
Destiny of Immortal is a cultivation RPG with branching plots and the nonstop wish-fulfillment thrills of a top web novel. At creation's dawn, a few Treasures of Creation were born, each world-reshaping. One falls into your hands by chance—and your immortal rise begins.
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About
Legend says that when the universe first formed, a handful of supreme treasures took shape, each drawing the essence of heaven and earth into itself.
Immortal and self-aware, they drift through the cosmos in search of the one soul destined to wield them.
And that person is you! Each treasure gives you a completely different start, shaping how you cultivate and how your power grows.
The world of Destiny of Immortal is vast and story-driven. Random encounters, deadly secret realms, and demon-beast lairs are scattered across the map,
alongside a wealth of hand-crafted side quests. Whether you're here for the story or the thrill of the hunt, there's always something worth chasing down.
No suffering protagonist, no NTR. Just one satisfying payoff after another.
Play the underdog and cut down enemies far above your level. Hide your true strength, then unleash it and watch your rivals' jaws hit the floor. Lead 800 elite warriors against an army of 50,000 and pull off the impossible. Or take the ruthless path: seize control of a demonic sect and bend its holy maiden to your will.
It hits like a binge-worthy cultivation drama you can't put down.
Every choice pushes you toward a different destiny.
The game is built around three major storylines, each taking you somewhere completely different, with its own tone and feel.
The current Early Access build includes around 500,000 words of content and fully unlocks the "Rakshasa Isle Demon Cultivator" route, along with all its endings.
Combat runs on a unique Dantian system: Your techniques take the form of puzzle pieces. Arrange them however you like within your limited Dantian space, and line up the right effects to trigger powerful resonance bonuses. The deeper you dig, the more combinations open up.
Mix and match your techniques and spells to outmaneuver your enemies in action-bar turn-based combat.
Engagement
Reviews
Themes across 909 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
整体感觉很失望,剧情一看就是AI写出来的,完全没得感情。 制作组明明可以朝着觅长生那种剧情写,为啥不好好写剧情? 二十年前的网文都比这强,就不能认真塑造人物吗? 游戏机制也是一坨,随便炼几个丹都能过五年十年的是我没想到的,就你们是认真的吗?
好玩 但是没动力二周目 数值太膨胀
垃圾游戏,
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese
Hours played at review time, across 910 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
现版本构筑了一个极其具有可玩性的游戏框架。希望制作组能在数值成长、故事选择等方面精心设计和打磨,不要浪费了这么好的底子。
想给差评,但想想还是算了,毕竟也玩了那么长时间了。 游戏框架非常好,奈何文案的功底真的太差了,剧情太多降智的地方以致于不知道吐槽哪一点。 好在还是EA阶段,以后可以慢慢修改。
感觉这个价位这个完成度还可以接受,BUG基本上比绝大多数EA的游戏要少,非常期待接下来两条线的退出了,炼丹真的有觅长生那味了
近几年最好玩的修仙的游戏,希望能持续不断完善。
《造化仙缘》是一款修仙题材的角色扮演游戏。玩家将扮演仙缘城一名籍籍无名的低阶修士,自幼父母双亡,从小与姑姑相依为命。如此天崩的出生经历,因意外获得宇宙初开的“造化至宝”而彻底扭转命运,开始了如同开挂一般的修仙之旅。 本作自由度挺高的,除了开局性别跟样貌固定外,其余部分基本上可以进行自定义,比如姓名,开局掌握的技法、功法或者携带什么样的法宝。 1.任务方面的自由 主线故事虽然是固定的(大方向固定,但也有重大分歧决定,能够解锁多种结局),也给予了每章的结束时间,但是如何度过这一段时间由玩家自行把握。玩家可自由接受各个支线任务,支线任务如何完成、是否完成,系统都不会给到玩家说明,也带来一定的沉浸式探索体验。 2.玩法及养成方面的自由 游戏玩法分为半即时战斗跟角色养成两部分,两者相辅相成,通常战斗胜利能够给予丰厚的奖励,比如大量货币、修为跟装备道具等,玩家使用这些资源来进行角色养成,提升角色的能力,进而在之后的战斗中更加得心应手。 半即时战斗类似回合制体验,不过出招会读进度条,速度越快,那么一回合可以行动的次数就更多,比起单独“你打我一下,我打你一下”那种传统回合制要更有策略性一点,也更有趣一些。战斗所用的攻击依据的是玩家养成的结果,使用什么法宝跟功法决定了能够使用的技能招式,功法如何编辑(类似背包管理,游戏中叫做丹田)决定了技能的强弱。 养成花样就更多了,先拿学习功法跟获取装备来说,玩家可以战斗获取,也可以通过NPC拿到,比如使用交友获得的交友点数兑换,拿钱购买交易,或者使用可以偷的功法在战斗中直接进行窃取等。再拿天赋学习来说,玩家可以自由选择不同的天赋分支,比如学习法修,或者合成技法,亦或是炼丹等,不同的选择会给战斗跟探索过程带来不同的体验。 游戏难度比较亲民,不仅分简单、普通、困难、极难跟地狱五种难度梯度,还可以进行自定义(自定义初始属性、选择点数、丹田增幅、买入跟卖出价格、偷窃跟搜魂惩罚、以及敌人属性等),可以说无论有无修仙作品经验的玩家都能找到适合自己的节奏跟难度上手该作。 [quote] 加入[url=https://steamcommunity.com/groups/ADZZW]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote]
立绘丑剧情毒都不是重点,EA阶段没有重复游玩的价值才是,说是做了一条线实则三分之二的功能都没实装,真不敢相信这是成功做过一款游戏的制作组,哦说起来前作因为玩法不好玩试了一下就没买,还不如那个什么相亲游戏
差点意思
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.
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