
Tale of Immortal is an open-world sandbox based on Chinese mythology and cultivation. You will grow to become immortal, conquer the beasts from the Classic of Mountains and Season, make your choices carefully and grasp your own destiny.
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.
Every market we collect.
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): 2.86/day in the week to Sep 12 → 6.86/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 1095 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
神经病每个档都有一个无缘无故一直杀你的人,我上你的早八
吃相太难看了
Hack and Slay, Stratetic Sect Control (go too war with other sects or manage your sect), Romance, Friendshop, NPC have their own Agenda, NPC can become Mortal Enemy, Find your true Love, Find your Partner, get Adopted, get a Master, get an student. Crafting from Artefacts, Alchemy, sigils etc. You have a big semi-open world map with different sects and different meeleweapons, hand combat or you can go full Mage (her Taoist Magic) Fire,Thunder,Earth,Wind,Water etc. Learn different martial Arts and become an Immortal.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 6.14/day in the week to Jul 24 → 9.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
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, English, Korean
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
前中期的游玩体验我能给到7分,结算至通关为止的体验只能给到3分。游戏重复内容偏多,本质刷子游戏,从头到尾都在为了突破刷各种材料,如果没有创意工坊的各种MOD,游戏本体连2分都很难给到。中后期成长曲线不够顺滑,尤其体现在道心值属性上,道心值的提升效率,和境界突破的节奏严重脱节,到最后都没能凑齐8个红心法(道心值不够),个别奇遇支线剧情又臭又长(阿嬉奇遇真是没耐心做完),好多都是为了拖游戏时长重复的任务,剧情单薄,奖励也一般。UI交互逻辑还是有点不方便,很多高频操作缺少快捷键,频繁点鼠标非常累手。优点上来讲,主线故事还算合格,将各式各样的神话典故融入修仙世界观,氛围感很足;功法、流派搭配种类多可玩性很足;角色立绘丰富,美术、配乐也很适配。总而言之,鬼谷八荒在修仙题材这方面做的才算可以,打到后面为了成型实在是刷的太累了,并且通关之后不可以继续游玩存档(没有二周目),游戏后期的体验上太差,没有MOD加持的话,只能算个半成品吧。
好
I'm very much enjoying the game. my only complaint is it seems to be a rush to gain cultivation levels but with rushing I'm nowhere near as strong as I should be. but if I focus on getting stronger in other ways than cultivation level then it will take years. I'm currently on a deadline of 50 years to reach the second highest cultivation level which is insane. I'm playing on normal difficultly and its insanely hard, I get beat up and killed often by cultivator who have insane skill sets. it's truly unfair really. but I'm still enjoying my time.
WUDI
Very Grindy Game. But worth it if you like Imortal Cultivation games
好玩,但是玩一次通关之后要加mod才行
什么叫我的老婆不和我双修?
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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