
"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
不知不觉几百个小时过去了,国产游戏之光,完整版的故事和情节也深入人心. 每个人物刻画的都有血有肉,非常立体. 只可惜通关后就世界无敌了,要是能有后续的DLC就更好了,迫不及待的支持!
It's saddening how much this game has been punished by reviews. Personally I love it, it's an interesting blend between cultivation, rpg and slice of life, like crusader kings. The game has a very surprising level of both wideness and depth, where even comparatively minor things, like marrying someone, or eloping with the member of a sect that restricts marriage, warrants having a minor quest where you can do multiple things, there are multiple outcomes with some minor level of consequences. It's not perfect of course, the translation could use more work, there are still untranslated text here or there and glitches, and QoL is a mixed bag, on one hand having the single most complete and helpful ingame guide I've ever seen, the Taiwupedia, so complete you will never need to go ask anyone about gameplay mechanics, but on the other things like lacking manual saves or hard saves and only having a month by month autosave can be very frustrating for the player. It's a very long game, a total bang for your buck, if you like cultivation, give it a chance, because you will be very pleasantly surprised.
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 |
|---|---|---|---|---|
| $34.4M | 30.2K | 93% | $48.99 | |
| $34.3M | 30.1K | 87% | $49.99 | |
| $34.4M | 27.4K | 91% | $39.99 | |
| $34.4M | 41.6K | 88% | $29.99 | |
| $34.2M | 23.1K | 47% | $69.99 | |
| $34.2M | 24.3K | 87% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.6M | 23.6K | 86% | $24.99 | |
| $108.7K | 353 | 56% | $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.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 20 chart moves that followed a price cut of more than 20% went a median of 10.5 places towards #1, and the 2,491 moves with no price cut behind them went 1 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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
曾经的国产单机之光
在新手村找路要注意时长过了2小时退不了款
With how bad the english translation else everything else is a secondary issue.
지금 이 게임 10시간을 했는데 이 게임은 뭔가 잘못된 거 같다. 무슨 게임이든 10시간 정도 했으면 뭘 해야 할 지 어떤 것이 재밌는 것인지 감이 오고 그걸 계속 진행하다가 나중에 다른 재미를 던져주고 변주를 줘야하는데, 이건 아무것도 모르겠음. 대부분 글 읽는 시간으로 할애하고 있음. 그렇다면 글이 재밌는가? 번역이 좀 그런 것도 있지만 애초에 무협이 하는 사람만 해서 알만큼 아는데 세계관 다지는 게 무슨 의미가 있나 싶음. 일례로 게임을 하면서 수집품에 게임 내 스토리 관련된 "책"까지 다 읽는 사람이 몇이나 될까? 스토리를 전달하는 방식도 지나치게 장황하고 게임의 재미를 전달하는 방식조차 너무 장황해서 "다시 해야지"라는 마음이 잘 안듦. 제일 먼저 드는 생각은 "오늘은 제대로 해볼 수 있을까?"라는 생각부터 들기 시작. 심지어 전투는 자동돌리면 알아서 이김. 내가 돈 내고 왜 10시간이나 들여서 이 게임의 재미를 찾아야 하는가? 라는 의문이 들기 시작. 무협관련 운영하는 게임이 재밌어서 해볼라 했는데 이건 좀 아닌 것 같다.
不知道官方能不能看见,什么时候优化一下重复的奇遇对话选项,比如商队奇遇的第一个迎客告诉玩家可以用威望换打折的对话,在第一次提示后后续的商队奇遇都可以手动关闭这个对话了,现在这样完全是负游戏体验,还有奇遇里面的《打坐》就不需要每次弹出对话框《如此就好》,可以在打坐完恢复尽量后就没有对话框了,第二个对话框完全是多余的,这些东西长时间游玩后真的觉得太痛苦了
加油吧,毕竟也关注八年了
한글번역 또 망가졌어
令人失望,说是完全版,实际上不过是因为赶工期和ddl而仓促端上来的又一个测试版罢了,谁教你稍微改改参与的npc就能称为不同结局了?且不说你茄子不会写剧情就不要写,就这样敷衍了事应付玩家的结局以及一堆根本不玩自己游戏才会导致的逆天设计,以后谁还能相信你所谓的情怀?与其再这样狗尾续貂,茄子你不如自己退出游戏圈还能体面点.
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.