
The Matchless Kungfu is an open world sandbox RPG game based on a WuXia background. You can play any martial arts role you imagine in this wild world. Travel through the great wilderness, or be the leader of the group. The most important thing is, build your own story and live the experience!
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): 1.43/day in the week to Jul 24 → 1.57/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 2,400 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.
About






Engagement
Reviews
Themes across 865 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3]Short version:[/h3] Instead of fixing glaring (and sometimes gamebreaking) bugs, the dev(s?) added stuff to a broken game and made bizarre changes that didn't improve the game in any way. I think it's literally worse than it was as an early-access game. [h3]Long version:[/h3] I'm not going to try to list all the bugs or flaws because I'd be here all day, so I'll stick to the especially bad or stupid ones. You open your inventory. You want to use a "return pill" and don't want to scroll, so you start typing "pill" in the search box. What happens? Well, your entire UI disappears! Why? Well, "p" is the key that hides the UI and that's exactly what it does... EVEN IF YOU'RE TYPING INTO A TEXT FIELD. There are posts online from [b]two years ago[/b] from people thinking they'd somehow softlocked their game by searching for something in their inventory that contained the letter "p". I can confirm that as of [b]yesterday[/b], this bug is still in the game. That's an [i]annoying[/i] bug, but once you know about it it's easy enough to work around by just pressing p a second time. A more subtle but much more damaging bug is the one that makes some NPCs constantly gain negative affinity (think approval/rep) towards the player due to "Battle". Basically, every so often an NPC will be glitched in a way that makes it react as if the player is constantly attacking it, even if you've never fought them or any of their positive relations. It would be possible (but difficult) to work around this too, but once it happens enough, a special event occurs that makes all of the NPCs that "resent" you team up to take you down. Isolating and picking them off [i]would[/i] be an option, but the dev(s?) decided to make [b]all[/b] of them teleport to you once one finds you. So the combination of a bug and a [i]questionable[/i] design choice renders any miniworld unplayable given enough time, unless you jump around and grind to the point where you can take down a large chunk of the world, or just accept your death and make a new character. Having a "last stand" with the story being continued by a character's child can be cool thematically, but when it's the result of a bug happening over and over and the game's "cheating" by teleporting enemies around in order to force it to happen, it's not so cool. Having NPCs basically teleport to the player has other unintended consequences too, when it gets combined with bad pathfinding and a complicated world tile. When I was working my way through the poisonous wolf maze (I can't remember the actual name for the tile in the game), NPCs would show up to debate or attack me, and afterwards they would be trapped in the maze because they'd keep running or jumping into a wall instead of going to the exit. Some quests are still broken at least part of the time, and can't always be fixed using the in-game dialogue option for fixing quests. Yes, quests are so glitchy that there are dedicated "fix this quest" buttons for some of them, and even that isn't always enough. Miniworlds where you've placed a bunch of city and sect tiles will start to have lag spikes after you play in them for a while. Leaving and re-entering the miniworld temporarily fixed this for me. This didn't happen during EA, so my guess is that they made NPC behavior more complicated (and some NPCs are probably getting stuck trying to do the same thing over and over like the ones I mentioned being trapped in the maze, which could make it worse). Enough about bugs for now. What about design choices? Apparently we don't get vigor or stat boosts from completing challenges any more. We get it from... filling up an encyclopedia of items? Why would you make this a central mechanic instead of a side thing? Your first world ("Great Wilds") is now a canonical, premade world instead of one that's unlocked tile by tile the way the miniworlds are. From what I've seen so far since playing the "new" game, it seems to have a story that's more "on rails" and most territory is already owned by a Sect. You start off in a cold area where you'll soon start freezing if you don't follow a story NPC. Despite that, the "new" Great Wilds is currently a fairly easy world early on due to bandit spawns apparently being broken. I did a quick search to see if a [i]recent[/i] patch caused this, but no, it's apparently been that way since September of last year. I guess if you want enemies you just have to attack people or wait for the affinity bug to create them for you. Apparently there's a "Pokemon battle" sort of system in place where you can have one of your pets fight an NPC's pet. Someone will pester you about this in every world, eventually. I can't make myself care. There's a lockpicking minigame now? Okay, I guess. But why? A lot of stuff is locked behind being a member of a particular Sect, though this isn't as bad as it seems at first since you can use the miniworld system to join more than one (and this is probably the intent, to make players create multiple worlds with different settings). It's annoying to have basic stuff required for winemaking (jiuqu) be locked behind membership in the Drunken Immortal's Parlor, though, instead of just having the high-end recipes be locked behind it. Sure, they're the "drunken kung-fu guys", but they aren't supposed to be the only winemakers in the world... and it's odd to take a basic "bring me wine supplies" mission from a tavernkeeper and find out that I need to planeswalk to a parallel world where I'm a member of a specific Sect in order to complete it. [h3]Is there anything good?[/h3] Oh, definitely. The framework for a good game [i]still seems to be there[/i] under all the jank and [i]odd[/i] design choices. The combat system is fun sometimes. You can basically build a whole town or found your own Sect if you want. You can become wealthy growing herbs, making medicine from them, and selling it... or just run a few hot springs and bring in a huge amount of money with even less effort. Events and natural gameplay can still create some fun interactions with or between NPCs. I don't think it's unsalvageable, but the last update was in December of last year.
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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, English, Traditional Chinese, German, Russian, Korean
Hours played at review time, across 865 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很久没更新了,也不知道是不是跑路了,不知道从什么时候开始,半成品的游戏收钱,收完钱跑路就成了正常现象
It had so much going for it but the devs have abandoned the game. Don't buy it.
刚发布的时候到处都是好评,打开一玩贼无聊,我还以为是我口味不一样,这两年过去了打开一看,果然变成多半差评了,看样子以前的好评都是刷的。
纯是那个态度问题,公告一句话不说,群里一点消息不回,做个新游戏,老游戏就不管了,一点信息都不给,你要是说你工作室没钱了四了也就算了,问题是你还在做新游戏不是吗?这种态度谁敢买你新游戏,我看着觉得好玩也不会去买。也就骗骗傻子新人玩你们的新游戏了。
They really need to fix the translation issues there are still many quests in chinese and its impossible to know what to do.
Developer seemed to abandoned the game with the last update being December 2025. The game had great vision with large ideas and the developers roadmap promise so much only to deliver nothing. For anyone wondering, they have made a new steam page with their own published games that has been updated more recently: https://store.steampowered.com/search/?publisher=HuanMos%20Game
another early access game that has been rushed to 1.0 release and then abandoned kept waiting for updates before sinking more time into it but dev seems to have started working on 2 more games that will without a doubt be abandoned as well
以后都不买bilibili的游戏了半年都不更新,一堆问题
What could have been a really good game has been dropped as the devs are currently making 2 new games at the same time, both in early access. They did the classic - bored/too much effort/no sales - slap 1.0 on it and abandon it and start a new early access game.
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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