Compare Tainted Grail: Conquest prices across 50+ stores and find the best deal. Developed by Questline. Published by Awaken Realms Digital. Released on 5/27/2021. Available on PC, Xbox. Genres: Action, Indie, RPG. Metacritic score: 82/100.

A deck-building roguelite RPG set in a grimdark Arthurian world where every run reshapes Avalon's cursed story. Bleak, crunchy, and surprisingly hard to put down.

Tainted Grail: Conquest sits in that specific sweet spot where deck-building roguelites and story-driven RPGs stop arguing and decide to share a table. Developed by Questline and published by Awaken Realms Digital, it drops you into a dying version of Avalon - not the romanticized Camelot you learned about in school, but a rot-soaked island where the Wyrdness slowly consumes everything and the NPCs you meet are barely holding on. The premise does a lot of heavy lifting, and to the game's credit, it earns its grimdark atmosphere through actual writing rather than just grey color palettes. The moment-to-moment gameplay loop is a map-crawling, encounter-resolving structure that fans of Slay the Spire or Monster Train will recognize immediately. You pick a class - there are several, ranging from spellcasters to melee bruisers - each with its own card pool, passive abilities, and upgrade paths. Runs last anywhere from one to three hours depending on your choices and how badly the RNG treats you, and the build variety holds up well past the point where most deckbuilders start repeating themselves. The card synergies reward genuine experimentation: a Shaman stacking bleed effects plays completely differently from a Cursed Knight fishing for armor-break combos, and neither playstyle feels like a trap. That said, early runs on harder difficulty tiers can feel punishing in ways that owe more to information scarcity than legitimate challenge, so expect a rough few hours before the systems click. The RPG layer is where Tainted Grail earns its separation from pure roguelite territory. Between combat nodes you encounter story beats, dialogue choices, and persistent narrative threads that carry across runs. These are not deep Baldur's Gate 3-level branching trees, and you should not expect them to be - but the writing is consistently above average for the genre, with a few character moments that genuinely land. The world has obvious roots in the Tainted Grail board game line from Awaken Realms, and the lore density shows. You can feel that someone cared about why Avalon is dying and who suffered for it. Filler quests exist, because they always do, but they are less common than you might fear. What the game does less well is holding your hand through progression clarity. The meta-upgrade systems between runs are functional but not especially intuitive at first glance, and some class unlocks require enough repeated runs that the word "grind" starts hovering uncomfortably nearby. The map generation can occasionally produce layouts that feel more punishing than procedurally interesting. And if you are someone who needs narrative closure on a per-session basis, the roguelite structure will occasionally frustrate - a good story thread can get cut short by a bad boss draw. For the right player, none of that matters much. If you have ever finished a Slay the Spire run and wished the world had more texture, or played a CRPG and wished combat had more mechanical crunch, Tainted Grail: Conquest is built almost precisely for you. Its 90 percent positive Steam rating from over eight thousand reviews is not an accident. The game launched in 2021 and has had time to mature, patch, and expand into something that respects your hours without wasting them. Monika, Scout Team

Tainted Grail: Conquest
ActionIndieRPG

Tainted Grail: Conquest

May 27, 2021QuestlineAwaken Realms Digital
GamerScout Says

A deck-building roguelite RPG set in a grimdark Arthurian world where every run reshapes Avalon's cursed story. Bleak, crunchy, and surprisingly hard to put down.

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About Tainted Grail: Conquest

Tainted Grail: Conquest sits in that specific sweet spot where deck-building roguelites and story-driven RPGs stop arguing and decide to share a table. Developed by Questline and published by Awaken Realms Digital, it drops you into a dying version of Avalon - not the romanticized Camelot you learned about in school, but a rot-soaked island where the Wyrdness slowly consumes everything and the NPCs you meet are barely holding on. The premise does a lot of heavy lifting, and to the game's credit, it earns its grimdark atmosphere through actual writing rather than just grey color palettes. The moment-to-moment gameplay loop is a map-crawling, encounter-resolving structure that fans of Slay the Spire or Monster Train will recognize immediately. You pick a class - there are several, ranging from spellcasters to melee bruisers - each with its own card pool, passive abilities, and upgrade paths. Runs last anywhere from one to three hours depending on your choices and how badly the RNG treats you, and the build variety holds up well past the point where most deckbuilders start repeating themselves. The card synergies reward genuine experimentation: a Shaman stacking bleed effects plays completely differently from a Cursed Knight fishing for armor-break combos, and neither playstyle feels like a trap. That said, early runs on harder difficulty tiers can feel punishing in ways that owe more to information scarcity than legitimate challenge, so expect a rough few hours before the systems click. The RPG layer is where Tainted Grail earns its separation from pure roguelite territory. Between combat nodes you encounter story beats, dialogue choices, and persistent narrative threads that carry across runs. These are not deep Baldur's Gate 3-level branching trees, and you should not expect them to be - but the writing is consistently above average for the genre, with a few character moments that genuinely land. The world has obvious roots in the Tainted Grail board game line from Awaken Realms, and the lore density shows. You can feel that someone cared about why Avalon is dying and who suffered for it. Filler quests exist, because they always do, but they are less common than you might fear. What the game does less well is holding your hand through progression clarity. The meta-upgrade systems between runs are functional but not especially intuitive at first glance, and some class unlocks require enough repeated runs that the word "grind" starts hovering uncomfortably nearby. The map generation can occasionally produce layouts that feel more punishing than procedurally interesting. And if you are someone who needs narrative closure on a per-session basis, the roguelite structure will occasionally frustrate - a good story thread can get cut short by a bad boss draw. For the right player, none of that matters much. If you have ever finished a Slay the Spire run and wished the world had more texture, or played a CRPG and wished combat had more mechanical crunch, Tainted Grail: Conquest is built almost precisely for you. Its 90 percent positive Steam rating from over eight thousand reviews is not an accident. The game launched in 2021 and has had time to mature, patch, and expand into something that respects your hours without wasting them. Monika, Scout Team

Tags

steamDeck-BuildingRogueliteGrimdarkArthurianBuild VarietyRun-BasedClass SystemCard SynergiesLore-Rich

System Requirements

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Reviews & Ratings

Metacritic
82
Steam
90%(8,208)

Game Info

Developer
Questline
Publisher
Awaken Realms Digital
Release Date
May 27, 2021

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