
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 921 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
本来想给差评的,想了想还是没有,原因有二: 第一这还只是demo,还有改进的空间,很多选择没做出来,可以先观望后续改进,先留好评给个鼓励。 第二至少故事写的没毛病,修仙就该是爽文,爽才对,不爽就不该做修仙题材。 为什么原本想给差评呢,原因很多: 第一,自由度太差:整个游戏就是走流程,按流程走就能突破,按流程走就能过图,进个新地区,就是先把地图上所有黄问号(支线)做了,嘎嘎下一堆副本,再把所有红问号(主线)做了,好感度有什么用?没有,不能和喜欢的女孩子有更多互动,并且剧情强推小师妹,那个炼药师跟没做一样,放封面里后面就没互动了。赠礼有什么用?没有,就是提好感,NPC的境界提升速度固定,且不随你赠礼走,鬼谷八荒你富裕的素材可以拿来养NPC,我鬼谷八荒经常养一堆后宫跟我后面突破。这么多功法术法有什么用?没有,不如选一个属性加的多的功法,选一个差不多的伤害,再选一个差不多的盾,基本所有场面都顺着秒了。门派有什么用?没有,没有常见的门派大比,攻城战,剧情的攻城战也就是角色多一个大阵,甚至打起来都是你一个人作战,队友都跟假的一样。别说太吾绘卷,鬼谷八荒原版的自由度都比不上。 第二,很多剧情不合理,比如那个陈子愚,你无论怎么选,他都不会在第一时间被你宰了,他一定会活到剧情该他死的时候才会死。还有就是三大家族嚣张跋扈,但是他们最大也就金丹期,其实早就该有元婴高手过来夺城了,这部分虽然是新手村的设定,但至少也该和其他大能隔开距离,至少是要需要长距离渡海这种程度的距离,否则没道理不被盯上。 第三,功法术法基础逻辑有问题,大多数术法配合都不如力大砖飞,所有灵根加成功法数值都比不上法攻系术法。法器流永远比不上术法流,数值差太多。精力分配和细致操作的意义不大,至少现在这种根据速度动轮次的玩法下现在没有什么意义。丹田拼图这个玩法是好的,但是回合制发挥不出来。 现在这游戏内容太少,能点评的也不多,但至少可以讲的是,比起职场浮生,这游戏还是太欠内容以至于无法给出更多细致的评价,只能先写到这儿,后续会根据更新更改评价内容。
——对比职场浮生记,造化的角色互动有很大的改变。 ——造化的对话系统终于更丰富了吗? ——造化把对话系统删了。
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Genres
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 922 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
请问元婴的破妄丹,雷音镇魂木材料在哪里呢?我怎么死活买不到啊。刷不出来。
意外的,玩起来停不下来,种田修仙可太喜欢了。 不过目前版本完成度还比较低,主线只有一条路线完成了。建议等故事线多更新几条再入。 其他缺点还有: 1、技能数值平衡一塌糊涂,什么花里胡哨的技能组合都不如我金系玄阶一个1费6000+还是AOE的三转百刀锋,这甚至是还没打造满的伤害。带上别的技能唯一的用处就是怕不小心一下打死了影响我妙手空空和搜魂。后期那堆4费以上甚至8费的技能不知道拿来干嘛的。 2、即使在高难度下,大部分难打的敌人可以先尝试切磋或者送礼拉高好感把他身上的装备扒下来。这合理吗? 3、UI方面。丹方那里后期会的多了就很难找我要的东西了,建议给个标记功能,哪些用来赚钱,哪些还要继续吃,哪些已经吃满了用不上可以标记分类一下,包括丹方要用的材料可以同步标记,方便种田。种田也是,道具菜单里可以给个统计,目前哪些草几个月+1。都说修仙者过目不忘,现实的我打个坐回来种了啥菜都不记得了。 4、[strike]轮回商店那里设置不太合理,明明已经花了轮回币解锁了,结果建立人物的时候又要花一次点数获取。这两个点数多少甚至不一样。至少在轮回商店里要能看到开局有几点获取道具要几点吧。 [/strike](写这条的时候刚刚更新,现在不需要再花一次出生点数来获取轮回商店解锁的内容。那么问题来了,制作组是不是忘了轮回商店里有一组增加出生点数的选项,现在这里完全没有意义了。) 5、技能方面跟道具一样,急需一个标记功能,因为后期会有大量仅仅是用来凑词条甚至只是填数凑伤害用的技能。 6、威望太难搞了,一堆悬赏任务里往往只刷出一两个加威望的,还没几点,关键这些任务高度重复,最高也只到筑基后期,应该是还没做完。最后那个1000+威望成就我直接上CE了。 7、功法术法的数量成就用第一个通关存档刷了十个小时,完全没必要搞这么难。如果想让玩家在游玩过程中自然解锁,那技能书上应该要有一个轮回商店的标志告诉我这本还从来没有学过。 8、目前金石材料应该是完全没有用,哪怕是拿来吸修为,不管什么等级也就1点。 9、那个混沌天地后期升个技能要几百年?这对吗? 10、天赋那里升级数值居然是快照机制,导致每次磕完一轮药、换一点装备或者升几级就要重洗一次天赋。其实完全可以给个同步数值的按钮。不过中后期真正有用的也就+2精力,其他加的那点数值真看不上。 11、种田流30岁还在筑基嗑药,打架流30多岁已经化神飞升了? 12、终局内容很少,或者可以说几乎没有。唯一能做的大概也就每年刷一次那个炼虚期的器灵? 总之只能说目前潜力很大,
巨垃圾,跟吃了粑粑一样,想吃粑粑的可以试试
good
hao
还是很好玩的,一打开就停不下来,什么时候多更新点主线结局呢
还行 很多东西没做完 不过整体没有很严重的缺陷 等正式版发售了再回来评价一下 可以观望一下 不用急着买
6
Active players
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