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群侠传:幸存者

《群侠传:幸存者》是一款武侠题材的幸存者类动作肉鸽游戏。在 20 波江湖围攻中走位闪避、修炼武学秘籍,掌握内功、外功,搜刮奇物。78 门武学、200 余件道具、7 大派系敌人,利用同门武学触发的共鸣效果与修炼升级获得的额外加成,滚起你的构筑雪球,造就一代宗师。

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About the Game

A Survivors-like Roguelite Set in the World of Wuxia

Wuxia Survivors is a wuxia-themed survivors-like action roguelite. If you love the horde-survival buildcrafting of Vampire Survivors or Brotato, this is that loop reimagined with martial arts, inner cultivation, and the treasures of the jianghu.

Choose your character, sect, and martial style. Your arts cast themselves in exactly the order you arrange them — your job is positioning, dodging, and scooping up every coin and drop on the field.

Core Gameplay

  • Auto-cast, manual mastery: Outer Arts fire in the sequence you set. The system throws the punches; you keep yourself alive.

  • 20 waves: After each wave, train your attributes, browse the shop for martial arts manuals and jianghu curios, and re-slot your Outer Arts, Inner Arts, and Lightness Arts.

  • Art resonance: Arts from the same sect or the same style resonate with each other, boosting their power. Build your run around the resonances you find.

  • Snowball to mastery: Your arts grow stronger as they level. More damage means more coin; more coin means more manuals and items — roll your build into an avalanche.

What's in the Game Right Now

  • 78 martial arts: 57 Outer Arts across two classic styles (Fist & Palm, and Sword), 16 Inner Arts opening 8–10 distinct build paths, and 5 Lightness Arts

  • 200+ jianghu items

  • 50 enemy types across 7 factions

The game is in active development — more martial styles and more content are planned for future updates.

From the Developer

There is exactly one human on this game's "team".

Most of the code, art, animation, and music was produced in collaboration with AI tools: Codex and Claude Code wrote the code; GPT-IMAGE-2 and Nano Banana painted the characters, scenes, and UI; Seedance handled animation; Suno composed the soundtrack; ElevenLabs generated the voice work and sound effects.

The game design, the balancing, the game feel, and the hundreds of playtest-and-decide passes — those were done by the human.

I've been playing games for almost twenty years. This April was the first time I ever opened a game engine, and this is the first time my own name goes in the "developer" slot. I hope you enjoy this little corner of the jianghu.

If you like what you see, a wishlist means the world to a developer fresh out of the tutorial zone.