Compare Redemption: Eternal Quest prices across 50+ stores and find the best deal. Developed by SimProse Studios. Published by Conglomerate 5. Released on 8/28/2015. Available on PC. Genres: Casual, Indie, RPG, Strategy.

Think Football Manager, but your squad carries swords instead of shin guards. Decent roster tension, shallow combat, and a firmly mixed Steam reception make this one strictly for genre completionists.

My instinct when I see a roster-management RPG is to lean in hard, and Redemption: Eternal Quest gave me just enough reason to do that before quietly walking it back. The core loop is genuinely coherent: you recruit a party of six adventurers, each with their own stat spreads and hidden potential curves, then send them into procedurally generated quests while juggling gold flow, injuries, aging, and contract renegotiations. Pacts can be structured as upfront payments, yearly salaries, or a percentage cut of treasure found, which is a legitimately interesting economic wrinkle for a game sitting in a sub-five-dollar price bracket. The sim layer is where things hold up best. Deciding whether to train a young warrior through the school system or cut your losses and draft a seasoned hireling is a real decision. Watching a character's hidden development curve unlock into something useful, or quietly flatline into mediocrity, produces the same low-key drama that keeps sports management fans hooked for hundreds of hours. Quest selection also carries weight: danger and treasure ratings create a genuine risk-reward calculus, and the campaign length options (25, 50, or 100 years, plus unlimited) let you set your own scope. Randomly generated events per turn keep runs from feeling identical, at least early on. Here is the problem, and it is hard to ignore with a 59 percent Steam rating staring you in the face. The card-based combat system, which pits your minion cards against over 200 monster types in what amounts to a number-reveal mechanic, adds almost nothing strategically. You lay cards down, a higher value wins, you move on. For a sim that earns its keep on decision-making, handing the most dramatic moments to a near-random flip is a structural mismatch. Several reviewers across the community flagged this same disconnect, and it is fair criticism. The game also sits in an awkward middle ground on interactivity: too passive to be a background idle game, too thin on active choices to justify sustained focus. For newcomers to the management-RPG space, I would actually point toward this as a low-stakes entry point precisely because of the stripped-back design. There is no ability tree to memorize, no sprawling tech web, and the UI is clean enough that a first-time player can understand what every number does within an hour. The aging and morale engines introduce meaningful long-game variables without burying them in menus. If you have played something like a sports management title and always wanted the fantasy-dungeon equivalent without the full commitment of a Darkest Dungeon, there is a real 15 to 20 hour loop here that satisfies on those terms. Just go in understanding that "tactical combat" is not what this game is selling, even if the minion card system implies otherwise. Diego, Scout Team

Redemption: Eternal Quest
CasualIndieRPGStrategy

Redemption: Eternal Quest

Aug 28, 2015SimProse StudiosConglomerate 5
GamerScout Says

Think Football Manager, but your squad carries swords instead of shin guards. Decent roster tension, shallow combat, and a firmly mixed Steam reception make this one strictly for genre completionists.

PC
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About Redemption: Eternal Quest

My instinct when I see a roster-management RPG is to lean in hard, and Redemption: Eternal Quest gave me just enough reason to do that before quietly walking it back. The core loop is genuinely coherent: you recruit a party of six adventurers, each with their own stat spreads and hidden potential curves, then send them into procedurally generated quests while juggling gold flow, injuries, aging, and contract renegotiations. Pacts can be structured as upfront payments, yearly salaries, or a percentage cut of treasure found, which is a legitimately interesting economic wrinkle for a game sitting in a sub-five-dollar price bracket. The sim layer is where things hold up best. Deciding whether to train a young warrior through the school system or cut your losses and draft a seasoned hireling is a real decision. Watching a character's hidden development curve unlock into something useful, or quietly flatline into mediocrity, produces the same low-key drama that keeps sports management fans hooked for hundreds of hours. Quest selection also carries weight: danger and treasure ratings create a genuine risk-reward calculus, and the campaign length options (25, 50, or 100 years, plus unlimited) let you set your own scope. Randomly generated events per turn keep runs from feeling identical, at least early on. Here is the problem, and it is hard to ignore with a 59 percent Steam rating staring you in the face. The card-based combat system, which pits your minion cards against over 200 monster types in what amounts to a number-reveal mechanic, adds almost nothing strategically. You lay cards down, a higher value wins, you move on. For a sim that earns its keep on decision-making, handing the most dramatic moments to a near-random flip is a structural mismatch. Several reviewers across the community flagged this same disconnect, and it is fair criticism. The game also sits in an awkward middle ground on interactivity: too passive to be a background idle game, too thin on active choices to justify sustained focus. For newcomers to the management-RPG space, I would actually point toward this as a low-stakes entry point precisely because of the stripped-back design. There is no ability tree to memorize, no sprawling tech web, and the UI is clean enough that a first-time player can understand what every number does within an hour. The aging and morale engines introduce meaningful long-game variables without burying them in menus. If you have played something like a sports management title and always wanted the fantasy-dungeon equivalent without the full commitment of a Darkest Dungeon, there is a real 15 to 20 hour loop here that satisfies on those terms. Just go in understanding that "tactical combat" is not what this game is selling, even if the minion card system implies otherwise. Diego, Scout Team

Tags

singleplayertrading-cardstier:sub-5Roster ManagementContract NegotiationProcedural EventsAging SystemRisk-Reward QuestingCard CombatFantasy Management Sim

System Requirements

Minimum

OS
Windows XP or higher (Windows 7 requires system fonts be set to 100% - 96 DPI - to work properly)
Memory
1 GB RAM
Storage
60 MB available space
Graphics
1GB Video Card or higher
Processor
Pentium Celeron class or higher
Sound Card
Recommended for music or sound
Additional Notes
1366x768 resolution or higher (higher res will run in window)

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Game Info

Developer
SimProse Studios
Publisher
Conglomerate 5
Release Date
Aug 28, 2015

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2026-06-100.36(lowest)
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Redemption: Eternal Quest is available on PC.

When was Redemption: Eternal Quest released?

Redemption: Eternal Quest was released on 28 August 2015.

Who developed Redemption: Eternal Quest?

Redemption: Eternal Quest was developed by SimProse Studios and published by Conglomerate 5.