
WUCHANG: Fallen Feathers is a soulslike, action RPG set in the land of Shu during the dark and tumultuous late Ming Dynasty, plagued with warring factions and a mysterious illness spawning monstrous creatures.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best RU #71, worst CN #86 · 2 markets collected
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): 32/day in the week to Sep 10 → 34.43/day in the week after.
About
WUCHANG: Fallen Feathers is a soulslike, action RPG set in the land of Shu during the dark and tumultuous late Ming Dynasty, plagued with warring factions and a mysterious illness spawning monstrous creatures.
Become Wuchang, a skilled pirate warrior struck by amnesia, who must navigate the uncertainties of her mysterious past while afflicted by the horrific Feathering disease. Explore the depths of Shu, enhancing your arsenal and mastering new skills harvested from fallen foes. Evolve your fighting style by sacrificing elusive Red Mercury and further develop new techniques obtained throughout your action-packed journey. Augment the weapons in your repertoire with powerful enchantments, allowing for a unique approach to combat and strategy that suits your personal style.
Battle against grotesque abominations, drawing on ancient lore to challenge the creeping darkness that threatens the humanity that remains. Your quest for truth will take you through forgotten temples, overgrown ruins, and shadowed paths fraught with peril. As you piece together Wuchang's lost memories, your choices will lead you to one of several endings—each determined by the choices made, secrets unearthed and the allies you choose to trust.
Immerse yourself in a rich storyline, dynamic combat system, and breathtaking visuals that offer an unforgettable adventure through lands veiled in chaos and death. Will you reveal the truths of Wuchang's curse and bring peace to Shu, or will you succumb to the encroaching horrors? The fate of the land rests in your hands.
Genres
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; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99−30% | 106.1Kreviews | 57% | — | $43.5M |
| $49.99 | 27.1Kratings | 76% | — | not modelled | |
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 2842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
一年前,明末刚出,是的,我来自哪个没有倒地无敌帧的时代... 轩然大波下的口碑一直是一个“遗憾”——而这两个字也贯穿着游戏全程 明末的地图是最大的遗憾,它有深度,有广度,有回环,有纵深,最重要的是,它没有堆叠。 蜀王祠作为前期的传火祭祀场,以一个极其夸张的辐射范围,链接着整个佛源镇——上可至山顶,可俯瞰陆红柳居所,远眺雪山(云顶城),下可至盗洞,走向秽柳滩。 第三章是我个人心中的一个小高峰,两条线在不同的维度上以不同的方式展示了地图的纵深设计——鸟人居所在光点引导的借助下 ,通过一条螺旋上升的路径,回扣僰人“螺旋”式的美术元素主题,辨识度较低的场景美术设计也能靠高低差以及正反走联通来打破; 而真武观则在两座城楼之间,利用高度差,将每一条岔路的的价值都“榨”了出来,每一条岔路都有用,都负担着不同时期的使命,是一张利用效率极高的地图。而且在推图过程中,玩家会不止一次地从楼中脱离出来,审视自己所走过的结构总览,一次次强化结构认知。 但我相信不少玩家像我一样,在第一章兜兜转转绕了一圈又一圈,转了很久,晕头转向,谈不上舒适。 一周目结束之后,我就一直在想,为什么? 我将其归结于探索节奏。岔路是一种“疲惫”,因为它要求玩家做出选择,而过于密集的岔路设置,似乎也成为了明末的地图风格。也许你能借佛源镇山顶鸟瞰其构成,但频繁的岔路选择还是会让人昏头,疲惫不堪。 以及......他竟然敢使用...... 篝!火!怪! 明末的美术也算是比较戳我的点,佛源镇这种实景扫描,巴蜀山村的味道浓厚得快勾芡了,我无法抗拒(那么,亲爱的玩家,代价是什么呢...) 明末美术风格算是类魂里,非常注重符号表达的那一类,这也是我称赞其美术的原因。符号表达不仅反应在场景里,更回扣在地图结构上(详见上面提到的鸟人居所),当你意识到的时候,美妙已经不足以表达当时的心境了。 对巴蜀文化与历史的再造也相当精彩,蜀人传杜宇之说,于是便用杜鹃作为地图主路的软引导;对历史上明末的一些细节再现还挺生动的,制作人大概率是看了《圣教入川记》。 当然,如果他能少出一点雷霆擦边衣服,我对他的评价还会更高,怎么能难看成这样...... 如果你看到我打了差评,那大概率是因为一个原因,在某个地方的灾难性引导 对,就是那个洞口,对,就是那个说书人。 你猜我为什么二周目才进了渡口.......... 在打完又肉又长的几场boss战之后,亲爱的明末,我真的很想给你一个差评 但你的续作,我依旧会买 总之,无论如何,值得一玩
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Every market we collect.
Reviews, worldwide (the counter carries no country): 17.57/day in the week to Jul 25 → 40.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Traditional Chinese, French, German, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Russian, Italian*languages with full audio support
| $34.99−30% |
| 3.6Kratings |
| 72% |
| — |
| not modelled |
| $49.99 | — | — | — | 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.
Hours played at review time, across 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
战斗:明末的战斗系统做的还是挺丰富的,不同武器都有自己的流派和特色,更换武器再打多周目会比较有新鲜感,这部分可能是明末最耐玩的部分。满分5分我给4分。 地图:恶意比较多,但是每次遇到最多死个一两遍就过了,个人感觉还好。地图很绕而且区分度很低,有时候会忘记哪些路走过哪些路没走过,走着走着就晕了会漏掉一些支路,这点不太好,而且一些捷径开了根本用不着。不过能感受到地图整体的设计感是不错的,满分5分我给3分。 剧情:支线容易断是真的有点难受,稍微漏一点整个支线就断完了,得自己查攻略跟着跑,难受。满分5分我给1分。 美术:自带幻化功能,好评。中式克苏鲁风格的地图还挺有感觉的,但是地图阴暗的风格同质化有点严重。游戏音乐没能给我留下什么印象,也就打最终boss的那一首音乐很不错。满分5分我给3分。 boss:这部分感觉明末做得不太好,我在游玩的时候不能很明显地感受到boss一阶段和二阶段(半血变招时)的招式差异。人形怪出招变化还挺多的,但是兽型怪翻来覆去就那么几招(左右爪击、扑击、撼地击)。打最终boss前营造的氛围还不错,但是boss的难度有点低落差有点大,如果像法环结局连战黑剑+葛弗雷+艾尔登之兽一样,弄点boss连战或者提高点难度就好了。谁懂最后一章跑了几个小时图,就打了个只花十几分钟就能打完的boss的救赎感?满分5分,看在赵云和红岚的面子上给个3分吧。 总结:及格线以上、较为优秀的类魂作品,出色的战斗系统和美术风格给人继续多周目的动力
One of the most original soulslike games I’ve played. The lands are beautiful and the combat is very fun and flashy, almost like a movie when you master it. Even though it’s short, it’s enjoyable from start to finish. I hope the studio can return. :)
抛开首发优化,难度平衡,恶意和节奏,游玩1.7版本,明末是款好游戏,有点要痛哭流涕了,奏响了战斗的交响乐,夏思源老先生,第一部作品有这种完成度,respect,期待下一部作品 9/10,值得一玩
不咋样 就拿一堆b站up主吹得地图设计来说,搞了一堆没毛用的捷径,不如直接篝火传送; 设计人纯粹为了秀这点醋而设计的饺子游戏,捡了芝麻丢了西瓜,芝麻还是烂芝麻 玩不下去,骗了我国单的情怀
真的夏思源就不配做游戏,这是我玩过的最垃圾的魂游,游戏里面全是霸体,敌人的攻击打不断就算了连自己的攻击都不能打断是人啊?地图设计也是一坨经常找不到路或者走错而且很多捷径有什么作用都不知道,太折磨人了,剧情支线也是经常断
推图和boss比重不合理,推图非常久才有一个boss,而地图又大而无味,非要无谓的拉长推图流程,长跑图中间还要塞各种陷阱、debuff消磨你的耐心,把糟粕发扬光大了
好玩爱玩
很纯的类魂,地图设计和动作比匹诺曹强,画风和难度控制比堕落之主强,真的是类魂里最好玩的一个了,还会再见吗? 我的夏思源作品
Game has me hooked. Not knowing what the skills trees have before you progress them is sort of ass, but the combat is really fun, and it's one of those games you can spend hours just running around exploring alternate routes and secret ways.
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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