
"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.
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
一版测试版一年多前打的吧,一版现在打的,两次都没能撑到打的特别后面,上个档啥也不懂没有BD乱打,战斗难度简单所以一路顶到倒数几个剑冢就打不动了。这次正式版出来之后重新打,重新研究了BD和怎么捞钱捞功法之后打的算舒服多了。 [h1]先说好事[/h1] 很多地方也能感受到正式版确实改了不少,比如奇遇事件从一开始纯走格子到现在丰富了每个奇遇之间的区别,多了很多内部玩法。现在又有了志向系统,能做到很多便利的功能,比如快速传送和拉人出门派归隐再或度雷劫长生这样。当年我打伏龙坛记得都没有地区故事,现在都补上了也不错。。。诸如此类还是挺多的 [h1]再说坏事[/h1] 依旧看一眼把人淹死的元素和玩法,依旧挤挤攘攘的UI,依旧有时候完全没道理的NPC互动。对于新手不友好。然后在剧情方面,虽然我没玩到那块吧,但早年的剧情有些点是被大部分人诟病的。在剧情深度和故事优秀与否来说略显一般。而且这游戏的难度上,第一个剑冢通前反而是最难的,因为限制最大玩家基本要啥没啥。前期我真的没研究BD之前,随便学了几个六品五品的催破内功,再吃两口遗产拿点装备,自以为天下无敌,结果被村口的活死人奇遇当皮球踢。。可能是我战斗难度自负了,调困难了,算我的锅吧。
只要熬过前期无与伦比的反人类UI和引导,做的还是不错的,建议玩一百个小时以上会迷上的
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.6M | 23.6K | 86% | $24.99 | |
| $108.7K | 332 | 55% | $12.99 | |
| $40.6K | 285 | 48% | $9.99 | |
| $357 | 3 | 67% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
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
极度硬核,内容奇多的游戏,系统条目多如繁星,压根儿玩不懂,适合硬核玩家
초반에 아무것도 안되서 6시간 날림 ㅠㅠ 이게 버그였다니
臃肿不堪,优化垃圾,后期卡爆
先说结论:正式版依旧是半成品味十足的作品,细节打磨严重不到位,特别是各个系统联动。像是摆了一桌的食材,最后只是清蒸白灼了下就上来了,没有细细烹饪。 剧情:没表现力还掉书袋,会影响游玩体验,还有就是门派盛衰只有一张图就结束了,应该是王侯败寇,比如可以联动门派比武的衰落门派一蹶不振,还有就是人物对话发生改变,衰落门派对话倾向负面,或还可以在门派产业中显现,兴盛产业建筑会多出很多,衰败者就应该将很多原有建筑化做废墟,然后居住空间不够用导致一系列问题才对。类似的太吾对世界的影响应该是更有联动性且深远的。设计剧情时候不要让玩家觉得当了太吾又像其他游戏在通马桶,选什么都一样,既然剧情占比在全部游戏时长里的比例不多,更应该让玩家感觉选择有更为重大的作用。 门派和功法方面:就是像类似界清门这种门派更应该设计成隐藏门派,类似于西方RPG的盗贼工会哪有上来就直接显示让选的,正常应该是当道德(声名)低到一定值以后触发入会条件通过机缘才能入会习武,武功里还应该加入巧取豪夺暗害判定加成类的功法,功法应该有强化各类互动判定的效果,不应仅局限于战斗局内的用法,就比如如果让我设计怒目功就应该对豪夺有判定加成,浑天星移功应该能大幅增强巧取中的成功判定。五言五态手已经做出了对名誉的加成,那其他功法更应该发扬光大。 秘闻系统:比如说像通过一些隐藏条件获取秘闻,再通过秘闻获取隐藏任务之类的,玩了正式版200小时只有在金刚的任务里用到了秘闻,打造成平时互动为表世界,秘闻侧面描写为里世界再与任务系统呼应才应该是秘闻系统较为成熟的用法。 奇遇玩法:最后说下认为本版本改动最成功奇遇玩法,应该将通关奇遇的多种手段(如强攻,潜行,智取)好好的贯彻到所有奇遇中,还有就是奇遇没有根据当前精纯做动态难度和奖励调整,最理想的是进入奇遇前可以弹出对话框手选难度以获取对应收益为最佳。 UI设计:细节不想多说,请你们站在玩家的角度下,时刻想想玩家在何时从何处打开此界面,界面里玩家更关注那些信息,这些信息如何分类并展示,如果你们不能了解一个页面里玩家在什么条件下需求什么信息,就永远设计不好一个页面。
烂,无需多言。烂就烂在繁琐冗杂,强烈地感受到作者的眼高手低,作品属于是极少数人享受而大多数人无法理解的层级,甚至说打开修改器都会因为不知道改哪里才能爽。 诡异的战斗系统:距离、武器的式、提气架势、功法,我认为已经需要一般自由探索的玩家好好研究一下了。结果除此以外还有各种印记、破绽封穴、数十项人物属性。还有谜一样的自动战斗系统。如果你打不过剑一,不要怀疑自己,这就是游戏的问题,(正常情况下)仅靠下三品功法几乎没法打。然后就是医厨、斗蛐蛐、舔掌柜搞书,单一路径, 神秘的读书系统:不知道花费多少时间在这上边,懒得喷…… 失衡、无趣且联系微弱的辅助板块:真有人受得了现在这种比较技艺小游戏吗,我是一次不想打开。除了医厨,别的用都用不上。材料一大堆,哪有功夫一个一个看。太吾村经营麻烦的一批,但基础资源获取途径又有限。传剑系统更是感觉奇怪。
👎
优化特别烂,连续原地过月都能炸档。查了半天是,有一次过月跳出来开个宴请成就,问题是我根本就没建造这个东西。存档也修复不了。一天玩10个小时,5个小时查报错原因,4个小时查攻略。 不要买,还是再往下沉淀个一年半载,好好修复修复吧。
游戏复杂绝对不是好事,玩不懂
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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