Info about 轮回修仙路:

Official game description:
3D修仙肉鸽类游戏，可以炼丹，炼器，和NPC交互组队，结为道侣等等，最终通过不断的转世轮回，历劫而成仙。  
**学习强大神通，横扫妖魔**  
**在游戏中，你可以模拟炼丹，以丹道而成仙**  
**也可以炼器，获得神兵法宝，试剑天下**  
**还可以通过降服灵兽，培养它们随你降妖除魔**  
游戏中有五行灵根，不同灵根可以学到不同的功法，每次提升等级，都可以获得对角色和技能的加成，让你的角色更加个性化，每次游戏都能体验到不一样的修仙之路。  
在游戏中，做任何事情，都要消耗寿元，寿元耗尽就会进入轮回。而每次轮回，都会根据你上一世的经历获得一定的天命和道心，轮回后还会继承上一世的境界和人际关系，以及遗留下来的部分装备道具，下一世的你会变得更强。  
最终将历百世红尘，铸无暇道心，渡九世天劫而成仙！

Release date: 19 Jun, 2023

Categories: Roguelike, Single-player, Real-time Combat, Character Progression, Crafting, Alchemy System, Open-World Exploration, Meta-Progression


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Engaging and Addictive Gameplay (weight 0.6): Players find the game highly enjoyable and addictive, especially as they progress. Many appreciate its replayability and overall fun factor, even overlooking minor flaws like rough graphics or bugs.
- Authentic Cultivation Experience (weight 0.52): The game excels at capturing the essence of cultivation novels, fulfilling player fantasies about the genre. Its detailed systems, open-world design, and progression from mortal to immortal resonate deeply with fans of cultivation themes.
- Strong Framework and Potential (weight 0.33): The game boasts a robust and well-designed core framework with significant potential for future content and development. Players are encouraged by the frequent updates from the development team, indicating a commitment to growth.
- Immersive 3D Experience (weight 0.15): The game offers a good 3D immersive experience, which players find more engaging than 2D alternatives. Despite simplistic modeling, the overall visual feel is considered acceptable and does not detract from gameplay.
- Enjoyable Sword Flight (weight 0.15): The ability to fly with a sword, especially across vast distances, is a highly praised feature. It contributes to the immersive cultivation feel and offers fast, enjoyable traversal across the large map.
- Fair Monetization (No P2W) (weight 0.13): A significant positive is that the game is not pay-to-win, allowing players to enjoy the experience without feeling pressured by microtransactions or competitive disadvantages from paying players.
- Integrated Crafting & Alchemy (weight 0.09): The crafting and alchemy systems are well-integrated with gameplay, allowing players to gather materials, refine elixirs, and upgrade skills while waiting for monster respawns, creating an efficient progression loop.
- High Perceived Value (weight 0.07): Players are willing to pay more for the game, with some even purchasing the legitimate version after trying pirated copies, indicating strong perceived value and a desire to support the developers.
- Engaging Divine Sense Mechanic (weight 0.05): The 'divine sense scanning' feature, which allows players to pull multiple monsters for large-scale battles, is highlighted as an amazing and interesting gameplay mechanic.
- Commendable Update Speed (weight 0.05): The development team's commitment to frequent and fast updates is highly commendable, showing active support and continuous improvement for the game.
- Simple and Intuitive Controls (weight 0.05): The game's controls are simple and intuitive, making it easy for players to pick up and enjoy without requiring excessive mental effort.
- Deep Equipment System (weight 0.05): Equipment in the game features a rarity system and modifiers that change based on materials, offering extensive customization and replayability.
- Satisfying Pet System (weight 0.05): The pet system, especially after reaching the Golden Core stage and acquiring a cave dwelling, provides a satisfying sense of progression and abundance.
- Acceptable Mini-Games (weight 0.05): The mini-games for alchemy and crafting are considered acceptable, providing a functional and integrated experience within the larger gameplay loop.
- Acceptable Art and Plot (weight 0.04): The game's basic art style and plot are considered acceptable, not outstanding but not detracting from the overall experience.
- Appealing Female Character Designs (weight 0.04): Some players noted that the female character designs, particularly their clothing, are visually appealing.

Common complaints:
- Limited & Unfinished Content (weight 0.99): Players consistently report that the game feels incomplete and lacks substantial content across various aspects, including story, gameplay mechanics, and overall depth. This leads to a perception of the game as an 'empty shell' or a 'semi-finished product' with limited replayability.
- Repetitive & Monotonous Gameplay (weight 0.7): The core gameplay loop, particularly cultivation progression, is criticized for being overly monotonous and repetitive. Players feel that progression often boils down to mindless grinding, alchemy, and artifact crafting, with little meaningful evolution or diverse activities, especially in later stages.
- Numerous Bugs & Poor Experience (weight 0.39): Players frequently encounter game-breaking bugs and frustrating gameplay experiences, including illogical NPC behavior, unfair combat encounters, and system crashes that can corrupt save files. This significantly detracts from the overall enjoyment and playability.
- Game Abandoned by Developers (weight 0.32): A significant concern among players is the perceived abandonment of the game by the developers. There's a strong sentiment that updates have ceased, leading to a lack of new content and unresolved issues, which has negatively impacted player retention.
- Weak Story & Characters (weight 0.19): The game's narrative elements are severely lacking, with players noting an almost non-existent main story, flat characters, and repetitive, uninspired dialogue. This absence of compelling lore and character development diminishes immersion.
- Illogical NPC Behavior (weight 0.18): NPC interactions and AI are illogical and lack depth. Players report nonsensical behaviors, such as random attacks from friendly NPCs, disproportionate favorability changes, and a general lack of meaningful engagement, making the world feel less alive.
- Over-reliance on Probability (weight 0.11): The game's heavy reliance on probability for various mechanics, coupled with significant penalties for failure, forces players into frequent save/load cycles. This design choice is seen as frustrating and artificial, detracting from natural progression.
- Rough Graphics & Models (weight 0.11): The game's visual assets, including character models and overall graphics, are considered rough, simplistic, and outdated. Players describe them as average or even worse than older games, impacting the aesthetic appeal.

Gameplay feedback:
- Core Cultivation Gameplay (weight 0.24): The game is a 3D single-player hack-and-slash cultivation (Xianxia) game. It incorporates core cultivation elements like realms, magic treasures, elixirs, and sects, with a central theme of 'reincarnation' to continuously grow stronger.
- Monotonous Gameplay, Content Lacks (weight 0.22): While the game has a solid framework, players desire more diverse gameplay, enriched content, and increased playability. There's a call for more story, NPC interaction, and overall depth beyond the current repetitive loop.
- Reincarnation System Mechanics (weight 0.19): The reincarnation system allows players to inherit talents and destinies from previous lives, enabling a stronger start in subsequent playthroughs. However, some players feel it primarily boosts damage and can be used for save/loading modifiers.
- Crafting & Alchemy Systems (weight 0.18): The game includes crafting (炼器) and alchemy systems, which are significant parts of gameplay. Alchemy requires unlocking formulas for automation, and players collect materials for both. Some suggest these tasks should be handled by specialized sect disciples.
- Tribulation System & Ending (weight 0.16): The game features a tribulation system, which acts as a form of ending. Successfully passing tribulations, especially the final ones, often relies on specific equipment affixes like damage reflection or reduction, and can lead to an uninteresting invincible state.
- Unfair Robbery Mechanics (weight 0.14): The game features frustrating and unfair robbery mechanics, where players can be attacked by NPCs and wild monsters simultaneously, leading to quick deaths and item loss, even for new players.
- Map Traversal & Exploration (weight 0.12): Players can traverse the map via sword flight and broken void travel from early stages. The game also features various secret realms and small worlds for exploration.
- Mental Arts & Skills (weight 0.12): Mental arts are passive skills that provide percentage attribute bonuses every few stages, with higher quality arts offering more modifiers. Cultivation methods are active skills, but their prominence is questioned.
- Combat System Overview (weight 0.11): Combat can be automatic or manual, often taking place in a separate aerial combat space. A notable point is that combat cannot be skipped, which can become tedious.
- Underdeveloped Sect Roles (weight 0.09): Sect identities (disciple, elder, leader) lack meaningful content and functions. Becoming a sect leader, for instance, does not grant actual power or the ability to guide disciples or recruit.
- Limited Skill Variety (weight 0.05): Players desire more variety in skills and an expanded skill bar to accommodate a wider range of abilities.
- Difficulty Unlocks (weight 0.05): Difficulty levels (normal, hard, hell) are unlocked after reaching the Core Formation stage, indicating a progression in challenge as players advance.

Performance notes:
- Frequent game crashes (weight 0.1): Multiple players report frequent game crashes, particularly during character creation and login, indicating significant stability issues that need immediate attention.
- Extreme frame rate spikes (weight 0.03): The game experiences extreme frame rate spikes, especially during specific in-game events like lightning tribulations. This causes hardware strain, leading to loud GPU fan noise and potential performance concerns.

Recommendations:
- Desire for more content (weight 0.31): Players are eager for more content, including story, spells, and new realms, and express willingness to purchase DLCs. There's a strong desire for the developers to continue updating and not abandon the game, as it shows future potential.
- Good for cultivation fans (weight 0.28): Many players recommend the game to fans of cultivation-themed games and Xianxia novels, suggesting it aligns well with their interests. However, some advise caution or waiting for further development in the genre.
- Mixed reception, early access (weight 0.26): Overall sentiment on the game's current state is mixed, ranging from highly recommended to only playable when bored or on discount. Many acknowledge it's an incomplete Early Access title with potential.
- Rebalance cultivation systems (weight 0.13): Players suggest a comprehensive rebalancing of cultivation methods, spiritual roots, weapons, and skills. They propose linking skill values to spiritual root numbers and introducing tiered modifiers based on cultivation level.
- Do not buy game (weight 0.09): A significant number of players strongly advise against purchasing the game, citing its current mediocre state and short completion time. This cluster shows signs of a coordinated negative review effort.
- Enhance NPC interaction (weight 0.09): There's a call for improved and increased NPC interaction, including reducing the scope of favorability changes. Players want more dynamic and engaging social systems.
- Support good developers (weight 0.09): Players express willingness to support the developers financially if the game is fun and well-developed. They hope good studios can thrive and produce more quality titles.
- Maintain update speed (weight 0.07): Players appreciate the current update speed and hope the development team maintains this pace. Consistent updates are seen as crucial for refining the game.
- Overhaul forging system (weight 0.07): Suggestions for the forging system include returning materials on failure, increasing forging experience, and implementing random attribute modifiers based on elemental materials. Some prefer direct material input for finished products.
- Improve character, NPC detail (weight 0.07): There's a request for more detailed character customization options, including face sculpting and clothing colors. Players also hope for richer NPCs and more engaging story content.
- Good for grinding (weight 0.07): The game is seen as suitable for players who enjoy grinding or are looking for a way to pass the time when bored.
- Optimize map resources (weight 0.05): Suggestions include adding more elemental maps for high-tier resources or shrinking existing maps to concentrate resources. The goal is to optimize resource acquisition and exploration.

Other player notes:
- Expand Core Gameplay Systems (weight 0.52): Players are eager for a significant expansion of core gameplay systems, particularly around sect management, NPC interactions, and world exploration. They desire more depth in cultivation realms, social mechanics, and quality-of-life features.
- Demand for Continued Development (weight 0.36): There's a strong desire for continued and consistent development, with players willing to support the game through paid DLC. Some confusion exists regarding the game's release status (Early Access vs. formal release), but the overall sentiment is that the game needs more content and polish to reach its full potential.
- Improve Engagement and Balance (weight 0.18): Players feel the current gameplay loop is too focused on combat power progression. They suggest enriching NPC interactions, balancing monster respawns, and enhancing sect duel experiences to make the game more engaging and less repetitive.
- Strong Player Engagement (weight 0.16): Players have invested significant time, experiencing multiple reincarnations and reaching high cultivation stages. This indicates a strong initial engagement and a desire for continued long-term play.
- Needs Polish and Optimization (weight 0.1): While the game's modeling quality is considered acceptable for its price, players note that the game needs significant polishing. Some graphical issues might be related to PC specifications, but overall, the game's presentation could be improved.
- Responsive Bug Fixing (weight 0.07): The development team is praised for quickly fixing reported bugs, often within the same day. This indicates a responsive and attentive approach to player feedback regarding technical issues.

Emotions:
- Disappointment (weight 0.21): Players are disappointed by the game's perceived abandonment by developers, leading to a lack of new content, updates, and overall polish. This results in a feeling of unfulfilled potential, repetitive gameplay, and a general sense that the game is unfinished or of low quality, particularly in late-game content and customization options.
- Frustration (weight 0.18): Frustration stems from numerous technical issues like crashes and bugs, poor UI, and unbalanced game mechanics, including unfair combat, difficult progression, and tedious grinding. Players also express frustration with the perceived lack of developer support and slow updates, leading to unaddressed feedback and a feeling of playing a half-finished product.
- Satisfaction (weight 0.17): Satisfaction is driven by the game's immersive quality, high replayability, and effective gameplay loop, particularly for those who enjoy the cultivation theme. Players appreciate the game's unique open-world experience, its ability to fulfill expectations for the genre, and the overall fun derived from its core mechanics and progression.
- Hope (weight 0.09): Hope is primarily tied to the game's potential for future improvements, content expansion, and continued development. Players express a strong desire for more complex systems, deeper social interactions, and a broader game world, indicating a belief that the game can evolve into a more complete and engaging experience.
- Excitement (weight 0.04): Excitement is generated by the game's addictive nature, immersive gameplay, and its successful alignment with players' imagination of cultivation themes. The initial gameplay experience and the game's potential for future development also contribute to this positive emotion.
- Boredom (weight 0.04): Boredom arises from the game's repetitive gameplay loop, particularly after reincarnation, and a general lack of content variety and depth. Players find the grinding and numerical progression monotonous, leading to a feeling of unengaging tasks and an empty late-game experience.
- Anger (weight 0.04): Anger is directed at the developers for perceived abandonment practices, neglect of the game, and a general lack of integrity or understanding. Players are also angered by specific frustrating mechanics, such as unfair monster encounters, the grinding nature of the game, and the perceived dishonesty of certain systems like NPC theft.
- Desire (weight 0.02): Players express a strong desire for more content, variety, and specific features like raiding opportunities and enhanced NPC interaction. There is also a wish for faster updates and improved visual quality to enrich the overall gameplay experience.
- Enjoyment (weight 0.02): Enjoyment comes from the core gameplay loop, including grinding and the reincarnation system, as well as specific mechanics like sword flight, alchemy, and forging. The game's ability to occupy time and its overall replayability contribute to a positive experience.
- Disgust (weight 0.01): Disgust is triggered by specific negative aspects such as initial graphics, the tedious grinding for undesirable talents, and frustrating combat mechanics. Unfair auction house systems and unappealing character customization options also contribute to this emotion.
- Joy (weight 0.01): Joy is experienced through the game's addictiveness and overall enjoyment, even despite its flaws. The game's ability to provide a fulfilling and engaging experience, sometimes humorously referred to as curing 'electronic impotence,' contributes to this positive emotion.
- Confusion (weight 0.01): Confusion arises from unexpected in-game events, such as NPCs exhibiting surprising strength or players being robbed. Inconsistencies in cultivation stage displays and difficulties in defeating specific enemies also contribute to player confusion.
- Concern (weight 0.01): Concern is primarily focused on the game's future, specifically the potential for a lack of updates or the developers abandoning the project. Players worry about the long-term viability and continued support for the game.
- Anticipation (weight 0.01): Anticipation is driven by the expectation of future content and features, such as specific DLC. It also arises when initial boredom transforms into enjoyment, suggesting a positive outlook on the game's evolving experience.
- Appreciation (weight 0.01): Appreciation is shown for the developers' consistent and frequent updates, their responsiveness to player suggestions, and the ambitious design of the game's systems and diverse gameplay. This indicates a positive recognition of the development team's efforts.
- Constructiveness (weight 0.01): Players demonstrate constructiveness by providing detailed, actionable suggestions for improvement, including specific ideas for new features and helpful tips for other players. This reflects a desire to contribute positively to the game's development.
- Neutral (weight 0.01): This emotion reflects a general, unbiased assessment of the overall gameplay experience, indicating neither strong positive nor negative feelings but rather a balanced perspective on the game's current state.
- Curiosity (weight 0.01): Curiosity is sparked by questions regarding late-game mechanics, the difficulty of progression, and the perceived lack of visual customization options. Players are interested in understanding deeper aspects of the game.
- Amusement (weight 0): Amusement arises from specific in-game scenarios, such as the feeling of unfulfillment at the end of a gameplay loop or the humorous idea of 'bullying' NPCs. These instances provide lighthearted enjoyment.
- Mild disappointment (weight 0): Mild disappointment is caused by the game's limited gameplay content and incomplete late-game content, suggesting that while not severely negative, these aspects fall short of player expectations.}