
"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
垃圾UI,垃圾数值
实话说,差评。 1. 前期剧情还做得可以,突然一下到了太吾村,嘿,跳了几个剑坟,没引导了,小子,你去把唐僧师徒干掉。 2. 然后发现能进门派,开心,疯狂当舔狗舔到技能后。小怪像路边一条一样踢死了,开心。然后打剑坟,各种不知所谓,一阶段打完二阶段反伤,何意味?就是完全是莫名其妙没引导,看技能我除了知道他能反伤,我根本不知道怎么对付他。直到我查了攻略才发现还得学其他门派的武功,而且我还可以学其他门派的武功,还有其他地区能去。 3. 灾难性的体验,在引导不足的情况下,很大一部分萌新都是机械性的结束一个月,结束一个月,甚至所谓的挂了后再次变得更强,也得你打过几个坟。这个又不会事先告知,你伤了病了痛了要死了要去百花谷治疗了,你也不知道。只是很单纯的不知道。因为没有引导,这个是游戏,你不能考虑我现实认知到我不舒服要去找医生。 一般情况下我不舒服,在游戏里面我倾向是找一瓶药水喝掉懂吗? 简单来说,这游戏成功在开头,失败在初期,没有引导没有指导玩家如何打过第一个剑坟,也没有指导生病受伤内外伤要怎么治疗,给了一本厚厚的手册你自己看。何意味? 不是说玩游戏快餐,这些是玩游戏的基本,而且内功外功有什么区别,内功调高了外功调高了区别是什么,武器铁木玉的区别是什么?类似这样的东西都没有一个直观的引导。我不是说细细去看看不懂,但是这个是基本引导啊。不能什么都不告诉玩家就让玩家自己摸索,我可以接受在理解了整个系统后我去自己摸索后续,探索世界。但是我不能接受我什么都不会就去瞎搞,我一度以为我必须在门派和自己的新手村两边反复来回直到我完全打赢了6个剑坟才能去其他地区。 ---总结:食之无味,弃之可惜。
Media

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| — | 0 | — | — | |
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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
烂剧情,烂ui
还非要写下看法?看你老冯
被这游戏硬控太久了,删完好久才缓过气来写下这篇差评。我从各个角度来评价一下这游戏吧。 1.战斗。战斗方面还是挺有独创性,算是半即时半回合的战斗机制,BD玩法比较丰富,算是这游戏为数不多的优点。 2.养成。养成设计的一塌糊涂,设计师左右脑互搏的扭曲结果,这游戏有各种不同的方式来增强自身,但各种系统都不均衡,各自独立发展,内部不自洽,外部互相也没什么关联。比如我可以靠产业赚钱,但很多产业的建筑就是用来充数的,就那么一两类建筑有用。物品可以靠事件获取也可以靠商贩获取,但后者实在太过容易导致前者存在的意义不明。一堆物品分为1到9品,但品阶之间实际上没什么壁垒,2品比起1品说白了就只是便宜了一点,拿到更高品阶的东西没有什么成就感,感觉就只是走了个过场而已。还有一堆如传剑轮回和NPC互动的系统,但都是中看不中用。 3.剧情。剧情有设计的好的地方和设计不好的地方,但有一个明显的问题,就是太过割裂,各种门派剧情就跟单元剧似的,主角的人设和强度从来没有一个标准。另外我还要吐槽一下这个普通结局,非常诡异你知道吗,最后的BOSS战我赢了输了结果是一样的,虽说我不反对普通结局是坏结局的设定,但你好歹给打过BOSS的人多一点剧情和提示吧,真就默认每个人都要看攻略玩游戏呗。 4.NPC。这游戏把大量的资源都花费在了NPC互动上,包括这个负反馈满满的过月设计也是给NPC行为让路的,但玩家基本从NPC上面找不到多少乐趣,可能在这个游戏刚出试玩的时候当时还是有点意思的,但从现在的标准来看这种程度的NPC互动太一般了。 还有诸如UI、教学和各种BUG的问题多的数不胜数我都懒得吐槽。其实客观来说按照这游戏的体量、更新频率和我游玩的时间来说,给个好评也不是不可以,但我觉得从这游戏的销量和玩家的热情程度来看,玩家已经十分给官方面子了,这游戏更了这么久,不但不思进取,而且官方自己承诺的东西也都没做到。 就我来看,这游戏根本称不上什么十年磨一剑,而是打肿脸充胖子。NPC和养成做不好,完全可以做成紫色晶石、战争传说那种放弃复杂NPC互动的游戏,把自己优秀的战斗系统发挥好,非要去反复的改一些自己不擅长的内容来恶心玩家。真要有进取心,早就该把太吾的剧情完结然后去做新作了,而不是对着一堆屎山代码一样的游戏系统硬改。
玩法非常單調乏味,操作繁瑣卻無意義,花了四小時只玩到一個開頭,超過退費的時限了,只好繼續
减法比加法重要,把很多无用系统删了反而体感更好
这个游戏是真的折磨,引导与教学是一点没有的,自带的说明文档像个阉割版的wiki。游玩的过程不像是在玩游戏,而像是在学习使用一款专业的设计开发软件,光入门就得看上100个小时的教学视频,然后再花100个小时在游戏里摸索,这期间会被逼的不得不用减少肝度的mod,然后本来就不多的快感就被削弱到近乎没有。 等彻底入了门游戏玩起来像是在走流程,体验特别像现在入门钢4,只推荐有研究游戏系统动力和特别有武侠情怀,能把自己游玩的过程当成故事讲给自己听的人。例如,我玩钢4不管再怎么困难,只要看着战线推动和胜利的战报就能想象自己在读一本穿越2战的小说或者自己穿越到2战,由此产生爽感。要是做不到,就很不建议游玩
太累了
游戏加载很慢,主线剧情引导做的很差。
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.