$24.99天外武林 (Traveler of Wuxia)
A wuxia deckbuilder where martial arts are cards and real kung fu is the combo. Play a young hero pulled into the world of Heluo, chain moves in the right order to unleash secret techniques, and travel with companions who fight by your side. Death sends you back stronger, and every run through the jianghu tells a different story.
Is 天外武林 (Traveler of Wuxia) worth it?
天外武林 (Traveler of Wuxia) is worth it if…
- you want a roguelike deckbuilder wrapped in a wuxia story rather than a bare card game
- you enjoy finding hidden card combinations and building a deck around them
- you like runs short enough to finish one in an evening, with story that changes on repeat plays
- you have played the studio's earlier wuxia games and want to see where those characters ended up
Screenshots
Combos that feel like kung fu
Every card is a martial arts move, and moves have sequences. A long staff routine builds to a finishing strike; two palm strikes become a mountain-crushing blow. Nearly every card hides these connections, so a fight is not just spending energy on the biggest number: it is reading your hand, spotting the sequence, and deciding whether to chase the combo now or set it up for next turn. When it comes together, it genuinely feels like a martial artist at work.
Two fighters, two decks
You never fight alone. As the story unfolds you gain companions, each with their own deck, their own energy and their own style: an assassin who slips in and out of hiding for burst damage, a doctor who switches between healing and poison, a cook whose dishes take effect turns later. Your hero picks one of three classes, from aggressive life-swapping to defense that banks power for one huge turn. Coordinating two decks under one action budget is the game's real puzzle, and joint techniques that need both fighters make the teamwork pay off.
A deck you carve, not just grow
Each run starts small: a basic deck, three secret manual slots that shape your techniques, and a jianghu of random events ahead. After fights you draft new moves, and the real skill is knowing what to refuse. Cards can be removed, upgraded or sealed, manuals are replaced by destroying the old one, and a later update even lets new cards overwrite existing ones, so a lean, focused deck is always within reach. Between runs, unlocked blessings and starting bonuses change how the next adventure opens. One run takes about an hour, which makes "one more" a dangerous sentence.























