Compare King Arthur: Fallen Champions prices across 50+ stores and find the best deal. Developed by NeocoreGames. Published by Paradox Interactive. Released on 9/16/2011. Available on PC. Genres: RPG, Strategy. Metacritic score: 54/100.

What remains when you strip a grand-strategy RPG down to only its weakest parts is a cautionary data point, not a purchase recommendation - and Fallen Champions is exactly that experiment, run live.

My spreadsheet instincts kicked in the moment I realized what Neocore had actually shipped here: a standalone release that discards the entire strategic campaign layer that made the original King Arthur worth tracking. Gone are the province management, territory recruitment, lieutenant loyalty mechanics, and seasonal turn structure. What you have left is the real-time battle engine and a text-adventure wrapper - which is precisely the combination that critics of the first game complained about most. That is a difficult starting position for any follow-up product. The structure runs across three hero campaigns, each telling a self-contained story that eventually converges. Sir Lionel is a straightforward melee-heavy knight supported by healing monks, playing closest to a conventional real-time tactics experience. Lady Corrigan of the Sidhe brings spell-casting and stealth-oriented missions where her units must avoid enemy patrols and campfires entirely. Drest the Chosen is the most mechanically interesting of the three: the Pictish shaman can raise fallen enemies as ghost units and summon spectral wolves, and a mana-generation loop tied to enemy deaths means his kit rewards aggressive play. Each storyline covers three battles, adding up to nine total skirmishes before a combined finale - so the runtime is short even by expansion standards. Terrain features like hills, river crossings, and ruined keeps do add some genuine positioning decisions, and mission variety is reasonable: stealth runs, siege assaults, and defensive holds all appear. The pre-mission text adventures, where choices determine which units you carry into the fight, are the clearest link back to what made King Arthur 1 interesting. The problems are structural and hard to ignore for anyone who cares about decision depth. The hero skill trees are severely trimmed compared to the base game, offering only one or two upgrade choices per level rather than the broader progression the original supported. The campaign map - with its territory-building, economy management, and political maneuvering - is absent entirely, which removes the planning layer that gave battles strategic weight. The combat AI was already the series' weak point, with unit pathfinding that frequently sends squads in the wrong direction and formations that do not hold reliably under pressure. Without the grand-strategy context surrounding each engagement, those AI shortcomings are much more exposed. The camera is clumsy at close range and cannot pull back far enough to read large maps cleanly. Saving is disabled during battles, which is punishing given that some missions run well past an hour even with time acceleration active. A note for newcomers who have not touched the series: Fallen Champions is technically playable without prior context, and the story is self-contained enough that you will not be lost. But the tutorial covers only the bare basics of unit movement and combat, leaving the hero ability interactions and unit counters entirely undocumented. If you are curious about the King Arthur series as an entry point, the original Role-playing Wargame is the correct starting place - it has the full strategic campaign that gives the combat layer actual meaning, and it is the game whose design this expansion inadvertently argues for by removing it. Metacritic sits at 54 and Steam user sentiment lands in mostly-negative territory, which aligns with the consensus: competent in isolated moments, unsatisfying as a whole product. Diego, Scout Team

King Arthur: Fallen Champions
RPGStrategy

King Arthur: Fallen Champions

Sep 16, 2011NeocoreGamesParadox Interactive
GamerScout Says

What remains when you strip a grand-strategy RPG down to only its weakest parts is a cautionary data point, not a purchase recommendation - and Fallen Champions is exactly that experiment, run live.

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About King Arthur: Fallen Champions

My spreadsheet instincts kicked in the moment I realized what Neocore had actually shipped here: a standalone release that discards the entire strategic campaign layer that made the original King Arthur worth tracking. Gone are the province management, territory recruitment, lieutenant loyalty mechanics, and seasonal turn structure. What you have left is the real-time battle engine and a text-adventure wrapper - which is precisely the combination that critics of the first game complained about most. That is a difficult starting position for any follow-up product. The structure runs across three hero campaigns, each telling a self-contained story that eventually converges. Sir Lionel is a straightforward melee-heavy knight supported by healing monks, playing closest to a conventional real-time tactics experience. Lady Corrigan of the Sidhe brings spell-casting and stealth-oriented missions where her units must avoid enemy patrols and campfires entirely. Drest the Chosen is the most mechanically interesting of the three: the Pictish shaman can raise fallen enemies as ghost units and summon spectral wolves, and a mana-generation loop tied to enemy deaths means his kit rewards aggressive play. Each storyline covers three battles, adding up to nine total skirmishes before a combined finale - so the runtime is short even by expansion standards. Terrain features like hills, river crossings, and ruined keeps do add some genuine positioning decisions, and mission variety is reasonable: stealth runs, siege assaults, and defensive holds all appear. The pre-mission text adventures, where choices determine which units you carry into the fight, are the clearest link back to what made King Arthur 1 interesting. The problems are structural and hard to ignore for anyone who cares about decision depth. The hero skill trees are severely trimmed compared to the base game, offering only one or two upgrade choices per level rather than the broader progression the original supported. The campaign map - with its territory-building, economy management, and political maneuvering - is absent entirely, which removes the planning layer that gave battles strategic weight. The combat AI was already the series' weak point, with unit pathfinding that frequently sends squads in the wrong direction and formations that do not hold reliably under pressure. Without the grand-strategy context surrounding each engagement, those AI shortcomings are much more exposed. The camera is clumsy at close range and cannot pull back far enough to read large maps cleanly. Saving is disabled during battles, which is punishing given that some missions run well past an hour even with time acceleration active. A note for newcomers who have not touched the series: Fallen Champions is technically playable without prior context, and the story is self-contained enough that you will not be lost. But the tutorial covers only the bare basics of unit movement and combat, leaving the hero ability interactions and unit counters entirely undocumented. If you are curious about the King Arthur series as an entry point, the original Role-playing Wargame is the correct starting place - it has the full strategic campaign that gives the combat layer actual meaning, and it is the game whose design this expansion inadvertently argues for by removing it. Metacritic sits at 54 and Steam user sentiment lands in mostly-negative territory, which aligns with the consensus: competent in isolated moments, unsatisfying as a whole product. Diego, Scout Team

Tags

singleplayertier:sub-5Real-Time TacticsHero CampaignText Adventure QuestsArthurian SettingLinear CampaignNo Campaign MapTactical PositioningMoral ChoicesShort Runtime

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP SP2 or Vista or Windows7
Sound
DirectX 9-compliant sound card
Memory
WinXP - 1Gbyte RAM, WinVista, Win7 – 1,5Gbyte RAM
DirectX®
9.0c or higher
Processor
AMD Athlon 4000+ or equivalent Intel CPU
Additional
3-button mouse, keyboard and speakers
Video Card
Nvidia 8600 GT (256Mbyte) / ATI Radeon HD3650 (256Mbyte)
Hard Disk Space
8 Gbyte

Recommended

OS
Windows XP SP2 or Vista or Windows7
Sound
DirectX 9-compliant sound card
Memory
WinXP - 1,5Gbyte RAM, WinVista, Win7 - 2Gbyte RAM
DirectX®
9.0c or higher
Processor
AMD X2 6000+ or equivalent Intel CPU
Additional
3-button mouse, keyboard and speakers
Video Card
Nvidia 9800 GT 512MB or Ati 4850 512MB
Hard Disk Space
8 Gbyte

Community Discussion

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Reviews & Ratings

Metacritic
54

Game Info

Developer
NeocoreGames
Publisher
Paradox Interactive
Release Date
Sep 16, 2011

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King Arthur: Fallen Champions is available on PC.

When was King Arthur: Fallen Champions released?

King Arthur: Fallen Champions was released on 16 September 2011.

Who developed King Arthur: Fallen Champions?

King Arthur: Fallen Champions was developed by NeocoreGames and published by Paradox Interactive.

Is King Arthur: Fallen Champions worth buying?

King Arthur: Fallen Champions holds a Metacritic score of 54/100, making it one of the standout RPG titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.