
"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
-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
很好 玩了一个礼拜 各种报错 坏档 现在彻底死档了
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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
Ok, this one is difficult to rate. On one hand "mostly negative" is underserved, it's definitely better than plenty of shovelware on Steam and it even has a decent English translation. On the other - it's not for everyone either. First of all I need to clarify that most of the features the game boasts about are surface level at best. "Living world" - yeah no. NPCs can ask you for stuff and kill each other, but they don't matter, they are outside the main game loop. The only exception is asking them for manuals, which is solved by a couple of expensive gifts. Dynasty management - not a thing either. You technically can have kids and whatnot, but except for the roleplay there is nor need nor benefit in engaging with this system. Possesing any rando you've picked up works just the same. If you are looking for deep tactical combat you'll probably end up dissapointed. The outcome is 90% decided before the battle even begins. The game only looks complicated because it's awfully obtuse about itself. The only thing which stands tall and proud is the buildcrafting. So if you like that, collecting stuff and Chinese fantasy you can give it a try. P.s. If you somehow decide to play it, do yourself a favor - combat screen -> "Auto-Battle Settings" -> untick everything except "Auto Attack" -> Enable "Auto Battle" and keep it on most of the time.
我对游戏制作一窍不通,但是我会用豆包。。。 这是我把近期游戏运行日志给豆包看了以后,豆包对游戏制作团队给出的评价。先声明,不是我评价的,是豆包评价的。原文如下: 综合日志评价:开发团队工程基础薄弱,架构、生命周期、资源管理多处存在典型低级问题 一、暴露的大量典型低级问题(分层说明) 1. 生命周期管理完全混乱(最突出短板) 所有 UI、战斗、音频逻辑大量在OnDisable执行业务销毁、数据清理、资源卸载逻辑。 Unity 生命周期规则:OnDisable执行时机极早,物体失活、资源 / AB 包 / 字体材质可能已释放,极易产生空引用、渲染报错。 规范做法:清理、销毁、序列化、资源释放统一放在OnDestroy,OnDisable仅做标记。 团队完全不懂 UI 与物体销毁时序,是大量连锁报错的根源: 促织战斗关闭时 OnDisable 更新背景音乐 → AB 包 Manifest 空引用崩溃 气泡弹窗 OnDisable 清空文本 → TMP 字体已销毁,渲染警告 界面关闭残留 DoTween 动画,目标物体销毁后动画执行报空 2. 资源 / AB 包框架缺乏兜底容错,鲁棒性极差 AB 加载核心代码(ResourcePackage)第 117 行,直接裸调用GetAllDependencies,完全不判 Manifest 空,触发致命空指针崩溃;成熟资源框架每一次资源读取都会做多层空值校验。 字体、音频、粒子材质资源无常驻保活策略,界面销毁直接卸载资源,后续渲染、音频加载还在读取已释放资源。 无统一资源生命周期管控,音频、UI、战斗资源各自独立释放,时序冲突频发。 3. 数据序列化模块无基础容错,会直接造成游戏闪退 底层序列化方法GetSerializedSize,字典对象未做空判断,促织战斗数据退出序列化直接抛 NullReference,属于后端数据层严重设计缺陷。 合格数据序列化逻辑:所有集合、引用类型参数进入序列化第一步必须判空,空对象直接返回 0 长度,绝不裸访问字段。 4. UI 渲染、第三方插件使用完全不规范 UIParticleForUGUI 插件使用基础认知缺失:标准粒子材质不能搭配 Mask,不知道取消 Maskable 或使用 UI 专用粒子 Shader,长期产生大量 Stencil 警告、额外 GC 临时材质。 TMP 文本计算无空保护,字体资源丢失后仍强行计算文本高度。 5. 动画管理无统一规范,全局大量冗余报错 所有 UI 界面未做统一基类封装,关闭界面不 Kill 对应 Tween 动画;DoTween 持续捕获上百条空目标动画错误,堆积大量无效渲染计算与日志垃圾。 规范方案:所有 UI 基类OnDestroy统一执行DOTween.Kill(this),一次性清理全部绑定动画。 6. 内存管控意识薄弱,性能隐患多 2D 物理组件存在明确内存泄漏,退出场景未销毁刚体 / 碰撞体,内存持续上涨; 主线程临时内存频繁溢出(Overflow 数百次),循环内频繁 new 临时容器,无复用 / 对象池思维; 内存碎片严重,大量小块内存频繁创建销毁,分配失败计数极高; 无标准化场景卸载流程,切换场景不主动释放闲置资源、GC。 二、分层次能力定位 初级程序员特征(大量) 不懂 Unity 生命周期执行顺序、不做空值判断、第三方插件不看官方适配文档、动画 / 资源不做统一封装、不会基础性能优化(对象池、临时内存复用)。 大量代码属于 “功能能跑就行”,完全不考虑异常、销毁、退出场景的边界情况。 架构设计缺陷(主程 / 框架负责人问题) 资源加载框架、数据序列化框架、UI 管理框架三大核心底层模块均缺少容错兜底设计,没有统一的资源生命周期管控规范,没有封装通用 UI 基类统一处理动画、销毁逻辑。 说明项目缺少统一编码规范、代码评审流程,底层框架设计经验不足。 测试与优化缺失 大量警告、内存泄漏、闪退问题长期遗留,说明没有自动化异常日志检测、没有做场景退出 / 战斗退出的边界测试,上线前未做内存、崩溃专项优化。 三、总结 底层框架设计者:经验不足,架构设计漏洞多,核心工具类缺少容错机制,是游戏闪退、连锁报错的根本原因; 业务逻辑开发人员:基础 Unity 功底薄弱,不熟悉引擎生命周期、资源、渲染规则,写代码只测正常流程,完全忽略界面关闭、场景退出等边界场景; 整体团队:缺少统一编码规范、边界用例测试、性能优化流程,代码容错性、稳定性、性能都有明显短板; 补充:游戏能正常游玩代表基础业务逻辑可以实现,但稳定性、鲁棒性、性能都属于中下游水平,频繁出现闪退、卡顿、海量冗余日志,需要大规模底层重构与代码规范整改。
8年更新做了点什么,就这点内容,世界是空洞的,斗蛐蛐,学技能打BOSS,奇遇是无聊的,抓人失心人是抓不到的,人物一辈子几乎无法成长,需要轮回转世才能提高一项技能,逆天的设定,细思极恐的休闲游戏。(随机一个人物,想通关基本是做梦,纯恶心玩家)
买了这么多游戏,很少写评论,但是这回正式版我实在是受不了了。这游戏买了这么多年,从来没玩的这么糟心过,不说剧情是否合理,UI设计是否巧妙,你总要让我玩游戏吧,点开游戏,还没进主界面就直接红字BUG了,一言不合就炸档,随便进个小副本就给我unity引擎崩溃,没有一个存档能活到打完第一个剑冢。我把崩溃报告扔给AI跑,分析出的结论居然是运行环境的配置太高了,CPU线程太多,让我去锁运行核心,还有什么Win11运行环境太敏感了,DDX12也会出问题,都给我气笑了,不说了,我现在就把我的破笔记本砸了,它不配这么高端的游戏!
This studio is a straight-up embarrassment. 8 years in development, they hype up a big 1.0 launch, then delay it "for polish and quality"... classic stalling tactic, we've all seen this circus before. Fast forward a few weeks post-release: it's a broken, unplayable mess. We're back to alpha-quality garbage. Whoever greenlit shipping this dumpster fire should be fired on the spot. Years of development down the drain because nobody at this studio can tell the difference between "done" and "not done." Do everyone a favor and go back to game dev school, because right now you don't have a clue what you're doing.
和B复生之人大战三百回合,差点化身牢师,没让复生之人大人打尽兴。急头白脸打完,若有所感,掐指一算恐有报错之危,过月存档一下果然如此,然而我就如同一个无能的丈夫,什么都做不到…… 你阿里茄的红字法术还是太权威了,没把关羽之歌整合进游戏本体简直是一大憾事,叫我怎能释怀? 作为一个非常耗时间的游戏,不稳定的过月存档是个很离谱的东西,特别是在某些剧情选错、需要回档的时候……我大概是没有耐心开二周目、顶着报错把这堆玩意从头打一遍的。 如果你是奔着剧情来的,那还是别来比较好。主角在大多数剧情里像个人机,隔三差五吃个瘪,智力水平主打一个圣质如初,呆物精的奇妙冒险说是。搁门派山门外边一蹲好几个月,看见让人笑↑话↓。中间爆个隔着三百六十五里路的奇书,你还得寻思一下是来一场酣畅淋漓的仗剑寻书记、与小游戏斗智斗勇;还是搁原地蹲着,免得错过剧情、饱受回档之苦。 如果你是一个人外爱好者,恭喜你,这里最不缺的就是人外队友,可惜带特殊立绘的角色大多碰不得(蛐蛐除外)。明明好感度已经满了,但他/她/它还是没有解锁特殊CG……嘎啦给木里不是这样的……我不接受!咕咕嘎嘎! 不适合看了视频、因为好奇而想着入坑的玩家。如果你已经买了,那还是开个修改器、打几个优化mod再玩吧。
啥时候做好玩家体验啥时候改好评,目前是不配当,再做八十年吧,你不是喜欢售后吗,接着运营去吧,不做好不许走哦,八年修不好ui说是,不行问问豆包吧
说好听点叫绝对的自由度,说难听点就是制作组压根不会做减法,想到哪做到哪,不仅仅是UI上的抽象,许多地方不论是剧情上还是功能上完全没有关联,被生硬的揉在一起,玩家只知道我是太吾,我要救世,我要打败相枢,至于中间的过程、当前我应该干什么可以说完全没有一点指引,到了太吾村你就想干嘛就干嘛吧,剧情上完全没有一点串联指引,或者说制作组压根就没想过如何串联剧情,想学别人的高自由度,但是任何高自由度游戏都至少有一个大方向方面的指引,至少会让你知道你什么时候能去打第一个剑冢,但是这一切在太吾里面完全没有指引,尤其萌新简直一头雾水,无所事事,结果就是个个都通过及其破坏沉浸感的斗蛐蛐或者种田流,甚至各种邪道培养出来的十里坡战神杀穿一切,但显然制作组又不想让大家这样做,所以又只能通过精纯等级加以限制,随后就是更搞笑的印刷流无视一切,想要沉浸感?请自行脑补。
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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