Opening
Tale of Immortal is the game that proved Chinese indie development could command the world's attention. When it launched into Steam early access in January 2021, it exploded to a concurrent peak of 240,000 players — a record for a Chinese indie title and a number that put a small, solo-led studio briefly in the company of the platform's biggest releases. Developed by Gui Gu Studios, the work of a creator known to the community simply as Zhang San, it took the entire fantasy of the xianxia cultivation web-novel — the genre of mortals striving across lifetimes toward immortality — and rendered it as a living, playable, hand-drawn ink-wash open world. For millions of readers who had grown up on cultivation fiction, it was the first time that fantasy had been realized in a game of this scale and beauty.
The ambition is enormous. You begin as an ordinary aspirant and pursue immortality across ten cultivation realms and twelve spirit roots, collecting and combining from a library of over fifty thousand techniques, roaming the open sandbox of the Eight Wilds, joining or founding sects, forming relationships, marrying, dying and reincarnating, and confronting demon-beasts drawn straight from the ancient Classic of Mountains and Seas. It is the most complete gamification of the cultivation genre ever attempted, wrapped in a traditional ink-wash art style and Chinese voice acting that together represent a high-water mark for cultural expression in indie games.
This review grades Tale of Immortal across six dimensions, and the scores describe a beautiful, deep, but genuinely flawed work: an 8.8 for content and an 8.5 for its ink-wash graphics lead, an 8.4 for emergent story and an 8.2 for audio support them, but a 5.7 for combat marks a serious weakness, landing on an 8.2 overall. That spread is the whole story, and it is mirrored in the game's notorious 55 percent Steam rating, dragged down by a rocky early access and combat that players widely criticize. Tale of Immortal is a cultural landmark with a soft center, and the next six sections explain exactly where it soars and where it stumbles.
Story | 8.4/10
Storia: 8.4/10Tale of Immortal scores 8.4 for story, an unusually high mark for an open-world sandbox, and it is earned not through a scripted plot but through one of the richest emergent-narrative systems in the genre. There is no linear campaign here; instead, the game hands you the tools to author a personal cultivation saga in the mold of the web-novels that inspired it, and the depth of that storytelling apparatus is what lifts the score so high.
A saga you author across lifetimes

The heart of Tale of Immortal's narrative is that you write it yourself, life by life. You begin as an unremarkable aspirant and chart a course through the world of cultivation, and the systems generate a continuous, personal story out of your choices: the sect you join or found, the rivals you make, the lovers you take, the disciples you raise, the death you eventually meet, and the reincarnation that begins the cycle anew with the echoes of who you were before. This is storytelling in the web-novel tradition, where the protagonist's long climb toward immortality is the narrative, and Tale of Immortal models that climb with remarkable texture. Because a character's story can span multiple lives through reincarnation, the game achieves a sense of sweeping, generational saga that few sandboxes attempt, and every playthrough produces a distinct chronicle of one mortal's pursuit of the heavens. The emergent narrative is not a side effect but the central design goal, and the game succeeds at it to a degree that genuinely justifies an 8.4, because the story you live is yours alone and carries the weight of choices accumulated over a lifetime or several.
Philosophy and the weight of the path

What elevates the storytelling above pure mechanical emergence is the thematic and philosophical framing the game wraps around it. Tale of Immortal builds in a genuine moral dimension through its dual philosophical paths — the Confucian-flavored choice between aiding the world and benefiting all under heaven, or withdrawing to cultivate the self in pursuit of personal transcendence — and these paths give your journey real weight and meaning beyond stat progression. The choice is not cosmetic; it colors how the world responds to you and what kind of immortal you are becoming, lending the cultivation fantasy a thematic seriousness that honors its literary roots. This is the cultural depth that the genre is built on, the idea that the path to power is also a path of character, and Tale of Immortal treats it with respect rather than reducing it to a skill tree. The endgame goal of unifying the Eight Wilds gives the whole open journey a distant destination to orient toward, so that even an open sandbox has a narrative shape — a beginning as a mortal, a middle of choices and consequences, and an end that your accumulated decisions have earned. That arc is the spine the story score rewards.
Interactive web-novel chapters

The connective tissue that makes all of this feel like story rather than systems is the game's extensive use of text-driven encounters, which read like interactive chapters of a cultivation novel. As you roam the Eight Wilds, you constantly trigger written events — chance meetings, moral dilemmas, mysterious opportunities, dangerous gambles — presented as prose with branching choices, and these encounters supply the narrative voice and flavor that pure simulation cannot. They are where the game's writing shines, capturing the tone, the tropes and the texture of the xianxia genre, and they ensure that the emergent saga is told in the language of the fiction it draws from rather than in dry mechanical terms. Combined with the Shan Hai Jing creatures that populate the world with mythological resonance and the relationships and reincarnation systems that give the saga continuity, these encounters turn a sandbox into a story-generating engine of real literary character. For players steeped in cultivation fiction, the effect is the long-awaited realization of a beloved genre in playable form, and the 8.4 reflects a narrative system that delivers that fantasy with genuine richness, depth and cultural fidelity, even in the complete absence of a conventional scripted plot.
Audio | 8.2/10
Audio: 8.2/10Tale of Immortal scores 8.2 for audio, and like its visuals, the sound design is a vehicle for cultural expression that lifts the whole experience. The game leans on traditional Chinese instrumentation and full Chinese voice acting to build an atmosphere of meditative, mythic cultivation, and that commitment to an authentic sonic identity is a real strength, even if the audio cannot paper over the weaknesses in the game's combat.
The sound of traditional China

The foundation of the 8.2 is a soundtrack built on traditional Chinese instruments, and it does enormous work setting the tone. The music, led by instruments like the guzheng and erhu, conjures the serene, contemplative, faintly melancholic atmosphere that the xianxia and wuxia traditions live in, evoking misty mountains, lonely cultivation, and the long patient pursuit of immortality. This is not generic fantasy scoring but a deliberately cultural sound, and it pairs perfectly with the ink-wash visuals to immerse you in a specifically Chinese mythological world. The music shifts to support different moods across the journey — peaceful during cultivation and exploration, tense during danger — and it consistently reinforces the meditative pacing that defines the best of the experience. For players drawn to the genre, the score is a significant part of the appeal, an audio expression of the same cultural fantasy the game is built to deliver, and it earns much of the dimension's high mark on its own. It is the kind of soundtrack you would happily listen to apart from the game, which is the surest sign of music doing its job.
Voices that ground the world

The second pillar of the audio score is the full Chinese voice acting, which gives the world a layer of authenticity that text alone could not provide. NPCs, events and key moments are voiced, and hearing the language of the genre spoken aloud grounds the cultivation fantasy in genuine cultural texture, making the Eight Wilds feel like a living world rather than a silent one. The voice work lends personality to the characters you meet and weight to the moral choices you face, deepening the immersion that the writing and music establish. This is a meaningful investment for a small studio, and it pays off in a sense of place and authenticity that is central to the game's identity as a cultural landmark. For the genre's core audience, voice acting in the native language of cultivation fiction is not a luxury but a key part of what makes the realization of this fantasy feel complete and respectful of its source, and it is a substantial reason the audio dimension scores as well as it does. It signals a studio that cared about the whole presentation, not just the systems.
The limit at the edge of combat

Where the audio reaches its honest limit is, predictably, in combat. The sound of abilities, techniques and the bullet-hell encounters is serviceable but unremarkable, and crucially it cannot compensate for the fundamental problem that the combat itself is widely considered unsatisfying. Good audio can make weak combat feel better, lending impact and weight to actions that the mechanics underdeliver, but here the combat sound is merely adequate rather than transformative, and so it leaves the core gameplay weakness fully exposed. This is not a catastrophic failing — the audio does its job competently in battle — but it is the area where the otherwise excellent sound design has the least to offer, and it is a reminder that the game's strengths and weaknesses are cleanly divided. Away from combat, however, the ambient world audio continues to do fine work, sustaining the ink-wash atmosphere as you travel the open world and keeping the meditative mood intact between encounters. The 8.2 is the fair verdict: a culturally rich, genuinely atmospheric soundscape that excels at evoking the world and its fiction, held just short of higher by combat audio that, like the combat itself, is the experience's soft spot.
Visuals | 8.5/10
Grafica: 8.5/10Tale of Immortal scores 8.5 for graphics, its highest dimension, and the art is the game's single most celebrated achievement. The hand-drawn 2D ink-wash style is not merely attractive but a genuine statement of cultural identity, a high-water mark for how a Chinese indie game can translate a national artistic tradition into an interactive form. In a market crowded with 3D photorealism, Tale of Immortal made beauty out of brushwork, and that choice defines the entire experience.
Ink-wash as cultural expression

The foundation of the 8.5 is the shui-mo, or ink-wash, art style, which renders the world of the Eight Wilds as a living traditional painting. This is a deliberate and ambitious aesthetic choice, drawing on centuries of Chinese landscape art to depict misty mountains, flowing rivers and serene wilderness in soft, brushed monochrome and muted color, and the result is genuinely beautiful in a way that distinguishes the game from anything else in its space. More than that, it is an act of cultural expression: the ink-wash style is inseparable from the xianxia fantasy the game embodies, the visual language of the very tradition the cultivation genre springs from, so the art is not decoration on top of the theme but an expression of it. For a small indie studio to commit to and execute this style at scale is a real achievement, and it is widely and rightly regarded as a ceiling for cultural-artistic expression in Chinese indie games. The visuals do not just look good; they make the game feel like an authentic artifact of the culture it celebrates, and that resonance is worth a great deal to the score.
A bestiary from ancient myth

The art direction reaches its most striking heights in the creature design, which draws directly from the Classic of Mountains and Seas, the ancient Chinese compendium of mythological beasts. Translating these legendary creatures into the ink-wash style gives the game a bestiary of real visual character and cultural depth, populating the world with demon-beasts that feel pulled from genuine myth rather than invented for a fantasy game. Each creature is an opportunity for the art to showcase both the source material and the style, and the designs are consistently among the game's visual highlights, blending the strange and the beautiful in the way the original texts intended. This grounding in a real mythological tradition is part of what makes Tale of Immortal feel like more than a game — it is a loving visual catalog of a cultural inheritance, rendered with evident care. For players familiar with the Shan Hai Jing, recognizing these creatures brought to painted life is a particular delight, and for those who are not, the designs serve as a striking introduction to a rich mythological world. The creature art is a clear demonstration of how the chosen style and the cultural source reinforce one another.
The limits of 2D and the coherence of vision

The honest ceiling on the graphics score comes from the inherent limitations of the 2D presentation. However beautiful, a hand-drawn 2D world cannot offer the spatial depth, dynamic camerawork or immersive three-dimensionality of a modern 3D open world, and for some players that flatness will read as a constraint, particularly in navigation and in the sense of physically inhabiting the space. This is a real if minor limitation, and it is part of why the score, high as it is, does not climb higher. What counterbalances it is the sheer coherence of the artistic vision: the ink-wash style is applied consistently across the entire game, so the Eight Wilds, its creatures, its menus and its events all feel like parts of a single unified painting, and that cohesion makes the world feel deliberate and whole in a way that papers over the 2D constraints. The art never fights itself; every element serves the same aesthetic, and the result is a world with a strong and unmistakable identity. The 8.5 is the fair verdict — a deliberately 2D presentation with the usual limits of the format, executed with such cultural conviction and visual consistency that it becomes the game's defining strength and a genuine landmark for the medium in its region.
Combat | 5.7/10
Gameplay: 5.7/10Gameplay scores 5.7, by a clear margin Tale of Immortal's lowest dimension and the source of most of its criticism. This is the honest reckoning that the game's notorious 55 percent Steam rating demands: for all the beauty of its art and the depth of its systems, the moment-to-moment combat is widely regarded as unsatisfying, and the late game collapses into repetition. The cultivation fantasy is gorgeous to inhabit and frustrating to fight through, and the 5.7 reflects that the action layer is the weakest link in an otherwise rich experience.
Combat that burns the mouse

The central problem is the combat itself. Tale of Immortal uses a real-time action system with bullet-hell elements, fought across open encounters and secret-realm dungeons, and it has been persistently criticized as mouse-burning and lacking any real sense of impact or satisfaction. The dodging of projectile patterns combined with the clicking demands of ability use produces a combat feel that players describe as tiring rather than thrilling, a chore that stands between you and the cultivation progression you actually want to pursue. For a game whose systems promise the power fantasy of ascending through ten realms of immortal might, the actual experience of exercising that power in battle is a letdown, failing to deliver the visceral payoff the fantasy sets up. This disconnect — deep, exciting progression systems undercut by shallow, unsatisfying execution — is the core of the gameplay critique and the main reason the dimension scores so low. The combat is not broken, but it is the part of the game players most often wish they could skip, and that is a damning thing to be true of a game's primary verb. It is the soft center beneath all the beauty.
The five-hour grind problem

Compounding the weak combat is a pacing problem that the community has named the "five hours in" issue: after the novelty of the early game fades, Tale of Immortal tends to settle into a repetitive grinder. The mid-to-late game becomes a cycle of grinding techniques, resources and realm breakthroughs, and the loop that felt fresh and full of possibility in the opening hours reveals its repetition once you have seen its patterns. Because the combat that drives much of this grind is itself unsatisfying, the repetition lands harder than it would in a game with a more rewarding core loop — you are repeating an activity that was not much fun the first time. This is the canonical arc of player disappointment with the game: a captivating, atmospheric, possibility-rich beginning that slowly hardens into a grind, and it is reflected directly in the 55 percent overall Steam rating, which was further dragged down by the rough early-access period when these issues were even more pronounced. The grind does not ruin the game for its devotees, who find enough in the systems and the fantasy to push through, but it is a real and widely felt flaw that an honest gameplay score cannot ignore.
What still works, and the Taiwu contrast

The 5.7 is low, but it does not collapse further because the cultivation-progression loop itself — as distinct from the combat — remains genuinely compelling. The pursuit of higher realms, the experimentation with spirit roots and the vast technique library, the long-term character building and the open-world freedom to chart your own path all retain a real pull, and it is these systems, not the fighting, that carry the game and keep players invested despite the flaws. The gameplay critique is specifically a critique of combat and pacing, not of the entire design, and that distinction is what keeps the score in the high-five rather than lower. The contrast with its great rival, The Scroll of Taiwu, is instructive: Taiwu offers even deeper and more intricate systems but is famously inaccessible and punishing, while Tale of Immortal is far more approachable and beautiful but shallower and less satisfying in its combat. Each makes a different trade, and Tale of Immortal's bet on accessibility and presentation is exactly why it reached a mainstream audience that Taiwu never could. The 5.7 is the honest verdict on the part of that bet that did not pay off — a beautiful, deep game whose actual moment-to-moment action is the thing it does least well.
Content | 8.8/10
Contenuti: 8.8/10Content scores 8.8, Tale of Immortal's second-highest mark, and it is the dimension where the game's ambition is most fully realized. This is the deepest gamification of the cultivation web-novel genre ever built, a sandbox so dense with systems, possibilities and progression that it could absorb hundreds of hours, backed by a record-breaking reach and an exceptional history of free post-launch support. Whatever its flaws in execution, the sheer volume and depth of what Tale of Immortal contains is genuinely staggering.
The deepest cultivation sandbox ever built

The foundation of the 8.8 is systemic depth on an extraordinary scale. Tale of Immortal models the cultivation fantasy across ten realms of ascension and twelve spirit roots that shape your aptitudes, and it offers a library of over fifty thousand techniques to discover, learn and combine into builds. This is build-craft variety almost beyond comprehension, allowing players to pursue wildly different cultivation paths and playstyles across multiple runs, and it represents the most complete attempt anyone has made to translate the mechanics of cultivation fiction into a playable system. The depth is not superficial breadth but genuine interlocking complexity, where spirit roots, realms, techniques and resources all feed into one another to create a progression puzzle of remarkable richness. For players who love min-maxing and long-term character building, the systems offer a near-bottomless well of optimization, and for fans of the genre, seeing the full apparatus of the cultivation fantasy modeled in this much detail is a dream realized. This systemic abundance is the core of the content score, and it is where the game's reach genuinely exceeds every predecessor in its niche.
A living world to wander

Surrounding the cultivation systems is the open sandbox of the Eight Wilds, and it multiplies the content into something genuinely open-ended. The world is populated with sects to join or found, NPCs to befriend, rival and romance, relationships that can lead to marriage and lineage, and the reincarnation system that lets a character's story and influence persist across multiple lives. Layered over this are the constant text-driven random encounters that send your journey in unexpected directions, and the Shan Hai Jing demon-beasts that provide both threats and goals across the map. Because the game sets you loose to pursue immortality however you wish, the number of distinct paths through it is effectively unlimited — a peaceful alchemist, a sect-founding leader, a wandering swordmaster, a ruthless conqueror seeking to unify the Eight Wilds — and each generates its own long, branching experience. This open-ended structure is what gives the content its staying power: there is always another build to try, another path to walk, another life to live, and the sandbox keeps generating fresh situations from the same deep systems. The breadth of how you can play is as much a part of the content as the depth of the systems themselves.
Record reach and relentless support

The final pillar of the content score is the game's remarkable reach and the studio's exceptional long-line support. Tale of Immortal's 240,000 concurrent peak was a record for a Chinese indie game, its 225,000 cross-language reviews and 10,000-member overseas Discord testify to a genuinely global audience, and these numbers prove that the content connected on a massive scale despite the game's flaws. Underpinning that reach is one of the most impressive post-launch commitments in indie gaming: across a two-and-a-half-year early access, the solo-led studio delivered 215 free updates, continuously expanding and refining the game, and the 1.0 launch gifted additional DLC content to its early supporters. This is the long-line operations philosophy in action, a developer treating the game as a years-long service to its community rather than a one-time sale, and it dramatically deepened the content over time while rebuilding the goodwill that the rocky early access had cost. Between the deepest cultivation systems ever built, an endlessly open sandbox, record-breaking reach, and years of free support, the 8.8 is the score of a game overflowing with content and ambition — proof that whatever Tale of Immortal got wrong in its combat, it got the scale and depth of its world emphatically right.


































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