
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 → 7.14/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 1119 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The best cultivation game IMO
BUG太多 还有动不动九吞存档 开了十几个档 没一个能顺利通关
Really nice and chill ! Good game to play if you're a Xianxia fan
Media

Related
Related
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
神了bug一堆,部分任务也是cs中的cs,完成仙祠的认可结果没仙力的来了,还有一些认可任务也是你自己看看是人做的吗
重复性太高没意思
给我打力竭了,这游戏是tm逗我吗
好玩,自由度高,mod方面也很丰富,美术方面也很不错几个重要NPC都很好看。 但是官方很......总之好评是给游戏和mod的
【中评|好坏参半,喜忧各半】 鬼谷八荒抓住了无数人对修仙网文的幻想。初入八荒,从炼气小儿艰难求生,结交道侣、结仇仇敌、偶遇上古奇遇,随机事件充满惊喜,水墨画风、异兽设计氛围感拉满,自由沙盒的设定,邪修、正道、宗门玩法都能自由选择,前期几十小时开荒乐趣十足。 可新鲜感褪去后,游戏本身的硬伤不断暴露。核心循环高度固化:刷材料→突破境界→更换地图→继续刷装备词条。每一次晋升境界几乎都要重新搜集全套功法装备,完美词条极度依赖运气,非酋玩家坐牢感强烈。主线叙事碎片化,缺少完整连贯的剧情,NPC 大多只有几套重复对话,很难建立长久的情感联结。弹幕式战斗玩法单一,后期成型后基本就是数值碾压,操作空间有限。 这款游戏的生命周期很大程度依靠社区 MOD 支撑。原生本体只适合短期体验,不打 MOD 很难长久游玩。如果你只想体验一段修仙开荒的旅程,可以入手;想要长线游玩,一定要做好安装模组的准备。但是这又不得不提到糟糕的 mod 商店体验,制作组早期留下不少争议,虽然如今有所改善,官方 mod 商店依旧不尽人意。优质剧情 mod 只能去 B 站 UP 主粉丝群寻找非常麻烦,官方审核过于严格,劣币驱逐良币,能看出官方重心更多放在盈利,对社区生态投入不足。 抛开这些糟糕体验来说,鬼谷八荒依旧是开放世界修仙中的佼佼者,优秀的民间 MOD 创作者,让游戏的生命周期大大延长。讲到这里说不清心里是什么感受,有点失望,可一想到是国产游戏,很多现实问题又觉得情理之中。另外真心希望,能在有生之年玩上鬼谷 2。
不是很好玩
好玩
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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