常低),或者说,你为啥不直接传送?由此出发,你如果真的把游戏设计成单向大直道,然后重要的NPC跟着你走,那游戏理解会游任何区别吗?所以对我来说,你与其刻意设计大量单向门,然后构建捷径,真不如直接把地图拉直了完事,看得到但是去不了的感觉真的很糟糕。 [b]3,[/b]战斗体验交互不够。我期待的是那种能够你来我往的周旋打法,比如你打我,我找准时机弹反并获得高额收益,由此构筑一套精彩的无伤打法。但是本作往往打起来却更像两边各打各的,唯一的交互就是boss打你,你闪避并获得了法力点(部分武器有格挡,那个另算)。不是每个人都想去研究boss出招表的,于是乎,初见的时候,整场战斗就变成了你像一条路边的也够被踹地连连逃窜。体验极其糟糕。 [b]4,[/b]难度设计不合理,我前期几个小boss我还能想着我操作一下能打过,但是直到遇到那个大蜈蚣,那个boss你不去刷等级或者拥有逆天的手法,对我来说是连看到打过的希望都没有,于是乎,我就直接开叮了。 [b]5,[/b]逆天的体力条管理。初期的时候,你普攻三连击体力条耗尽,但是你又需要体力去闪避,那结果这游戏直接从实时战斗游戏变成了回合制战斗游戏,对方进攻回合你闪避或者拉开距离,你的回合你上去砍两刀。但是这套流程在打打蜈蚣的阶段直接失效,因为boss是个多动症,你很难用你初见的体力条躲过单回合所有的攻击。 [b]6,[/b]逆天的boss设计,该游戏绝大部分boss都是多动症,近身就挨打,不近身又拿不到资源,直接两头堵了。 总而言之,这游戏我个人感觉是对魂游拙劣的复刻。很多东西哪怕在魂游里面的评价都并不是所有人都认可的,不要逼得人家跑个图还要开叮,这就违背跑图本身的意义了。
拉完了,从画风和材质来看像小作坊游戏
After playing Khazan, getting bored, and immediately jumping into Wuchang, I can confidently say this game is wayyy better Soulslike than Khazan. Playing Wuchang feels like playing Dark Souls 3 for the first time. The exploration is great, the combat feels impactful, the bosses are great, and their HP is "reasonable" The game just feels satisfying to play 9/10
时间会证明这是个好游戏
个人觉得比黑猴好玩
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.
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