
"The Scroll of Taiwu" is an indie game themed around Chinese mythology and wuxia. Players assume the role of the mysterious "heir of the Taiwu clan" in an alternate ancient China, working through generations of heirs to defeat a powerful hereditary enemy and shape the fate of the human world.
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): 11.14/day in the week to Aug 10 → 9.43/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 2,419 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
In the world of "The Scroll of Taiwu", you will not only play the mysterious "heir of the Taiwu clan," but also immerse yourself in the complex martial world with varying life stances — whether good, evil, or neutral.
You can visit martial sects around the world to learn a wide variety of martial arts and secret techniques; you can forge brotherhoods or become embroiled in blood feuds. You can build your own village, manage various industries, and even marry your true love, raising children and fulfilling a destined romance. All this leads up to the final confrontation with the Taiwu clan's greatest enemy, where you will decide the fate of the world!
Every Taiwu World you create will be truly unique —
With completely randomly generated maps, NPCs, and enemies, each playthrough will be a brand-new adventure.
You can learn thousands of martial arts techniques from the fifteen distinct martial sects,
and hundreds of traditional Chinese crafts and skills from nearly any NPC you encounter.

In addition to its RPG gameplay, "The Scroll of Taiwu" also blends in many other game types, such as Roguelike elements filled with random conflicts,

and carefully planned simulation and management mechanics: construction, gathering, expansion, management, crafting, and maintenance.

It also brings back childhood nostalgia with its cricket fighting gameplay — capture the most combative "General" cricket, then engage it in an "insect diplomacy" duel with the Shaolin Abbot.

Thousands of NPCs, each with their own relationships and life experiences, will age, fall ill, and eventually die.

You can form various kinds of relationships with them, even deciding their fate.
You will marry and have children with your partner.
You will cultivate and pass down your lifelong martial arts skills to the next heir.
In the vast sea of people, you may even search for your lover from a past life.
Through gathering, crafting, repairing, and refining,
you can use your own hands to forge any weapon or armor, and brew a variety of medicinal pills.
Pick up a poisoned weapon, wear poisoned garments, and consume antidotes laced with poison.
A unique combat system that restores the design of "countering moves," "using everything as a weapon," and "the longer the blade, the stronger the strike, the shorter the blade, the more dangerous the gap."
Every slash, sword strike, and palm will land on different parts of your enemy's body, creating a true-to-life combat experience.
Combine your martial arts techniques, channel your inner Qi strength, and refine your skills and strategy.

And there's much more, waiting for your discovery.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1281 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
茄大人用八年时间都没弄明白要做什么。喜欢我动不动跟个鬼一样更新一坨然后修复少量已知BUG,然后新增大量未知BUG来让你们测吗。期待八年后正式版2.0
打不过剑冢提高精纯练高级武学,精纯不够不交高级武学。高级武学不会打不过剑冢。 读书几个月,突破点点点,还要看满屏字功法介绍,还要功法不要配错了冲突了。 总结;不好玩
游戏又臭又长,非常非常之恶心。 好像游戏作者就是拼了命想要浪费玩家的生命一样,尤其是玩到结局的时候,让人有种吃了shit一样的感觉。 已经很久没有玩过这么臭长的游戏了,完全就是老太太的裹脚布,想吐。 真恶心。 最贴切的感觉就是,玩家像是游戏公司免费雇来的测试人员,体验一个完全没有减法,臃肿不堪的游戏。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
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, Korean
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
第一届武林大会没奖励 开局对话资质不能铭刻 修复部分开悟错误使用当前资质而非基础资质判定增加何种资质的BUG 修复部分开悟错误使用当前资质而非基础资质判定增加何种资质的BUG 修复部分开悟错误使用当前资质而非基础资质判定增加何种资质的BUG 赛亚人怎么你了? 为什么不修小孩绘卷? 为什么不修小孩绘卷? 为什么不修小孩绘卷?
真的各种bug 你们真的有自己玩过吗 剧情也是神
是不是有毛病 越更新后面越卡 现在过月就爆红 玩什么
-文本感受 內容中,各個門派的劇情,我認為分開閱讀算是有意思;但夾在本作中,卻有些道不出的微妙感受,大略是沒有將劇情和任務NPC以及角色互動做得更加精細,又或者是我跑的任務故事不夠多吧... -志向(地圖技能)平衡 作為一個習慣讓戰力(虛)高的人,一些志向在前期獲取書本感受上比其他志向強大不少?王公就是第一個滿的...鬥促織還挺有趣的。但其他部分志向的過度技能除了不夠強大、甚至連有趣都說不上。 -缺點一 讀書問題 不過敗筆我認為在於技藝、功法上,不確定其他人怎麼看待。但作為一開始在精純4前後龜了40年,把技藝與各種三品前後功法弄出來的我來說,讀書真的太花費遊戲時間...雖然也有互動點位可進行,但作業感卻逐漸加深。 亡佚的想法是不壞,但懲罰太重、一個一千造詣的武學仍感受到難以突破書篇的修練需求,挺噁心人的。 -缺點二 不夠自由 在擊破各種封印時,前期很明顯的感受各種BOSS上機制需求與應對,這是很正常的遊戲設定。 然而,這一類可以嘗試使用自己構築流派類型的遊戲,卻被機制抵擋懲罰,我認為是對遊戲熱情的巨大打擊。 遙想我遊戲前二十年拿著五仙教軟鞭拉高功法等級與威力,樂呵呵的去打封印...然後被機制打出來,一查才發現內力克制能打的BOSS在尾王...老天爺啊 -缺點三 建築問題 建築在太吾中的輔助影響不小,然而直到我通關(第一次的困難模式)為止,除了素材和額外品質的建築外幾乎沒有建造,即便如此仍難以將前兩項建築布置到滿意的程度...深受挫折。 此外,前期大部分心材依賴於與商會交易,如果短時間想要甚麼建築,尋找商會的遊戲過程有點困擾...但這部分屬於我沒利用好機制與時間。 而要從野外獲得,則要打到後期難度的野怪...甚至只是8~9品的低階心材,也會有劍三前後難度的怪突臉。一想到侵蝕3走到侵蝕4,怪從精純8(劍三?)跳到精純14(劍六、七?)的奇妙感受。 -缺點四 劇情NPC 跟前面文本故事有關。他喵的,我想跟劇情NPPPPPPPPPC結婚啊。路上NPPPPPPPPPC文本都一個樣有甚麼好的,沒感情沒意思。差評主因,草 -優點 明確感受到各種UI介面的更新,但我不抱希望
太吾绘卷到这个阶段,最大问题已经根本不是有什么bug,游戏性哪里有缺陷,而且作者制作团队核心观念的问题了。 他们根本就不想做好一款游戏,不是想把游戏做好玩,不是想让玩家玩得开心,而是完全沉浸在自我表达中…… 充满了教玩家如何玩游戏的欲望,做的小游戏没一个好玩的,技改比mmo网游还频繁。 希望茄子认识到,太吾的成功很大程度是占了时代的先机,吃了国产游戏刚启动的红利,而不是你在做游戏方面有什么惊为天人的才华好吗? 你苦心孤诣做得那些小游戏、玩法要是好玩,就不会工坊热门mod全是跳过玩法的了。 你们的当务之急是停止更新(改bug除外),把游戏让给mod作者去优化! 而不是三天两头更新让mod报错,我求你了…… 做游戏当然得有情怀,但现在的太吾绘卷就是最好的例子,光有情怀做不好游戏。 游戏是交互的东西,是作者和玩家的沟通。只想自我表达不重视玩家心理玩家诉求的傲慢之人,永远也不可能做好游戏。 最后,做为初版ea就买了的老玩家,很认可茄子花这么多年做游戏的热情和付出。 但不建议任何新玩家购买这款游戏。 反正茄子早已不缺钱了,新玩家也没有任何必要让自己的真金白银,成为某个已经很志得意满自我膨胀的老文青获取进一步心理满足的养料。 (ps.我不知道您是怎么了,不知道您是否真的对传统文化有极大热爱和知识储备,但您的文笔和剧情构造能力堪比一坨放了三天的成年巨翔……任何一个三流网文写手都写不出这么无聊又神人的剧情。)
遗憾,不好玩。 也不提那些bug,有的没的东西。 最主要的问题在于不好玩,这是硬伤。 这游戏如果作为一个剧情游戏,那么剧情里充满了按头,轨训,还又臭又长不能跳过对话。所有的剧情演出除了cg外都是弹窗,bgm都不带变的,你想做剧情就好好做,让玩家带入进去,全靠点点点弹窗算怎么回事,还不如学旮旯给木呢,而且一到你那些女主就动态立绘了,特殊女主还不准带回家,不让碰,区别对待何意为啊。门派剧情更是重灾区,各种点点点,不能跳过,傻等,意义不明的演出。 如果作为一个沙盒游戏,那遗憾的是游戏并没有营造出那种会呼吸的江湖的感觉,门派之间并没有做出区别,所有门派只不过是换皮换技能,放在不同地区的势力而已,就连门派内部的结构也是一样的;npc的交互也堪称灾难,这是完全没有办法交流的世界,不要求做出十字军之王那种交互感觉,但至少稍微努力一下呢……这npc除了交配下崽和追奇书以外,几乎没有任何存在感可言。这类游戏是需要脑补,但也没这么脑补的啊。 除此以外,繁琐到匪夷所思的操作进一步加深了这个问题,就单纯比如说送礼或者给门派派遣弟子,加一个批量多选会要了你们的命吗? 如果作为一个经营游戏……好歹能让玩家搞明白你那些建筑的意义是什么吧?全是换皮建筑,那我问你,我太吾村要这么多不同资质的人干什么?如果一切最后都归结于参悟、威望和钱上,那你完全没必要搞这么多奇怪的资源建筑啊,什么玉石、纺织物、食物、草药、木头等等等这么多资源,存在的意义只是为了资源吗?太吾村没办法内循环,资源建筑基本都是杯水车薪,来资源的办法就是去别的仓库换资源和斗蛐蛐,这不搞笑么,一个人揣着三四千的木头在身上?太吾村不够了就让太吾大人去找人买木头,随手买的木头能比四个林子砍上两三年都多? 而且好歹能让人看到点诚意吧,比如每次造建筑都得重新打开菜单何意为啊,你不做悬浮菜单好歹记得上次打开的位置吧,不记得上次打开的位置好歹能让人shift连续放吧,纯折磨人是吧。 还有一大堆完全没有建造意义的建筑我都懒得说了。 整个经营玩法只能用割裂来形容,实在不行就简化掉,搞这么多资源只是为了让资源存在,基础资源产出又得靠太吾斗蛐蛐和拆材料,那你还不如全部换成钱呢,让人少换算一下。 如果作为一个crpg来看,类似于正义之怒这种硬核的build游戏,那多少还算是合格的,各种功法确有其事的做出了针对性和彼此之间的搭配,允许玩家能构筑出合理的配置。 但是我说实话。 读书太累了。 每一本书都要玩家手动去读,踩格子去读,天人合一拿灵感去读,手动读,每个回合都得手动读。再加上那些,玩家初见时绝对没有办法通过的诡异机制怪们…… 这类游戏本身就需要优秀的难度曲线和游戏引导,而不是把一本说明书摊在玩家面前,让玩家自己查。比如社畜们,上班了一天想玩玩游戏放松一下,然后还要搞这啊那的,不是所有玩家都能脱产研究游戏和那些诡异的名词的。 系统塞的太多,引导太少,难度曲线又很灾难,驿站乔峰的下一个boss就是剑1,打了剑1就足以轻松一脚踹死剑2剑3,npc的实力又不好判断,剑冢boss,外道,神龙,终幕三连战,每一个系统都在告诉玩家“本来就没想让你初见过”。玩家根本不知道自己的练度能否通过下一个boss,这太灾难了。 这个游戏说实话,看不到什么希望。 越是玩下去,就越觉得遗憾,做了这么多年的成果就是没有成果,还不如直接开始做太吾绘卷2呢。 不推荐任何人游玩。 哪怕喜欢crpg的,也不推荐,因为游戏内ui的便利性是极度缺失的,别的游戏我相信开发者不玩游戏是个梗,这游戏是真不玩啊,这ui谁设计出来的啊
写给螺舟的一些建议 1. 强制内部测试。建议你们工作室(开发和UI,包括而且尤其是你)每月固定拉会,每个人都从零开荒,核心成员打完一半剑冢前不许散会。请亲自体验自己的“杰作”,别光靠脑补。每过几年都把玩家拉过来当测试,你有几个妈你就敢这么干? 2. UI和过月逻辑——怎么敢直接上线的?操作交互反人类、过月事件判定奇葩——这种半成品质量,你们自己不觉得离谱吗?非得把玩家当测试用?这是release啊,新华社还给你背书的,你这样玩自己口碑? 3. 系统越做越复杂,漏洞越来越多。做饭制毒轻轻松松绕过精心设计的机制,流派分支形同虚设。搞了这么多年,一直在边边角角无关痛痒的地方堆料,根本没想过底层校验是否撑得住,开发团队维护的过来吗? 4. 龙➗和染茄子为什么不能杀?你搞这些无病呻吟的三流小说,把你的皮套圣人化,玩家太吾是工具人,充满了自己意淫的结局,和你的太吾江湖世界观十分的割裂。别沉浸在自己的叙事里,先看看玩家评价。 5. 做减法,砍掉冗余系统,精简核心概念,重做新手引导,优化战斗交互,降低学习成本,让玩家前20小时能玩明白,别全靠社区补课。 别把硬核当借口,至少先把基础体验做到及格线以上。
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.6M | 23.6K | 86% | $24.99 | |
| $108.6K | 353 | 56% | $12.99 | |
| $40.6K | 285 | 48% | $9.99 | |
| $214 | 3 | 67% | $2.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $34.3M | 24.3K | 87% | $34.99 | |
| $34.3M | 30.2K | 93% | $48.99 | |
| $34.2M | 20.7K | 47% | $69.99 | |
| $34.2M | 27.4K | 91% | $39.99 | |
| $34.4M | 41.6K | 88% | $29.99 | |
| $34.2M | 88.7K | 97% | $19.99 |