
"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
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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.
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 1303 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这界面设计实在无语,刚玩就玩不下去了..可惜买了后没玩已经错过了退款时间.
有点搞不懂这个游戏,我没有深入体会太多东西,但是好乱啊。 正常游戏是一个大主线,做主线的途中会经历几个小主线,从而教导你怎么玩游戏。 但这游戏是一个大主线,让你去太吾村,去完之后,给你丢下8个怪,然后任务就突然断开了,没有主线跟支线,总之告诉你去打败他。 完全不知道我要干嘛,我也没有心思去玩他那好几个教程任务,或者说,他当下展现出来的内容根本不吸引人。 这种武侠游戏是最容易吸引人的,让你变强就好了,可我在太武村主线断开之后,我完全不知道我该怎么变强。 取而代之的是一堆设定,像个自嗨网文作者一样,疯狂堆设定,我看他们后续开发计划,好像还想继续堆。 呃,搞不懂这游戏要干嘛,我当然可以花一堆时间去挖掘他们的内容。 但那么多款游戏,我干嘛玩他们这块?我还不如重玩一遍鬼谷八荒。 很久以前就买了这款游戏,一直到现在想着很完整了才玩。 但没想到挺让人失望的,连最基本拿个任务吊着玩家都不知道,只要花时间,谁都可以搞一堆完善的设定啊,但有什么用啊? 义父去哪不知道,开局选了袁山派,后来跑去元山派,然后请教武功学习,就只能跳月份,没有一点中间的内容的吗? 武侠在哪不知道,修仙在哪不知道,变强在哪也不知道,总之就摁学,然后去打怪。 不停跳过月份,阅读书籍,之后怎么变强我还是不知道,好烂啊这游戏
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 11.14/day in the week to Aug 10 → 9.43/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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, 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
傻逼游戏,越玩越恶心
还没玩正式版,先给个“中评”。看完评论区,结合我上百小时的萌新经验,我认为太吾最大的问题是系统主次不分。 我的核心论据: 1. 游戏界有个观点:“玩家会为了游戏的某个亮点沉迷其中,而忽略其它缺点,只要不影响核心体验,玩家会当作没看到”。 2. 每个玩家都有自己的游戏目标,制作人不一定能掌控 接下细说问题: 大佬们开发出各式各样的build,说明武学这块的平衡和可玩性完全没问题,在我看来,这是太吾最大的创新和无可替代的部分,在其它游戏完全找不到这样的体验,毫无疑问这个设计是优秀的。 但坏就坏在其它系统破坏了这个核心体验。我的直观感受是:“不查攻略不会玩,查了攻略就是各种邪道玩法,强到跟开挂差不多,难度曲线变成log形。” 这里先假定玩家是奔着“搭配功法build变强闯荡江湖”为目标进行游戏,以此为前提举个具体例子: 产业系统本身很简陋,我相信真冲着经营来玩的玩家没几个,但简陋不等于烂,如果能服务好主系统,它仍然是一个很优秀的玩法设计。问题出在收益太高,比如做菜,稍微运营一下整个资源体系就崩了,可以换来一切资源——武学、威望、支持等等。于是武学的养成部分直接被跳过,玩法快速塌缩成单纯的build搭配。此时,所有阻碍测试新build的设计都会变成玩家的敌人:操作不够便利、突破概率低、奇遇麻烦且重复。毕竟武学得来太容易,这些额外操作没有同等简易获取的渠道自然惹恼玩家,难度曲线就这么被破坏掉了。 因此,其它玩法都应该为武学系统让步,所有导致这套核心崩溃的玩法,都该归类为bug来修复。太吾的问题在于,为了搭建开放世界填充了大量系统,却没有控制好收益,反噬了武学系统。也许茄子想给玩家的是一个生动开放世界,可游戏到了玩家手里就由不得他了。如果世界不够生动,玩家自然会投向独一无二的武学系统。那么其它系统可以简陋,甚至可以没有,但绝不能干扰体验武学,否则都会被归类为垃圾设计。玩家诟病的UI也是同理,茄子一定没有以“搭配功法build变强”为核心目标完整体验过游戏,才会注意不到玩家真正遇到的阻碍。 (PS:这只是我的抛砖引玉,完全主观,因此是以武学系统为切入,也有有玩家是奔着别的爽点。茄子或许可以做个调查,看看玩家到底是为了什么玩太吾:开放世界?江湖模拟?还是研究各种build?找到玩家真正留下来的原因,也许比继续增加更多系统更加重要。找到玩家真正想要的,再调整其它系统为主要目标服务才算是完整的游戏)
太难理解了 玩个游戏好累 看不懂
玩的难受死了
第一这游戏的好玩很慢热,可能主创团队对游戏比较熟悉所以感知不到。第二很多ui开始体验很不好,尤其是主页ui一度让我以为加载页面bug了,玩到后面就适应了没感觉。第三,游戏内容很丰富好玩但整合很捞,感觉鼻子眼睛都漂亮合起来不漂亮。第四我义父去哪里了,能不能把初始剧情和后续剧情的衔接搞好一点,玩到后面我才感觉有些扮演大侠的感觉了,前期被各种海量信息淹没加义父线突然断了带入不了一点
很不错,更新直接50多小时白打
游戏内容不谈,游戏现在都进不去了
第一:天幕心帷更新后至今不知道如何派遣村民去收集资源,2020年旧版本你只需要在地格选人派遣即可。感觉是最大的败笔 第二:困难以上难度不开修改器真的是寸步难行,如果是为了体验游戏的无脑选简单。 第三:有强迫症的玩家慎入!!!因为你每月都要点击“太吾村产业”,选择研读书籍,功法突破失败也会让你相当恼怒。 第四:门派任务那里,那个武当猴子每隔几个月就会送果实,少林老僧入梦失败每个月都会弹窗。建议弄一个屏蔽的插件。 第五:有时候还是会怀念旧版本,旧版本你只需要不停打外道刷历练,打造高品级武器,然后选择对的功法打剑冢即可。太吾村只需要派遣人收集资源,建造四个人事建筑就完成任务了,熟练之后和玩文明系列差不多,终极目的就是游戏里的天下第一
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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