
"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
450小时,通关二周目,我觉得这个游戏值得的不止是一份鼓励,还有认可。 量大的故事,丰富的武学搭配,极具代入感的世界设定和细节,都给这个游戏增添了难以比拟的游玩代入感。 当然了,游戏的问题也很多,剧情不一定合所有人口味,不是所有地方都引人入胜,UI的毛病、肝度过大、部分出现的bug、极其恐怖的过月计算量、不够丰富的后期剧情角色交互、甚至是过大的剧情反而一定程度上削弱了玩家的代入感。(剧情里太吾大公无私,不取人民一针一线,现实里太吾吃喝嫖赌,兜里关押着几个掌门,队里跟着几十个没有名分的老婆,一过月十几个春宵,靠着制造流富可敌国,心魔一来太吾心想嫖一下吧我都想笑) 但是这款游戏我依旧坚定地给出好评,原因无他,好玩。 无论是八年如一日的打磨更新,还是剧情里扎实的文本,亦或是创作这件事本身,都很打动我。更别提游戏里大量的武学秘籍和神兵利器的文字描述,真的是纯靠创作激发了人的想象力和代入感。虽然茄子的小作文本身也引起了大量的不满和吐槽,但我觉得其实反而很有代入感,这文本莫名符合武林秘籍的气质…… 黑悟空的制作人冯冀有句话我特别欣赏:“完成比完美重要” 茄子看得出来有时候太过想要追求完美,毕竟已经砸了八年,谁都希望这作品完美无瑕,了无遗憾,但至少现在还是完成了,不完美,但已经很动人。 剧情的风格我也很喜欢,各大门派的故事不能算尽善尽美,但确实是各个风格各个类型的故事都有一点,很有想象力,不说文本多么精彩,但真的是有模有样,完全过了“创作”这件事本身的及格线,即让读者和玩家看得到你想表达的东西本身。剧情的寓意也很不错,各种寓言深入浅出,道理很大、讲得深刻,但又能在一个度上浅尝辄止地守住。对于中华文化本身的气质也拿捏得很到位。 所以剧情本身不算完美,但我觉得我确实是满意的。 虽然游戏依旧有诸多不足,但后续还有更新。期待AI交互和更完善的剧情NPC互动,过完剧情他们的文本确实还是有点少。 以及,最后的结论:好评,真心好评,我很满意(在各大神一品MOD的加持下)
花了20多分钟已经完全了解这款游戏了。
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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
try hard
不甚满意
百玩不厌。贼喜欢!
不好玩。浪费时间
一个游戏,会不时红字报错,会存档无法读取,会坏档,连最基础的游戏功能都做不到,这根本不合格
游戏玩法还感兴趣,一进战斗就给我劝退了
喜欢做加法是吧,越做越拉,都什么东西啊,还在游戏里加入那么多小游戏,但是你加入的这些小游戏都是垃圾游戏啊,不如扫雷一根毛好玩,都是些什么乱七八糟的,武侠游戏 你就好好做武侠呗,非要做些毫无关联的垃圾小游戏,你这些小游戏 跟你的剧情和武侠 有关系吗?怎么,想学老外的某些3a游戏 加入无限多的小游戏 来增加游戏体量啊,切,画蛇添足。
一个偶然的巧合让一款游戏销量暴涨是一件好事吗?显示不是,这么多年的更新游戏内核丝毫没变,该不好玩的依然不好玩。这么多年花了那么多钱招了那么多人更新内容还不如2个人制作的小游戏好玩。
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.