Realm of Wind Spirit

Fantasy Strategic RPG - The World's First Emergent Civilization Game

Explore billions of AI-driven characters in procedurally generated worlds, where dynasties rise and fall across a million years of simulated history. Your epic adventure awaits!

Game Introduction

Basic Information

Basics: Single-player PC game, 1.2GB, Steam release

Art Direction: Mystical cultivation, 2D non-pixel, grid map, top-down view

Main Categories: Open world, RPG, tactical, strategic, sandbox, simulation

Sub-Categories: Survival, building, management, automation, trading, finance, conquest

Game Summary

Realm of Wind Spirit, a mystical strategic RPG - a truly open world game.

Billions of AI-NPCs, procedural worlds, initial evolution over a million years, dynasties rise and fall even without player intervention - a true virtual civilization.

Thriving financial and trade systems, unlike the social isolation of Dwarf Fortress or the loneliness of Minecraft.

Billions of NPCs based on survival needs and independent wills, without the rigid soldiers of Civilization or the inflexible AI of Kenshi.

Seamless map, flow state curve, immersive experience, without the fragmented scenes of Mount & Blade or the fodder experience of EVE Online.

Realm of Wind Spirit VS Other Virtual Civilization Games

Realm of Wind Spirit

Cultivation Simulator

Civilization 6

Stanford Town

EVE

Kenshi

World Driven By
AI driven
Fixed events
AI driven
AI driven
Player driven
AI driven
Economic System
Stock market pricing
Temporary pricing
Temporary pricing
Barter system
Stock market pricing
Temporary pricing
Power Structure
Soldiers with will
Mechanical soldiers
Mechanical soldiers
No soldiers
Soldiers with will
Mechanical soldiers
Setting Style
Mystical cultivation
Mystical cultivation
Historical
Modern
Space sci-fi
Wasteland sci-fi
Player Identity
One among many
National will
National will
Creator
One among many
One among many
Foreign Relations
Mutually beneficial
Never interact
Never interact
No foreigners
Mutually beneficial
Mutually beneficial

Core Difference: Realm of Wind Spirit is a True Virtual Civilization

In Realm of Wind Spirit, the player is not the protagonist but one among many. Each NPC is the protagonist of their own story - from supreme immortals to common mortals - all acting according to Maslow's hierarchy of needs. Fluctuating prices, dynasty changes, immortal falls, and mortal ascensions continue to evolve even when the player is absent. The player enters a truly virtual society, not a static world of structures.

Game Features

Cultivation Sociology

Mystical worldview. Thousands of worlds, billions of NPCs. The entire world can operate and dynasties can change even without player intervention. Cultural systems of various factions evolve naturally, forming a genuine cultivation society rather than a cultivation opera.

Sandbox Simulation

Procedural worlds, evolving for a million years at the start. No preset plot, no missions, you can do anything. Monster hunting, industry, commerce, strategy... a single subset is entertaining enough. A thousand players will experience a thousand different versions of the Realm of Wind Spirit.

Respect System

Show your power, stand your ground, command respect, receive tribute from all nations. Transform those who disrespect you into those who revere you, make the proud bow to you. The increase in combat power is not just a change in numbers but a cultural ascension.

Cognitive Filtering

The world's settings are extremely complex, but we allow players to perceive them in a simplified way that is roughly equivalent to the truth in over 80% of scenarios. This makes the game both easy to learn and deep to explore.

AI Features

Autonomous Survival

When an AI is placed in the wild, driven by hunger, it will gather fruits to eat, collect wood to build a house, and plant farms. When encountering enemies, it will hide in its house.


AI must sustain itself. Its hunger meter doesn't reset, its money doesn't refresh - it must have its own means of livelihood even when the player isn't watching.

Persuasion Over Command

When we control a new character and suggest an AI follow us, it won't listen. If we attack or restrain it, then suggest it follow us, it will indicate compliance. After being released, it will follow us but may escape at any time.


When establishing a faction, you must realize: AI entities are not pawns; they have their own thoughts. Small tip: a combination of force and rewards is a simple and effective management approach.

Learning & Memory

We bring an AI to the city, buy high-quality food, and feed it. It expresses great happiness. Then we take the AI to the wilderness and set it free. The AI no longer builds houses or farms but collects some food and then begins to move around searching for the city. It remembers the delicious food in the city.


AI will have short-term and long-term memory, capable of simple learning like cats and dogs, rather than remaining rigid and foolish.

Acquired Professions

If a merchant AI's goods are plundered by pirates, that merchant might break down and become a pirate; if a monster hunter AI is injured and finds healing medicine too expensive, that hunter might switch to alchemy. Many AIs work in specialized fields, cooperating through social trade, with daily trade volume in trade centers reaching billions, prices determined by the market. This also gives rise to a group of speculative AIs, buying low and selling high for profit.

Game Objective

Players start as mortals with the ultimate goal of achieving Ethereal Void Realm, conquering the world, earning submission from all sects, and then gathering vast resources of an era to create the most luxurious imperial coffin and tomb before entering hibernation.

Realms
What are mortals and Ethereal Void? The realm system from weakest to strongest.
Factions
What are the myriad sects? Various cultivation organizations and factions in the world.
Great Strife
Why hibernate? The Great Strife Era occurs every ten thousand years, contending for the opportunity to ascend to sainthood.

Realm System

Mortal

Mortal Realm
Most people are at this realm. Five hundred billion mortals.
Body Tempering
Strong and robust, fists can break rocks. Stronger than Olympic champions.
Meridian Opening
Blood and qi can be controlled and regulated, with bursts like Superman.
Aperture Opening
Spiritual energy can enter the body and circulate, allowing simple spells to be cast.

Immortal

Qi Condensation
All below Qi Condensation are insects. Qi Condensation cultivators can kill from a distance and fly on swords.
Foundation Establishment
Typically wealthy beyond measure, with personal cultivation abode and various arrays. First-class powerhouses during plane conquests.
Golden Core
The strongest in ordinary planes. Golden Core and above cultivators enter the Ten Thousand Worlds Ranking. Factions with Golden Core cultivators are considered established powers in the Ten Thousand Worlds.
Nascent Soul
Factions with Nascent Soul cultivators are first-class powers in the Ten Thousand Worlds. The Elixir Sect, Artifact Sect, and Ten Thousand Treasures Pavilion are among them.

True Immortal

Divine Transformation
Perceive space-time laws, know cause and effect and heavenly mandate. Except for Holy Lands, no sect can produce Divine Transformation cultivators in two consecutive eras.
Ethereal Void
Also known as Grand Emperor, with a lifespan of three thousand years, words become law. Usually, only one Grand Emperor appears in an era, respected by all Ten Thousand Worlds, invincible in their era (outside Holy Domains).
Dao Integration
Also known as Saint, merging with a plane's Heavenly Dao, undying and indestructible. Their plane becomes a Holy Domain, where they are invincible and can reverse life and death, but Saints cannot leave their Holy Domain.
Grand Ascension
No predecessors, no successors. No one in the Ten Thousand Worlds has reached this realm in a million years.

Main Faction Types

Sects
Dynasties
Alliances
Holy Lands

Sects

A combination of family, school, and company. Located in mountains, not recruiting mortals. - Family aspect: Provides food, lodging, and basic cultivation resources. When mortals enter a sect, they almost sever ties with their parents, considering the sect as their family. If your status is an inner disciple or higher, your children automatically become sect members. - School aspect: The sect has classrooms and scripture libraries, with systematic and detailed teaching plans. - Company aspect: The sect has missions that members must complete.

Dynasties

Manage mortals and sects, with vast territories. However, the relationship between sects and dynasties is complex, with the following exceptions: - Some sects have affiliated mortal cities (mini-dynasties). City lords are self-governing, only providing tribute, accepting sect protection, and facilitating sect activities (such as recruitment, or some less public affairs like finding cultivation vessels). - Powerful sects influence multiple dynasties (like multinational corporations, rich enough to challenge nations), but a sect's power within a nearby dynasty will almost inevitably lead to conflict with its original dynasty. - Even if a sect's power surpasses a dynasty, the sect's headquarters will still occupy a small area (compared to the dynasty's territory) and will still nominally belong to a dynasty. However, the sect will secretly control the emperor and ministers, thereby controlling the dynasty.

Alliances

Collectives formed by multiple sects or dynasties. Almost all super first-class powers (six or more Nascent Soul cultivators) are alliances, as the limit for a single faction is usually one Nascent Soul.

Holy Lands

Controlled by Saints, absolutely safe, eternally indestructible. Saints merge with the Heavenly Dao of a plane, and that plane becomes a Holy Domain. Holy Lands change their laws, intelligent mortals are granted immortality, and a mortal council holds supreme power, but cannot leave the Holy Domain. The sect master of a Holy Land has no real power, only serving as the highest diplomat.

Super First-Class Powers Directory

Demonic Alliance
Merchant Alliance
Arcane Alliance
Source Alliance
Dao Alliance
Martial Alliance
National Domain
Beast Alliance
Dragon Clan
Holy Domain

Demonic Alliance

Overview: Demonic path alliance, robbing and plundering. Social status: Super first-class power, consistently possessing six or more Nascent Soul cultivators. Righteous sects are relatively tolerant of their members, not easily eradicating them; Demonic Alliance members often have public headquarters, while non-Alliance demon cultivators must wander homelessness. The Ten Thousand Worlds Convention usually invites Demonic Alliance representatives to attend. Internal system: One hegemon, many powers. The hegemon is lifelong, can be challenged; leaders of Nascent Soul-level powers automatically become powerful masters, with deliberation and information rights; other members need to pay protection fees. Cultural characteristics: Members are mostly church-based. Church characteristics: loose entry and exit, numerous outer disciples; information scarcity upward, extreme authority downward. Under righteous sect suppression, the church model facilitates survival and reproduction. A few powers rely on Demonic Alliance protection to change to the sect system, but all six powers are churches. Core members: - Death Church: One-hit kill. - Phantom Church: You struggle and cry out in a barrier, but passersby are unaware. - Seven Kill Church: Occupy transmission arrays, kill everyone who comes. - Nightmare Church: Wander in the wild, can't be warned by compasses. - Flood Church: Random transmission, steamroll everything. Wherever they go, nothing grows. - Shadow Church: Three years without action, then feast for three years. Spies everywhere, only rob the most valuable goods.

Merchant Alliance

Overview: Commercial alliance, based in Holy Lands, buying low and selling high. Social status: Super giant, detached from worldly conflicts. But if anyone dares to underestimate or attack them, the fangs revealed by the Merchant Alliance will terrify you. Internal system: Conference-based. Decisions passed by the conference must be executed, with no other constraints. - Great Elegance Bank: Banking. Store spirit stones, fixed interest. - Heaven and Earth Bank: Wealth management. Store spirit stones, invest on behalf, variable interest rates. - Holy Land Li Family: Power stock, bond certification and trading center. - Holy Land Wang Family: Futures certification and trading center. - Holy Land Qian Family: Bulk commodity spot investment. Countless food and minerals. - Treasure Gathering Tower: Pawn, purchase, slow sales. Bulk purchases in front of secret realms. - Dragon Walking Group: Merchants, purchasing cheap local specialties, long-term cooperation with local powers. - Ten Thousand Treasures Pavilion: Wholesale and retail, high-priced sales at branches everywhere.

Arcane Alliance

Overview: Elixirs, artifacts, talismans, arrays - production, sales, monopolistic profits. Social status: The focus of all attention. Every cultivator's daily necessities and side businesses. Internal system: Classic alliance system. Academic exchanges, pricing conferences, joint defense. - Elixir Sect: Produces elixirs. Representative: Foundation Establishment Pill, for breakthrough to Foundation Establishment. - Poison Sect: Produces poisons. Representative: Holy Poison Pill, for controlling subordinates. - Artifact Sect: Produces equipment, magical treasures, elixir cauldrons. Representative: Immortal Swords. - Sumeru Sect: Produces storage rings. Although Artifact Sect also produces them, they're not as good as Sumeru Sect's. - Colossus Sect: Produces flying ships. - Talisman Sect: Produces talismans. Representative: Protection Talismans. - Array Sect: Customizes arrays. Representative: Mountain Protection Grand Array.

Source Alliance

Overview: Academy alliance, disciples throughout the world, neutral. Social status: Uncrowned king, the thirteenth Holy Land, detached from worldly conflicts. Those who attack the Source Alliance become enemies of the world. Internal system: Classic alliance system. Academic exchanges, joint defense, organizing leagues. - Extreme Abyss Academy: Comprehensive independent academy. - Soul Curse Academy: Comprehensive independent academy. Specializes in soul techniques, curse techniques, blood techniques, counter techniques. - Sword Sect Academy: Affiliated with Sword Heart Holy Land, open to worldwide enrollment. Comprehensive academy, specializing in sword techniques, heart techniques. - Wilderness Academy: Comprehensive independent academy, specializing in body techniques.

Dao Alliance

Overview: No cognitive filtering, directly facing the world's truth. The source of all techniques, five-dimensional space. The world is like cards; others only play straight flushes, while I face chaos. Over a million years, more than half of those above Divine Transformation came from the Dao Alliance. Social status: No presence, mysterious, viewed as part of the rules, familiar yet strange, hidden in plain sight. Internal system: United in appearance, divided in heart. Only joint defense and using the alliance name for business. - Divine Church: Core of the Dao Alliance, no cognitive filtering, all techniques returning to one. - Boundary Sect: Maintains various major transmission arrays, the Ten Thousand Worlds transportation pattern. Active in the void, exploring unknown realms. - Heavenly Mechanism Tower: Calculates history, knows the current situation, ranks the Heavenly Rankings.

Martial Alliance

Overview: Martial artist alliance, rogue cultivator court. Fighting demonic beasts, exploring secret realms, sharing experiences, mutual assistance. Social status: Pitiful creatures, bumpkins, hot-tempered, not to be provoked. Unreasonable, neurotic, ready to fight to the death over disagreements, big fools. Countless, no one knows how many people are in the Martial Alliance, a mixed bag, all sorts of characters, indescribable. Internal system: Unwritten rules. Very few written rules, just one page; the rest are all unwritten. Meetings basically depend on loudness and force, internal often quarreling into fights, but making up afterward. - Martial Gang: Mainly fighting wild demonic beasts. - Yellow Bird Society: Secret realms as the main focus, treasure hunting, assassination. Some call it a demonic church. - Berserker Faction: Beast clan front line, insect plane, life-or-death battles. - Treasure Hunting Gang: Secret realms as the main focus, avoiding battles to find treasures. - Escort Association: Escorting merchant caravans, delivering treasures, guarding gates, hosting conventions, escorting explorers, mercenaries.

National Domain

Overview: Also known as the National Alliance or Dynasty Alliance. Dynasties controlled by sects are not qualified to join; National Domain members must have independent sovereignty. Imperial authority is stern within the National Domain but a joke outside it. Social status: The backbone! The body of the world! Highest recognition; many people believe: where the National Domain is located is the Ten Thousand Worlds, outside the National Domain is all outer territory. Internal system: Conference system. Allows internal wars, but must maintain communication and explain the war; the dignity of the National Domain cannot be violated, external enemies are jointly suppressed. - Great Elegance Empire: Imperial system, unlimited power. Few legal changes, immortals and mortals subject to the same laws. - Great Qin Empire: Imperial system, unlimited power. Many legal changes, lax enforcement, immortals freely violating laws. - Tianxuan Empire: Imperial system, unlimited power. Has laws but no prisons, violators become crime citizens. Vast crime citizen groups, crime citizens have no human rights, at the disposal of immortals, children of crime citizens are also crime citizens, achieving immortality can absolve crimes. - Song River Dynasty: Emperor and feudal lord system, feudal lords are self-governing but must pay tribute and provide soldiers. - Imenosson Forest: Elves, queen system. Queen has highest diplomatic authority, Elder Council has highest decision-making authority. - Dark Elf Kingdom: Elves, queen system. Queen oversees Dark Stewards with information and judgment rights, Elder Council exists in name only, queen is like an emperor. - Ancient Sky City: Territory only in a single plane, but Nascent Soul-level strength, abundant plane. No external conflicts, nearby planes voluntarily paying tribute. Imperial system, high welfare. - Jihua City: Rich plane, single plane territory, no expansion. Imperial system, prohibits leaving the plane, no families, prohibits reproduction, artificial babies, unified cultivation.

Beast Alliance

Overview: Alliance of myriad races, huddling together for warmth, resisting humans. Social status: Enemy of humans. Powerful, vast territory. With external enemies, they grow stronger through battle; without external enemies, they split internally. Internal system: Conference system. Allows internal wars, maintains communication, joint defense. Nascent Soul takes turns as alliance leader, in emergencies the leader's power expands. - Tiger Clan: Comprehensively strongest. Strong from birth. - Bear Clan: Individually strongest. Strong from birth. - Snake Clan: Poisonous. Born weak, multiple transformations. - Crocodile Clan: Highest damage. Strong from birth. - Eagle Clan: Fastest speed. Born weak, strong after adulthood. - Insect Clan: Vast territory, individually weak.

Dragon Clan

Overview: Not an alliance, Dragon Clan is one entity. The world has only ten parts, humans take eight, I take one, and the rest share one. Social status: Uncrowned Holy Land, outer realm paradise, low presence, many visitors. Internal system: Elder system. The Elder Council decides all arrangements large and small within the clan, one entity, no member powers. Dragons have long lifespans.

Holy Domain

Overview: Holy Land alliance. People from Holy Lands look down upon the world, viewing the Ten Thousand Worlds as the lower realms, enclosed in their own paradise. Social status: To outsiders, lofty and venerable; to insiders, enclosed in their own paradise, all outside is barbaric. Internal system: Exclusionary system. Transportation interconnected, internal wars allowed, maintaining communication, comprehensive exchanges. Each responsible for their own external enemies. - Equality Holy Land: Under the jurisdiction of the Primordial Heavenly Dao. Prohibits killing. Trade center. - Wind Spirit Realm: Under the jurisdiction of the Wind Deity, creating cultivation methods and spiritual techniques. - Sword Spirit Realm: Under the jurisdiction of the Sword Saint, creating heart techniques. - Soul Realm: Under the jurisdiction of the Soul Saint, creating dao embryos. - Thunder Fire Holy Land: Under the jurisdiction of the Thunder Deity. Creating divine positions. - Seven Star Holy Land: Under the jurisdiction of the Array Saint. Creating mountain protection grand arrays. - Netherworld Holy Land: Under the jurisdiction of the Curse Saint. Creating self-destruct and burning techniques. - Matchless Realm: Under the jurisdiction of the Matchless Deity. Creating spirit absorption techniques.

Great Strife Era

The Great Strife Era occurs once every ten thousand years, during which an opportunity to advance to Dao Integration sainthood appears (a breach in the Heavenly Dao cycle).
When the world first began, there were two innate Great Dao Saints: the Primordial Heavenly Dao and the Abyss Will. With the addition of the Great Strife Era's once-in-ten-thousand-years posterior Dao Integration Saints, over a million years, the Ten Thousand Worlds have produced twelve Saints in total.

In the past, those high-level cultivators whose lifespans were nearing their end would self-seal, waiting to awaken when the Great Strife Era arrived. Normally, the Ten Thousand Worlds typically have only one Ethereal Void, ten Divine Transformations, and a hundred Nascent Souls, but during the Great Strife Era, over thirty Ethereal Voids and over thirty thousand Nascent Souls awaken. They will burn their remaining lifespans, engage in intense confrontations, create a brilliant era, and the final winner will advance to Dao Integration.

Based on the Great Strife Era, many ancient ruins can be seen in the game: The battle between two Ethereal Void Grand Emperors can leave a plane scorched for thousands of miles, with not a blade of grass growing. In some small planes, they even shatter space-time, turning it into millions of time fragments that persist for a million years. When high-level cultivators' lifespans are nearly exhausted and they self-seal, they bring all their possessions with them and arrange terrible arrays, breed fierce beasts, and set curses around them, turning an area into a dangerous forbidden zone to protect their spirit coffin through ten thousand years. Players can see many such dangerous lands and can attempt to explore and tomb raid.

Game Process

In Realm of Wind Spirit, a thousand players have a thousand different stories. Here are three players' different experiences.

Mortal Chapter

From Mortal to Golden Core

Starting as a mortal in the wild, cutting trees and mining with a backpack.
Picking fruits and gathering water to fill my stomach, building walls and houses to shelter from the wind and rain.
Wild boar attacks, fighting with my back to the wall, killing, dismembering for bones, meat, and skin.
Occasionally obtaining a sect trading talisman, selling meat to exchange for techniques, beginning cultivation.
Secluded breakthrough to Body Tempering, killing pigs and buying pills to reach Meridian Opening.
One battle in Treasure Ruins to Aperture Opening, ten battles in Treasure Ruins to enter Qi Condensation.
Elixirs, artifacts, talismans, and techniques well-configured, dao embryo and crystal coffin as backup.
Ten dangers and three deaths polishing my approach, a hundred battles in Treasure Ruins to enter Foundation Establishment.
Searching for treasures in secret realms, brutally attacked by demonic cultivators, soul escaping.
Refusing to accept defeat, fighting again and encountering danger, repeatedly defeated yet persisting.
A major sect inviting me as a guardian, moving to a new realm, entering a mansion.
Participating in merchant ventures and battles, saving hundreds who express endless gratitude.
As the Golden Core elder nears death, the hall master conspires against the sect master.
The player stands with the sect, faces assassination, gathers allies to divide and conquer.
External pirates come to dismember, internal cooperation followed by betrayal.
Blood sacrifice array to enter Golden Core, using arrays to defeat enemies and win back loyalty.

Golden Core Chapter

From Golden Core to Nascent Soul

Back when I was at Golden Core, I established the Seven Kill Sect in Right Formless, gaining fame, but with limited land and many people, there was no room for expansion.
At that time, to the left was Golden Core T1, to the right was Golden Core C Sect, to the front was Nascent Soul A Sect, and to the back was Nascent Soul B Sect.
T1, a legendary genius from a Holy Land, leading a group of prodigies, with the potential for Nascent Soul, was just lacking allies.
I wanted to join them, but T1 fiercely attacked A Sect, was defeated and scattered. I then took over their territory and recruited T2—a capable prodigy under T1, also with Nascent Soul potential.
We respected A Sect as the leader, offered gold for territory, A Sect agreed; after we finished relocating and began construction, A Sect changed their mind. We were furious but dared not speak out, yielding the land and returning.
During the Nascent Soul expedition, A Sect called on us for assistance, promising the Left Formless. We tightened our belts, exhausted our resources, spared no effort, and supplied the front line. Victory came, but A Sect reneged again, compensating with just a few immortal pills. We smiled, but the fire of revenge was already burning in our hearts.
I allied with C Sect, forming a union. When Nascent Soul conflicts arose again, A Sect invited us to assist; C Sect sent envoys to B Sect, B Sect agreed to supply resources and backstab A Sect, I deliberated and agreed.
C Sect wanted to lead the alliance, actively engaging in diplomacy and military affairs. I delegated command authority, but their tactics were a mess, resulting in several major defeats. I took back command and achieved great victories.
Amid consecutive victories, A Sect suddenly launched multiple surprise attacks on our supply lines, with accurate intelligence, targeting only Seven Kill's weak points without involving C Sect.
I realized with shock: C Sect had betrayed us, probably out of jealousy for my superior tactics. After deep contemplation, I decided to apologize, stating that C Sect had paved the way with sacrifices, and I shouldn't have taken the military achievements. Simultaneously, I boldly declared: I won't force everyone to forgive me, but currently there are spies, and I don't want those harboring resentment to hide. Everyone can leave or stay voluntarily; for those leaving, I'll fully compensate their past investments in the alliance. Let's part amicably, and please don't aid A Sect anymore.
Earth-shattering, almost all of C Sect left, leaving Seven Kill to fight A Sect alone. Gritting our teeth to hold on, united in purpose, everyone donated resources, non-combatants also cultivated techniques to join the battle. Territories continued to fall, but we fought with increasing fervor: magical treasures produced one after another, new soldiers graduating batch after batch, seventeen Golden Core dao embryos formed, T2 entered Nascent Soul. We counterattacked and exterminated A Sect, liquidated C Sect, allied with B Sect, and Seven Kill reigned in Formless.
Nascent Soul Chapter

Path to Divine Transformation

Conventionally, top resources are all seized by Grand Emperors.
In the current era, there has been no emperor for three hundred years, so the various Divine Transformation powers are wealthy, collectively accumulating nearly a thousand Nascent Soul dao embryos. However, daily conflicts remain limited to Foundation Establishment scale, with only about a hundred Nascent Soul cultivators publicly known in the Ten Thousand Worlds. The Nascent Soul dao embryos are already stirring.
Among the twelve Holy Lands, three have Divine Transformation, with six others in the outside world: ABCDE and you. Finally, chaotic warfare erupts. You battle A and exterminate it. After recuperating, you fight B and exterminate it as well. CDE join forces, and you decide to face them in a decisive battle, emerging victorious, unifying the Ten Thousand Worlds (outside the Holy Lands).
However, internal turmoil arises; demonic cultivators plunder your territories, and the remnants of AB and surrendered forces from CDE take advantage of the chaos to rebel, conducting guerrilla warfare to destroy workshops and warehouses.
You suppress and eradicate the demonic cultivators, but the demonic cultivators use new Nascent Soul dao embryos. You suppress and kill them again, and they revive again.
You wonder with shock: where do they get so many Nascent Soul dao embryos?
In reality, the Merchant Alliance and Holy Lands are supporting the demonic cultivators; none of them want unification. Unification leads to bandit suppression, which is disadvantageous to demonic cultivators; unification means no war casualties, insufficient demand, falling prices, disadvantageous to merchants; unification means people respect you instead of the Holy Lands. (Although both are Divine Transformation, the Holy Lands have no need to compete with you. After you turn to dust in a thousand years, the Holy Lands will still stand. Therefore, the Holy Lands allow people to respect you, but they don't prefer it, so they want to irritate you at a small cost.)
With demonic cultivators coming endlessly, your logistics are strained, and further battles risk destruction. You withdraw in time, ceding territories, allowing ABCDE to re-establish their nations. You retain five hundred planes. ABCDE agree, and peace is reached. You continue to suppress demonic cultivators. After this suppression ends, the demonic cultivators stop attacking.
After settling the five hundred planes, you design spy talismans, letting many NPCs become spies, infiltrating ABCDE, merchants, demonic cultivators, and even some Holy Lands. The spies steal intelligence; some become civil officials with voting rights, thus influencing other powers' decisions. Some spies even become generals of other powers, responsible for commanding battles.
When the time is right, you spring the trap. You launch full-scale warfare again, destroying all non-Holy Land super first-class powers, unifying the Ten Thousand Worlds. The Holy Lands remain silent. (Super first-class: powers or alliances with Divine Transformation or six or more Nascent Souls.)

Frequently Asked Questions

What are the game's performance requirements?

Recommended specs: i9-14900 CPU, 192GB RAM, RTX 4090 GPU, 500GB storage. (Saves can be hundreds of GBs)

Minimum specs: i5-12400 CPU, 16GB RAM, RTX 1060 GPU, 20GB storage.

Full configuration requires a supercomputer, impossible on home PCs. However, with minimum specs and game settings set to [Large Scale Quantum Calculation] [Small Map], you can still have a good experience.

How long is the game's lifespan?

In single-player mode, expected gameplay time is 50-100 hours, by which point most players will reach the Nascent Soul level and conclude their journey.

More ambitious players will master five-dimensional space and runes around 1,000 hours, achieving Ethereal Void.

Official server online mode is planned for 10+ years of operation, where player-built factions can exist long-term.

Does the game have in-app purchases?

No.

Single-player version: One-time purchase price of $100, no in-app purchases, future DLCs sold separately.

Online version: $100 monthly subscription, no in-game store, no item purchases. However, the game supports player-to-player trading using real money, with the platform charging a 1% transaction tax.

We promise: Except for cosmetic skins that don't affect balance, we will never sell any in-game resources. All resources must be obtained by players or NPCs through game rules.

With such a complex game, will new players struggle to get started?

No, because we use a cognitive filtering design approach, where new players don't encounter the complex truth of the world. For example:

Cognitive Filtering in the Spell System

Players can learn unlimited spells. But when using spells, they need to consider five-dimensional vectors. A character's state is composed of five parameters. Each time a skill is released, all five parameters change simultaneously; the release condition for each skill is that these five parameters meet certain criteria.

The Pseudo-Saint Path: This is how we implement cognitive filtering for spells, allowing players to enjoy the game without understanding complex five-dimensional changes. Each cultivation method is a Pseudo-Saint Path, corresponding to a unique UI panel. Unless cultivating Divine Path methods, players won't know about the existence of five-dimensional vectors.

Cultivators on the Pseudo-Saint Path will call [Chaos Technique: Randomly disrupts the opponent's five-dimensional state] by the name [Sealing Technique: Effect approximately considered as preventing a cultivator from using skills]. Only cultivators of Divine Path methods are unafraid of chaos techniques.

Pseudo-Saint Path: Yin-Yang Method

Approximate Cognition: The character has yin-yang values. Each skill's release condition requires the character's yin-yang values to be within a certain range, and each skill after release will change the character's yin-yang values. There are also two skills, [Yang Transformation] and [Yin Transformation], with 1-second cooldowns, unlimited usage, with effects only changing yin-yang values by +1/-1 without any other effects.

Flaw: Can only cultivate yin-yang series techniques, cannot cultivate other techniques.

Truth: Yin-yang values don't exist; yin-yang values are essentially a partial ordering in five-dimensional vector space.

Pseudo-Saint Path: Reincarnation Method

Approximate Cognition: There are seven clan techniques, called ABCDEFG clans. After releasing an A clan technique, the next technique can only be from the B clan, after B comes C... after completing ABCDEFG, return to A.

Flaw: Can only cultivate seven clan techniques.

Truth: One clan technique is essentially a type of technique with the same [usage conditions] and [usage effects]; these seven clans are essentially a loop in five-dimensional space.

Cognitive Filtering in the Rune System

//Automatic Sales Rune
Define ItemsForSale list: Xuantie Ore, Blood Coagulation Grass, Bone Washing Flower, Meat, Bone, Skin.

Define command QuickSell Item:
    Requirement: This item is in inventory. Currently at a trading place. Current trading place has buy orders for this item.
    Effect: Continue executing commands until requirements not met: Sell X Y, where X is this item, Y is the highest buy order price for this item at the current trading place.

Define command BatchSell:
    Requirement: Currently at a trading place.
    Effect: Check each group of items in inventory: If this group's item name is in the ItemsForSale list, then execute command: QuickSell X, where X is this group's item name.

Whenever I enter the Equality Holy Land Trading Center, execute command: BatchSell.
                        

Built-in Programming Language in Realm of Wind Spirit

Realm of Wind Spirit has a built-in programming language with syntax more similar to natural language than Python. Runes have many functions: automatic combat, automatic exploration, automatic mining, automatic selling, automatic faction management, custom positions, custom cultivation methods, etc.

To implement cognitive filtering, Realm of Wind Spirit contains many built-in runes, and players typically don't perceive the existence of runes. For example, the Yin-Yang method and Reincarnation method are both written with runes, not code. (Of course, players can also use runes to invent new methods and new panels.)

Many panels are also written with runes, such as the unified storage panel: the left list contains items like storage rings, boxes, trading center deposits, corpses in front, etc., and the right side is a grid of items in the selected entry. The game provides this panel directly to players, but players can manually view this panel's source runes, edit and reset them. The game backend only defines independent panels for various items in C# (e.g., a separate storage ring panel), while the unified storage panel is defined using runes. But players can use the unified storage panel normally even without knowing about runes. This is cognitive filtering.

Cognitive Filtering: The Perfect Solution to Complexity

Through the cognitive filtering mechanisms in the spell system and rune system, we have successfully encapsulated the highly complex gameplay and mechanics of Realm of Wind Spirit, creating diverse Pseudo-Saint Paths. Each player can find suitable special cases among different cultivation methods and systems, easily getting started and gradually going deeper.

With the Pseudo-Saint Path, complexity will never be a disadvantage of Realm of Wind Spirit, but rather an advantage—players can start with simple special cases and progressively explore deeper gameplay. In fact, in our design philosophy, the more complex the game, the better, because complexity brings endless possibilities, while cognitive filtering ensures this complexity doesn't become an obstacle for new players.

Game Versions

Single-player

Single-player Mode

2026
$100
One-time purchase
  • Procedurally generated world, complete game experience
  • Over a dozen starting options, from mortal to prince
  • Rapid bug fixes, continuous update support
  • Real-time calculation, freely adjustable time flow
  • RPG-style growth, reaching Nascent Soul in tens of hours

Default initial evolution over a million years. Default time flow is 1:60: one second on Earth, one minute in the game.

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DLC

Great Strife Era DLC

2027
Price TBD
Expansion content
  • Multiple specific worlds: Great Strife Era, Tyrant Era
  • Multiple specific starts: Current Grand Emperor, Ancient Grand Emperor
  • Start by possessing an NPC, inheriting resources and connections
  • Participate in the Great Strife Era, compete for Dao Integration opportunity
  • Experience special storylines in fixed worlds

In the original Realm of Wind Spirit, you possess a random NPC that meets conditions, while in the DLC, each specific start possesses a fixed NPC whose resources and connections have been carefully designed by us.

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Online

Official Server Online Version

2029
$100/month
Subscription
  • Supercomputer support, real-time calculation of billions of interactive NPCs
  • Time flow 1:10,000, Great Strife Era once a year
  • Mortal lifespan eight hours, Grand Emperor lifespan ten days, factions immortal
  • NPCs manage factions, worship players as ancestors
  • New characters join old factions, cross-character management of the same faction

Single-player version leans toward RPG, online version leans toward faction management. Stable prices, supports player-to-player RMB trading.

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About Us

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Responsible for drawing material images, concept art

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Responsible for designing game interfaces

Contact: a1181807822@gmail.com