⚠️ Now in Alpha – expect bugs, wipes, and wonder.
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.
Wuxia Logs is a passion project by a solo developer, Textsloth. Your support helps keep the world growing.
Update Log: Companions & The Path of Semi-Idle Cultivation
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.
Update Log — System Refinement & Battle Flow Revamp
Core Systems & Stability
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:
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.
Update Log — Combat Flow & UI Polish
Update Log — New Features & Foundations
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.
Update Log — New Events & A Major Milestone
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.
Update Log — Additional Reputation System & Combat QOL
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.
Update Log — New Skill & System Reworks
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!
Update Log — Bug Fixes & System Reworks
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.
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:
This change is a foundation for many upcoming features and expands the possibilities for richer Wuxia adventures.
Update Log
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.
More zones, stories, and systems are in active development. Feedback is welcome.
Contact: [email protected] · Ko-fi · itch.io · Bluesky
Wuxia Logs · Lite is a roguelike survival spin — snowbound runs, fast encounters, and replayable challenge.
Wander freely - uncover stories, hidden secrets, daily life, and fateful encounters.
Jianghu and Wulin - where martial heroes roam, sects clash, and wugong shapes fate.
Interrupt, counter, and outplay in the flow of battle - easy to pick up, hard to master.
Skills improve as you use and practice them - refine your wugong, strengthen through effort, and make your style truly yours.
See enemy stats and secrets if your perception, skills, or level are high enough.
The game doesn’t punish you for missing days, and never will rely on streak systems.
There’s session fatigue for pacing, but no hard timers, refill waits, or premium energy systems.
Progression, rewards, and items never rely on random paid pulls.
No mandatory co-op, no guild chores, no competitive pressure.