
Card Cultivation is a card management game that visualizes the process of cultivating immortality through cards. In the game, you will play as a cultivation practitioner: cultivate techniques, explore treasures, and craft weapons, Throughout re-cultivation, you will recover memory.
Modeled estimate, not a reported figure. How we estimate →
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): 0.57/day in the week to Sep 8 → 0.57/day in the week after.
Reviews, worldwide (the counter carries no country): 3.71/day in the week to Jul 24 → 1.86/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.
About
Genres
Engagement
Reviews
Themes across 160 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Очень прикольно, на самом деле. Если вы играли в Tale of Immortals, то общие принципы весьма похожи. Главное отличие - вместо аркадных экшен-боев здесь "колода". Но это не совсем ККИ, т.к. непосредственно сам бой происходит автоматически. В остальном - путешествуете по большой карте, собираете ресурсы для продвижения выше по царствам. Клады, боссы, "пвп". Ещё что мне понравилось - есть официальный "демонический путь". Если в ToI это была просто репутация, то здесь ты действительно можешь заниматься всякой некромантской грязью, убивать других культиваторов и порабощать их души :3
把你那傻逼制作概率删了行不行,炼法宝炼药都含概率分布,一次制作概率能散布到从失败到神品的七个层级,制作组肯定觉得自己这想法酷毙了,哇我们让玩家用低品材料直接赌高品法宝丹药,玩家肯定会觉得很爽吧。爽尼玛,这数值就是默认玩家全部使用SL来填的,筑基期直接要求制作顶级装备,如果使用SL,那就是蓝绿材料直接合成顶级装备,逃课都逃完了还能剩下多少游戏内容,如果不使用SL,那材料你就攒吧,攒个十几年然后制作失败嘻嘻。单机游戏不是不能SL,但按照玩家默认SL来填数值还是太蠢了,固定数值都填不好还玩概率。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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, Russian
Hours played at review time, across 161 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
不查攻略我完全不知道要在地图上做什么,内容太少了
期待未来新内容,期待元婴细节以及合体和化神更新啊。。目前玩下来感觉内容很多,每次碰到新内容会后悔之前咋不这样做或者不早来哈哈。 然后我玩了一会儿感觉第二年筑基理论上是可行的,先是探索出山脚,然后从山脚用主角探索出贪玩小孩,小孩出静心草,然后筑基丹要180天也就是半年多,这个游戏一年350天,但是哪怕运气再好,SL啥的,也只能第三年末,第四年初筑基。看来我还要继续优化所有路线。 小提示:P可以召唤天道结界卡,效果是固定其它卡牌。K可以召唤破坏前者的卡牌。 小提示:筑基推荐第五年前,原因是为了参加筑基比武大赛。但是筑基前记得完成无名小村赵小弟的全部任务,因为你筑基了和他对话他直接跑了。。会影响好感以及后续你每次升级他送礼的早晚。。 最后得出结论,推荐,因为我玩了很久,且很享受,只想要更多内容,游戏内各种随机性我接受了,除了特定,比如静心草,就很好玩。期待更新~
看似給很多流派,實際上完全是一坨 幾乎只有器修有強度,其它很明顯是超級半成品 尤其是武道看似更新很多,實際上拉完了,碰到血肉靈芝卡死一輩子 修為往上幾乎沒有感覺,只有數值上的提升,招式法術基本上沒有變化 極度空虛的遊戲,成功讓我思考自己的人生
Custom character creation is completely broken — here's the exact build. Drawbacks taken (points gained): Doomed Fate — 20 Weak Divine Sense — 15 Moonlit Land Sealed — 15 Wangchen Temple Sealed — 10 Spellcasting Sealed — 5 Demon-Sealing Tower Strengthened — 5 Poor Affinity with Artifacts — 5 Shallow Lifespan — 4 Poor Affinity with Voids — 2 Perks bought (points spent): Heirloom Treasure Saber — 35 Dragon-Seeking Geomancy — 11 Spirit Furnace Elixir — 8 Medicine Estate Family — 7 Guiding Qi Through Meridians — 6 Void Spirit Body — 6 Mysterious Ancestral Estate — 4 Azure Spirit Body — 3 Bedrock Body — 3 Sharp Bone Body — 3 Diamond Bone Blood — 2 Innate Thick Skin — 1 Innate Brute Strength — 1 Humble Disciple — 1 Why it breaks: The Heirloom Treasure Saber is 3176 ATK / 2540 HP. The strongest boss in the game hits for 1200. Its only real gate is 65 mana per use, so you spend the leftover points on mana and body perks to clear that threshold on turn one, then brew mana pills forever. The saber self-heals, so I lost about 3 HP per fight out of 2540. Sealing Moonlit Land costs you nothing. Herb farming plus the treasure furnace replaces it outright, and that route is strictly better — every planting and every refine hands you stat bonuses on top of the herbs and pills. Medicine Estate Family and Spirit Furnace Elixir carry that whole side by themselves. Doomed Fate is the real joke. On paper NPCs hunt you down every year. In practice you park the saber next to them and they fight it for you. That's not a penalty, it's the best opening reward in the game: free spirit stones, free drops, free cultivation, delivered on a schedule. And it gets worse. Place the saber next to an NPC, line up the direction so their card lands on it, and the attack triggers without costing you any mana at all. The one thing meant to hold this weapon back simply doesn't apply. By year 30 I was clearing every boss in the tower. Full red-tier artifacts, red spirit beasts, 300k spirit stones, 1000 years of lifespan, and a bag of red herbs I never bothered refining. Meanwhile NPC cultivators at 100 years old still have double-digit HP. The game was over before it started. There's a good management game buried in here, but nothing is costed against anything else. Give the saber durability, price the drawbacks against what they actually cost you, and make card-triggered attacks pay mana — that alone would fix most of this.
Thank you for having English built-in!
玩法基礎優秀,但有很多部分值得加強。 任務設計方面,很多任務組都有內在的流程引導問題,在自由度過高的情況下容易造成邏輯中斷,甚至因為同時觸發不同任務組內容導致任務難度急遽提高,進而影響任務推進。 劇情設計方面存在一些小問題,如果任務設計的好還沒什麼,但如前面提到邏輯中斷時,有些不該出現的人就會出現在不該出現的地方,該出現的反而不出現,進而放大劇情問題。 法寶設計方面,我認為不應刻意追求多元化,應該優先完成系統化的設計,例如只先推出少數武器系列和對應玩法,或是不同元素對應玩法,使其形成相應攻略方式和升級路徑,設計經驗成熟之後再推出其他體系。 然後有幾個建議盡快加入遊戲的內容: 1. 魔道玩法的基礎,很明顯是有相關玩法的內容,但甚至都不成體系,也缺乏引導和獎勵 2. 名聲系統,相應境界的特殊挑戰地點如鎮妖塔、冥獄、擂台和問道台,成功打通後應該要有名聲獎勵,影響玩家與NPC的互動。在部分支線劇情中是可以感覺到有這面的構想,但似乎還不夠全面。 遊戲底子雖好但內容不足,讓人感覺有點像是因為開發資金不足先上架撈點錢,希望你們撈到錢後能趕快推出新內容,拜託不要辜負了這麼好的基礎。
玩到筑基感觉文本还不错,玩法也可以,这个价格挺不错的
反正我是玩不来
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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