
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
内容重复,反复刷刷刷
WUDI
说实话,捏着鼻子补票买的; 剧情(2/10):到新境界走两步就给你塞一堆任务,玩到最后赤幽州直接开始不知所云,这剧情看着像是自我感动,看不下去;五朵金花的剧情虎头蛇尾,合着就是整几个立绘给你月月送东西的。 战斗(2/10):纯堆数值,木棒打小龙虾。 剩下我都懒得说了,也就npc的随机性活动在前些年还有点意思,没这个你这游戏真不行。 最重要的,mod作者是你张三野蝶,你下一个游戏配挣钱吗?你不配,垃圾。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $96.8M | 64.6K | 94% | $59.99 | |
| $97.1M | 270.4K | 96% | $19.99 | |
| $98.4M | 155.3K | 92% | $39.99 | |
| $98.6M | 139K | 72% | $39.99 | |
| $94.1M | 132.1K | 84% | $39.99 | |
| $93.4M | 64.9K | 49% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $29.6K | 103 | 47% | $14.99 | |
| $11.2K | 59 | 81% | $7.99 | |
| $1.5K | 7 | 57% | $9.99 | |
| $0 | 37 | 62% | Free | |
| $21.1M | 24.9K | 90% | $29.99 | |
| $7M | 17.3K | 82% | $19.99 |
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 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.
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
越活越不行
好
原版玩法比较有意思,如果加上创意工坊和DLC的话可玩性大幅度提升,创意工坊有非常有意思的MOD以及一些增加或者减轻游戏难度的MOD
制作组一天天在干什么?内容更新太少了吧?
bug多
还可以,值得一玩, 个人对各种剧情以及剧情向mod没啥兴趣, 前面几个境界突破单纯就是收集材料,确实比较重复单调,后面的几个突破特别些,不过机制相对复杂一些,第一遍和不查一下是真难搞懂具体细节,不过战斗系统整体来说还是比较直观好懂的,多玩玩不查攻略也能搞明白. 第一盘简单难度用刀,反正简单难度是真随便玩,了解了各种基本内容. 第二盘洪荒难度,选的莲花剑意,并且本来还准备用刀,结果发现怪物伤害太高了,近战刀是真难生存,伤害也一般. 慢点才发现远程剑的生存确实不错,还有发现绝影剑对单是真的强,然后就慢点打完了. 宗门系统要是能拓展扩大做细就好了,单独弄成一个玩法是很有可玩性的,可惜主要玩法不在于此. 各种剧情mod是没啥兴趣的,玩法mod的话要么龙傲天没啥意思要么数值设计不严谨. 各种功能性的mod还是很实用的. 不过最好是把本体高难打一遍了再用. npc在这种体量的游戏里已经算尽量随机性和互动性比较高了,只不过也就那些内容,高好感的人一多后面过月各种没啥意义的交互烦得很. 各种随机事件也是可有可无. 支线的话也感觉挺无聊的. 炼丹毫无存在感,不过这种炼丹不强制卡进度或者影响主要战斗力的设计我觉得还是可以的,不像觅长生不炼丹就很大影响,不过还是可以加一些好点效果的丹药加到拍卖会里,让拍卖会不会那么可有可无. 炼器和器灵玩到结束才体验了一遍,数值有一定提升,不过也可有可无. 整体来说还是可以的,值得完整体验,值得这个价格.
妈呀动不动就坏档,无语了
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.