
Make a name for yourself in this old-school Wuxia RPG. Explore the chaotic lands of ancient China and engage in challenging turn-based battles to change the world of kungfu forever.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 24 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 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.
About



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.99 | 4.9Kreviews | 67% | — | $1.9M |
| $17.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
上头啊~~~~~~
就真的很好玩,很有武侠风格
The World of Kungfu: Dragon and Eagle is a deliberately traditional wuxia RPG that places character development, martial arts mastery, exploration, and difficult decisions ahead of flashy presentation. Its inspiration from classic console role-playing games is immediately apparent in the pixel-art aesthetic and turn-based structure, but the Chinese martial-arts setting gives the formula a distinct personality. Rather than simply borrowing familiar retro mechanics, it uses them to tell a story about establishing a reputation within Wulin and discovering what kind of martial artist the protagonist will ultimately become. ChillyRoom serves as both developer and publisher, and the studio's affection for older RPG design can be felt throughout the experience. The world is one of its most appealing qualities. Jianghu is populated by competing clans, martial sects, patriots, dangerous villains, wandering heroes, government representatives, and experienced masters whose abilities and philosophies can influence the protagonist's journey. Meeting these characters gives exploration more purpose than merely moving between combat encounters. Friendships, rivalries, factional interests, and personal ambitions gradually create the impression of a martial society in which everyone occupies a particular place. The protagonist begins as another individual seeking recognition, but the decisions made along the way determine how that reputation develops. Story choices are particularly important because the game avoids presenting every conflict as an obvious contest between virtue and villainy. Players can encounter situations involving loyalty to authorities versus sympathy for unconventional heroes, personal morality versus the pursuit of power, and patriotism versus potentially beneficial cooperation with outsiders. Such dilemmas fit the wuxia setting exceptionally well. Honor is important, but honor itself can mean different things depending on the character or faction involved. Consequently, decisions can become uncomfortable when helping one group means betraying another principle. The presence of consequential choices and multiple possible outcomes also provides a reason to approach another playthrough differently. Turn-based combat complements this slower, more thoughtful structure. Becoming a formidable martial artist is a gradual process rather than something handed to the protagonist immediately. Fighting strengthens the character, while kungfu scriptures, equipment, and different progression routes allow players to shape their preferred style. The appeal comes from discovering techniques and considering how they interact with a developing build. This makes advancement feel connected to the central fantasy of martial-arts fiction, where knowledge, training, experience, and access to rare teachings can completely transform a fighter. The customization system is consequently one of the strongest reasons to remain invested. Instead of treating leveling as a purely automatic increase in power, the game encourages players to think about the direction of their character. Acquiring new martial disciplines and suitable equipment creates opportunities for experimentation, while larger battles provide situations in which those choices matter. Players who enjoy optimizing characters and discovering useful combinations should find considerably more satisfaction here than someone primarily interested in fast action. Despite the martial-arts theme, this is fundamentally a strategic RPG rather than an action-oriented kungfu spectacle. Its presentation embraces nostalgia rather than technical extravagance. Pixel graphics give environments and characters a distinctly old-school appearance, while the overall design evokes an era when RPGs relied heavily on dialogue, exploration, imagination, and mechanical progression. The visual approach works well with the game's identity, although it inevitably makes the experience less attractive to players expecting elaborate animation or cinematic martial-arts choreography. The same is true of its pacing. Conversations, exploration, character building, and turn-based encounters demand patience, particularly when compared with modern action RPGs. The large cast helps compensate for the restrained presentation. Feuding sects, eccentric masters, heroes, political figures, and antagonists give the journey personality and reinforce the idea that the protagonist is navigating an existing society rather than traveling through an empty playground. Because relationships and decisions are intertwined with progression, encounters with important characters can carry significance beyond obtaining another quest. This creates an adventure in which social standing and moral identity develop alongside combat strength. There are weaknesses inherent in this approach. Players who dislike slower turn-based encounters may find battles repetitive over extended sessions, while the amount of dialogue and interconnected political material can require considerable attention. The retro interface and presentation can occasionally feel more dated than intentionally nostalgic, and the game's various systems are not always as immediately approachable as those of streamlined contemporary RPGs. These characteristics help explain why the experience can be divisive. Its strengths are closely tied to old-fashioned design philosophies that some players will appreciate far more than others. Steam Deck compatibility is reasonably good. The game is officially categorized as Playable rather than Verified. It runs successfully on SteamOS, its default graphics configuration performs well, and all functionality is accessible through the default controller configuration. The main compromises are that some interface prompts may display mouse, keyboard, or non-Steam-Deck controller icons, while certain text can appear small on the handheld screen. These issues prevent a fully seamless portable experience, but they do not fundamentally interfere with playing the game. Its turn-based combat and measured pacing are otherwise naturally suited to handheld sessions. Overall, this is an engaging interpretation of the wuxia RPG for players who value meaningful character progression, moral choices, factional conflicts, exploration, and strategic combat. Its greatest accomplishment is making martial advancement feel like part of a larger personal journey rather than simply a sequence of numerical upgrades. The combination of kungfu techniques, equipment, relationships, political decisions, and branching consequences gives the adventure substantial role-playing identity. Its deliberately retro structure and slower tempo will not appeal universally, but players willing to embrace those qualities can discover a thoughtful martial-arts adventure with considerable depth and replay potential. Rating: 7/10
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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, Japanese
Hours played at review time, across 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
아 이거 의외로 물건입니다. 겉보기에는 허접(?)해보이는게 다른 유저들의 평가처럼 대협입지전 하위호환이 맞긴한데 게임을 진행하면서 스토리나 무공체계와 육성시스템, 오픈월드의 자유도 등을 보면 생각보다 잘 만들어진 게임입니다. 일단 세계관을 잘 만들어놓았고요. 물론 이 세계관이란게 무에서 유를 창조한게 아닌, 김용무협소설을 섞어서 만든 세계관입니다. 이름만 살짝살짝 바꿨을뿐 아는사람들은 다 아는 인명, 지명, 문파 등등. 중국 전체 지도를 잘 활용해서 여러지형을 여행하는 느낌을 제법 잘 살렸습니다. 새로운 맵에 들어가면 이 지역의 역사같은거 설명이 글로 나오는데 역사덕후인 저는 그런것이 무척 좋았습니다. 일회차 엔딩을 보았는데, 도감을 보니 못본게 너무 많아요. 무공은 절반, 동료는 100명이 넘는 동료가능 인물중에 26명밖에 못만났고, 장비아이템도 절반도 못모은거 같습니다. 무공이 중요한데, 무공 등급이 1부터 10까지 있는데 제가 쓰는 검법은 7등급이 최고였어요. 네 완전허접하죠. 마지막 엔딩분기점이 하나는 동료와 함께 싸우는거고, 다른하나는 나혼자 싸우는건데 이건 뭐 도저히 혼자 할수가 없어서 선택지가 없는거나 다름없는 수준이었음. 문파가입해서 문파 플레이가 가능하게 만들어놓긴했는데 원하는 문파에 가입할수 없는게 문제. 이번회차 플레이에서는 제가 입문가능한 문파는 소림과 전진교 정도... 검법쓰는 문파에 가입하고 싶은데 당최 어떻게 하는지 알수가 없으니 원.... 아무튼 이 게임은 보이는 것보다는 꽤 여러가지 즐길거리가 있는 게임입니다. 게임 UI 나 조작법이 좀만 더 친절하고 편했으면 좋겠는데 이미 개발사가 방치한 게임이라 좋아질 가능성은 없겠네요. 무협겜 좋아하시는분들은 충분히 재밌게 즐기실거라 봅니다.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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