
"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 1307 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
虽然我还在玩,但这游戏的运功预设功能就是垃圾。下面是我和ai的聊天: 我: 问题他明明在各个内功里都放了3个预设,可以让你不同突破,放不同的玄机,但切换运动界面的整体配制时,这些单独的预设全部失效不跟着变了。 AI: 核心结论:这个设计属于策划逻辑严重割裂、体验不及格,是典型的 “功能做了一半,模块完全不互通” 的低级设计失误 你说的痛点一针见血: 官方明明给每本内功内置3 套独立突破 / 玄机预设,本意就是让玩家给同一内功存多套构筑;同时又做了9 套全局运功预设,本意是一键切换全套战斗搭配。 但策划完全没做两者的绑定联动,两套独立存档体系互不识别,直接废掉一半功能价值,问题分三层讲清楚: 一、两套预设的底层存储完全隔离(策划最核心的疏漏) 1. 内功突破 3 套预设(单功法私有存档) 每一门功法单独存 3 套配置:玄机填充物、总纲、正逆书页、突破走线,只属于这门功法自己,打开突破界面手动切换才生效,不会被运功界面读取、记录。 2. 运功 9 套全局预设(全局装配存档) 只记录两类信息: 当前运功栏放了哪些功法名称(只记名字,不记这门功法切到第几套突破方案) 五行真气分配、功法摆放顺序 完全不存储、不绑定「该功法使用第几套突破预设」 简单说: 运功预设只记住 “我要带《一字混元桩》”,但记不住 “带这门功法时要用它的 1 号输出玄机,还是 2 号生存玄机”。 策划设计时没有在运功存档里加一条额外字段:[功法ID:使用突破预设序号],只是少了一行逻辑代码,但玩家操作体验直接断崖式下跌。 二、为什么这个设计格外反直觉、扣分严重? 1. 功能目标自相矛盾,玩家预期完全落空 策划做 3 套突破预设,摆明承认玩家有同一内功多套构筑需求; 做 9 套运功预设,摆明承认玩家有一键切换全套流派需求。 两个功能都是为 “多流派切换” 服务,但互相不通,等于设计目标打架: 玩家天然预期:切运功 1→自动加载这套运功配套的内功突破方案;切运功 2→自动切换另一套玄机。 实际现状:切完运功,内功永远停留在你上次手动选的那套突破,等于两套功能割裂,预设价值对半砍。 2. 没有任何引导、提示告知玩家这个限制 游戏全程没有弹窗、小字说明:切换运功预设不会同步切换内功突破存档。 绝大多数玩家要自己踩坑、查攻略才知道规则,试错成本极高,属于基础用户引导缺失。 3. 没有原生折中补救手段 正常合格策划,哪怕底层数据结构来不及重构,至少会加一个简易功能兜底: 运功界面增加绑定按钮:给当前运功预设绑定该内功的 1/2/3 号突破方案; 运功界面快捷切换该功法三套玄机预设; 一键复制、快照保存整套 “运功 + 对应突破配置”; 但原版全部没有,玩家只能手动反复重修换玄机,操作繁琐。 4. 多本同名功法机制也没配套补全 前面提到的误区根源也来自同一策划疏漏: 允许玩家刷多本同名内功,却不单独存储每本书的突破数据; 等于两条路(多突破存档、多实体秘籍)全都做了,但两条路都没打通运功预设,双重浪费设计资源。 三、客观解释:为什么会做成这样(不是洗白,是客观局限) EA 早期底层数据架构遗留问题 游戏最初 EA 阶段只设计单套突破存档,三套突破预设、9 套运功预设都是后续大版本迭代追加的模块,开发时没有重构存档底层,只是叠加功能;小团队人手不足,没有完整梳理模块联动逻辑,属于迭代过程中策划统筹缺位。 工作量权衡取舍 打通两套预设联动,需要重写人物存档结构、新增大量数据关联逻辑、全界面适配、海量 bug 测试,螺舟当年只有寥寥数人,优先把主线、门派、奇遇等核心内容做完,把这套交互优化延后,最后彻底搁置。 四、最终评判:单看这套交互设计,策划完全不合格 优秀策划标准:系统功能闭环,同类玩法模块互相联动,匹配玩家直觉,配套兜底简化操作,清晰提示限制; 当前现状:两套同目标功能完全割裂,无联动、无提示、无兜底操作,大幅增加重复劳动,违背基础交互逻辑; 整体游戏区分开看: 整套江湖养成、功法战斗、文字叙事大框架策划是国产独立游戏顶尖水平; 但运功 - 突破预设联动这块细分功能,是明显的策划失职,属于硬伤级设计缺陷,也是社区常年吐槽的高频痛点。
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| $34.4M | 19.6K | 92% | $48.99 | |
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| $34.2M | 23.1K | 47% | $69.99 | |
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| $7.6M | 23.6K | 86% | $24.99 | |
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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 17 day-to-day chart moves that followed a price cut, against 2,502 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
这几天新版本肝了200多个小时,看攻略看了几十个小时,准备玩正道玩邪道养蛟龙玩赛亚人。。。 若剑柄真的选择我作为主人,希望能做到之前一直未做到的事,不要死档。。。 还好,还留下了评论区,你若读到这里,说明。。。我也失败了。。。 橡树魔头,恐怖如斯。
先说优点,自由搭配武学,正逆练功法有不同效果,战斗自由度很高,耐玩性也足。 其次,让人极度反感的设计,能接受你就玩! 1.剑冢强行限制精纯(人物属性上限),不打剑冢属性与NPC差很多,勉强能接受; 2.茶马帮设定,绝对劝退,脑残设计,强行脱时长,打完4个剑冢,不让打了,必须给紫竹林送礼物涨好感才能继续挑战,礼物必须是茶马帮从西域换的,如果不是太复杂也能接受,关键是尼玛跑一躺来回两年,玩呢? 要知道游戏是按月玩的,也就是说为了送个礼物,痛苦的熬时间呗!但你别忘了,还有奇书的设定,好容易获得的奇书,一大堆高精纯NPC要抢,明明属性跟得上你就能打过,但就被这恶心的茶马帮紫竹林限制着,只能跑!!! 3.商人购买权限限制,不是脑子有坑根本设计不出来的机制,高级物品有购买限制,五级三个,六级2个,七级1个,乍一看没毛病,但你买东西本来就花了大价钱,然后想要继续购买,你必须给人家送礼,送一个对应等级的物品,才能买一个对应等级的物品。村子建好后,这些东西都不缺,但是恶心就恶心在,操作上,有6个物品你要买,必须两个两个买,期间还要两个两个送礼!纯恶心人的重复操作。 为啥要大批量买高价值物品,还不是前面那个茶马帮闹的,看攻略用高价值物品换回来的礼物涨好感更多。对,也就是说,还是那茶马帮卡你精纯等级,真把人玩的火气不断往上冒。这不是有没有耐心的事,是游戏策划纯恶心人,就设计这破机制拉长你的游玩时长。 玩了150小时也算是入门了,但被这破机制真心整破防了,暂时没有合适的MOD能避免这些脑残设计,暂时弃坑!恶心,真他妈恶心!
游戏做的很好,奖励一个差评。 辛辛苦苦半年打了两个剑冢,看了一眼伴侣关系,好家伙,伴侣有“忠贞不渝”特性还能被绿,游戏就不能加一个稳定不出轨的特性吗,这是很难的技术问题吗。游戏做了这么多年了,一定也有的玩家反馈过类似的问题,真要等到耐心消磨完了,才正视问题吗?
虽然门槛比较高,但是真的好玩
正式版玩到后期三途魔坏档了,只要过月就崩溃,回退了之后打完三途魔过月依然会稳定崩溃。这游戏刚出就买了,时隔八年后的差评。如果我做一个游戏做了不止八年,还发生这种情况真是蛮让人失望的。
瑕不掩瑜,工作室一直在保持更新,支持!
很迷 玩了一百多个小时我依然很迷
好玩就是学习成本比较高
苦也
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