⚠️ Now in Alpha – expect bugs, wipes, and wonder.

Wuxia Logs – A Text-Based Wuxia Game

Wuxia Logs is a wuxia text-based game you can play free in your browser. It’s a calm, story-driven wuxia text RPG with exploration, tactical turn-based combat, and guest play, no download, no signup required.

“For people who want to live in a Wuxia world while living in the real one.”

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Wuxia Logs is a passion project by a solo developer, Textsloth. Your support helps keep the world growing.

11/30/2025 log Auto-battle system added, basic Companion support.

Update Log: Companions & The Path of Semi-Idle Cultivation

  • Semi-Idle Cultivation Toggle: Added a Basic Auto-Battle System toggle! If you believe your martial foundation is strong enough, you can now close your eyes during simple fights. This is a core part of making Wuxia Logs playable while you handle real-life duties.
  • Basic Companion System: Implemented the foundational system for Combat Companions. Currently, only the NPC Lian can assist you in battle, but this is a clear sign that you will not always walk the Jianghu alone! (You may find her inside the local Inn, if you are fortunate enough to be close to her.)
  • Improved Information: Both the Skill UI and the Item Inventory UI now provide better, more detailed information, making character planning and inventory management much clearer.
  • General Stability & Quality: Applied various fixes and made continuous improvements across the board.

A Note: Balancing the Path

Hi everyone! This update officially begins our shift toward the "Semi-idle" Wuxia game loop I've been aiming for. I know many of us want to live a Wuxia life while still living our real lives, and the new auto-battle feature is key to that.

Moving forward, the most crucial task is balancing the game loop around this new system. We need to ensure that the time you spend AFK (auto-battling) feels rewarding, but the time you spend actively playing (tackling tough encounters, managing companions, engaging with the story) remains necessary and strategic. That balance is what truly defines a good semi-idle game.

Thank you for helping me test this new direction. Please let me know if you encounter any bugs. Your feedback is vital as I forge this new flow.

11/21/2025 log Major battle system overhaul and core systems improvements.

Update Log — System Refinement & Battle Flow Revamp

Core Systems & Stability

  • Account Titles & Rewards System: Implemented foundational systems for Account Titles (for player recognition and future character effects) and Redeem Codes, which will be the primary mechanism for distributing unique, permanent rewards to our Alpha supporters.
  • Smarter Enemies: Refined the logic for NPC behavior, ensuring enemies and dynamic encounters now react more intelligently and logically to player actions.
  • Faster Place Events: Optimized core event handlers in places like shops, inns. Interactions and event triggers should now respond significantly faster, leading to less waiting.
  • Polished Skill UI: The Skill User Interface (UI) has been significantly cleaned up and now provides more detailed information about each skill's effects and requirements, making it easier to plan your character's build.

Major Battle System Refactor: The Flow of Focus

The continuous work on the battle system's core backend has culminated in a major shift in tactical combat:

  • Introducing Focus-Driven Reactions: The arbitrary limit on using Reaction skills (like Parry, Block, and Counterstrike) has been removed! You are now limited only by your resources.
  • New Rule: Every Reaction skill now requires Focus to be activated. This means you can react multiple times in a single turn, but only if you have carefully planned and conserved your Focus.
  • More Tactical Depth: This change greatly improves the flow and tension of combat while maintaining the simplicity of the original system.
  • The Choice: Players must now strategically decide whether to spend Focus on a devastating Finisher or conserve Focus to execute a perfectly timed Defensive Reaction to survive an enemy's powerful attack.
  • Immersive Action: This design makes perfect sense for the Wuxia world: important, split-second actions require absolute concentration to perform.

A Note:

Hi everyone! I know this week was heavy on "nuts and bolts" updates, especially with the battle system refactor now complete (though I know we still need to chase stability bugs). I also know some of you are checking back often for the promised new zones and Sects.

The goal of this Alpha isn't just to drop story chapters; it's to build a stable system that can handle the massive amount of content I plan to add later. I need the "engine" to be ready so that future updates can be bigger and arrive faster.

I know waiting is hard, and I truly appreciate the 4-5 of you who keep checking in. I'm working as hard as I can with the time I have to make sure the foundation is worthy of the game we all want this to be.

Lastly, as always, I openly welcome your feedback. Please test the new reaction system! If you have thoughts on the combat flow, the strategic value of Focus, or anything else, please share them. Your insights are invaluable as I refine the experience.

11/15/2025 log Snappier combat and easier to organize your martial arts.

Update Log — Combat Flow & UI Polish

  • Refined the core logic for battle flow. Combat actions and round transitions should now feel significantly 'snappier' and more fluid, with less delay.
  • Implemented new Skill Filters in the Battle UI. You can now toggle between 'All', 'Standard', 'Reaction', and 'Finisher' skills, making it much easier to plan your martial arts.
11/13/2025 log New Skills, Crafting Foundation, & Journey Logs

Update Log — New Features & Foundations

  • New Skills: Added 2 new skills, which can be learned at the Village Training Ground.
  • Journey Logs: Added a new "Journey Logs" section to the Character page. This will be used for future summaries.
  • Crafting Foundation: Added the first version of the crafting window, starting the foundation for the new crafting system.
  • Performance: Events in places (like inns and shops) should now respond much faster.

A Note

Thank you for all the feedback. To make this easier for everyone, I plan to add an in-game feedback form in a future patch.

My main focus now shifts to the next major update, which will introduce 2 new zones and the first two Sects! Thank you for trying the game, and I hope you have a nice day.

11/04/2025 log New Events, and a Major Milestone

Update Log — New Events & A Major Milestone

  • New Event: Added a new conversation line with the Support Novice, which can be unlocked after gaining relationship points from sparring.
  • New Passive Skills: "Basic Herbalism" and "Wilderness Sense" can now be learned from NPCs in the village. These will unlock new choices and opportunities during events.
  • New Setting: You can now adjust the text speed in the game's settings panel.
  • Bug Fix: Fixed a bug where the Bedroll item was incorrectly making you rest slower than normal.

A Note

I'm thrilled to announce that the basic Sect system is complete and now in testing locally! This is a huge milestone. It means the core, foundational framework of the game is finally in place.

With all the basic systems built (there will be more features), the real journey can now begin: polishing the world, expanding the story, and truly infusing this game with the heart of Wuxia. I can't wait to share what's next.

10/29/2025 log Reputation System Foundation & Battle QOL

Update Log — Additional Reputation System & Combat QOL

  • Battle QOL: Improved the skill selection UI during combat.
  • Battle QOL: Added a new "Auto-Pass Reaction" toggle to speed up combat flow.
  • New Feature: Reputation is now visible on your Character page.
  • System Foundation: Training Grounds and Shops can now have reputation requirements.

A Note

This patch adds some key quality-of-life features to combat and lays additional foundation for the Reputation system.

This is a critical building block for the upcoming Sects, as your standing with a faction will soon unlock exclusive skills and items.

10/25/2025 log New "Looking" Skill & Major Battle Rework

Update Log — New Skill & System Reworks

  • New Skill: "Looking for Someone" - You can now actively search for specific NPCs in your current location (like the Inn Attendant). This is a foundational system that will be used for many future encounters.
  • Battle System Rework - The entire battle system has been redesigned on the backend. This makes combat much more stable and reliable, paving the way for future expansions.
  • New Player Onboarding - Added several new starter events to help guide new players and explain how the world works.

A Note

This was another major foundational update. These new systems (like "Looking for Someone" and the battle rework) are the pillars that future content will be built on.

My focus is now shifting to the minor fixes and polish needed to finally unlock the new zones. I'm pouring a lot of my time into this update, and like cultivating a strong martial foundation, it cannot be rushed. These big changes are bringing us much closer to the next chapter. Thank you for your support!

10/13/2025 log Bug Fixes & New Content Foundations

Update Log — Bug Fixes & System Reworks

  • Bug Fix: The bug in the Deep Forest zone has been resolved. My apologies to all who were stuck.
  • Dialogue Overhaul: Conversations and events now have a much better flow, feeling more natural and immersive.
  • General Stability: Dozens of smaller bugs were fixed while developing the new content.

A Note

My focus has been on building the new zones. To ensure they are rich with content from day one, I am developing the new sect, skill, and item systems at the same time. This approach will make sure the new areas launch with meaningful content, not just as empty maps.

The final pieces, such as sect task boards and more immersive NPCs, are now the main focus. Thank you for your patience and for your invaluable help during this alpha test.

10/03/2025 log Places integration for faster, cleaner exploration

Update Log — Places Integration

The insides of places are now integrated directly into the exploration page.
This makes the experience faster and reduces bugs caused by page switching.

With this update, places can now handle NPC triggers inside them.
This opens the door to immersive features in future patches:

  • An inn waiter greeting the player when entering
  • Special ambush events while resting in inns
  • Text notices of other unknown martial heroes passing by in the same zone

This change is a foundation for many upcoming features and expands the possibilities for richer Wuxia adventures.

09/27/2025 log Event refactor, new zones WIP, performance WIP

Update Log

  • Event system refactor: A complete restructuring of how events are stored and triggered. This lays the groundwork for more flexible dialogues, branching logic, and scalable translation support.
  • New zones under construction: The world is expanding beyond the starting areas. These zones will bring tougher enemies, fresh encounters, and unique rewards once the foundation is ready (including the first starter sects).
  • Performance improvements (WIP): Ongoing work to optimize the backend for exploration and battles. Once complete, this will make the Jianghu smoother to traverse even as more content is added.

A Note

Sometimes the most important updates are invisible. While there isn’t much new story this week, the underlying changes are what make future content possible.

Early Alpha

More zones, stories, and systems are in active development. Feedback is welcome.

Contact: [email protected] · Ko-fi · itch.io · Bluesky

For a quick break?

Wuxia Logs · Lite thumbnail

Wuxia Logs · Lite is a roguelike survival spin — snowbound runs, fast encounters, and replayable challenge.

>> What kind of world is Wuxia Logs?

Endless exploration

Wander freely - uncover stories, hidden secrets, daily life, and fateful encounters.

Immersive Wuxia World

Jianghu and Wulin - where martial heroes roam, sects clash, and wugong shapes fate.

Tactical turn-based combat

Interrupt, counter, and outplay in the flow of battle - easy to pick up, hard to master.

Mastery growth

Skills improve as you use and practice them - refine your wugong, strengthen through effort, and make your style truly yours.

Insight & Awareness

See enemy stats and secrets if your perception, skills, or level are high enough.

>> A different kind of journey

No daily login requirement

The game doesn’t punish you for missing days, and never will rely on streak systems.

No stamina gates

There’s session fatigue for pacing, but no hard timers, refill waits, or premium energy systems.

No gachas or lootboxes

Progression, rewards, and items never rely on random paid pulls.

Completely solo-friendly

No mandatory co-op, no guild chores, no competitive pressure.

>> What paths are yet to open?