
A unique hybrid between turn-based tactical games and traditional, character-centric RPGs. Knight's Tale is a modern retelling of a classic Arthurian mythology story filtered through the dark fantasy tropes, a twist on the traditional tales of chivalry.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Sep 14 → 1.67/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About





Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.49−70% | 7.5Kreviews | 84% | — | $2.2M |
| $44.99 | 908ratings | 89% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 843 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unfortunately, this game is missing some vital QoL features that are standard for the genre. Their absence makes the game frustrating. The issues are: [list][*]No grid. You only see a grid around whatever character you have selected, not the whole battlefield. There is no option or toggle for this either. [*]No ranged enemy range preview. You can't see what tiles these enemies are able to hit on their turn. This is the biggest problem the game has imo. And since there is no battlefield grid, you can't even manually count if you wanted to. [*] Character portrait ambiguity. The character portraits are just face pics with armour on, and since most wear helmets, its hard to tell them apart. There is no name underneath. And the outline for who is selected is also pretty faint. [*] Movement rules ambiguity. The game doesn't explain how movement works, particularly for diagonals. So it's hard to predict the cost to move diagonally without hovering over. Sometimes a diagonal will cost 1mp, othertimes 2.[/list] For all these reasons, this game loses my interest. Gonna refund.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Hungarian, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Italian*languages with full audio support
| $44.99 |
| 331ratings |
| 90% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Un super tactical RPG comme on les aime
A simple RPG tactical game where the basics of positioning, team composition and tactics matter with just enough RPG and building elements to keep you invested.
Generally speaking, this is a good game. 8/10, would recommend to fans of the genre. Its core gameplay, the combats, are fun. They are difficult, they require general strategy and specific tactics. There is a lot of content in the base game, and then there's an endgame which I didn't even play. The criticism I have should not dissuade others from buying the game. It is more directed at developers, who could learn from it. If you plan to play this game, don't read further. You might not even notice the things I will criticize, and that is probably better. 1: Pointless Exploration. This is a turn-based strategy game. It does not need exploration. Yes, the maps look nice. Yes, you can discover secret combat encounters by combing the map. But was that necessary, and does it make the game better? Not at all. It eats time. I want to spend my time with this game, but not studying Mordred's walking animation. I really enjoyed the combats. A lot. More than in many other games of the genre, by far. But the pointless walking around is just not what anyone is here for. Now, if you're thinking: But how else could we have made chains of combat encounters for one single mission? Then look to other games. In particular, Tactics Ogre. To siege a stronghold in that game, you are locked into a chain of combat encounters from which you cannot retreat until completed. It could have been the same here. Click on a mission, have 2-5 back-to-back combat encounters (with maybe one bonfire between each encounter). No walking required at all. 2: Quantity over Quality. Particularly in Act 3 against the Sidhe, I noticed that many encounters were just direct repetitions of previous encounters, with no changes except perhaps replacing one fodder archer for one fodder centaur. I understand that developers cannot create a hundred diverse enemy types, but then just reduce the number of combat encounters in the act. Or make it interesting. One of the fights in Act 3 had me facing one fey enchantress and 6 of the Unseelie Fog Knights (those who go untargetable, strong feckers). I looked at the fight, and thought: "Damn, they're tryna kill me here." And then I smiled! It was a unique fight! Similarly, instead of giving me the same fight 20 times, just give me one fight, but why not have me go up against 20 centaurs trying to run me over? Is it silly? Yes! Is it an unforgetable encounter? Also yes! 3: Boring Maps. I think it was in Act 2 where many of the encounters had explosive barrels that would spread some sort of black goo. I liked that, it was cool. Nothing special, really. Explosive barrels are as fundamental to the genre as the melee/range/caster distinction. Yet somehow, past Act 2, none of that was ever present again. Sure, the Fey would summon gates that spawned enemies, but that's just fancy-looking reinforcements and doesn't make the fights different. Just one more high-priority target to kill in the same manner that all priority targets are focused down. Now, I'm not saying all fights should have some map gimmicks. Boss fights in particular should not have them. But the same 20 boring encounters I mentioned earlier would have benefitted from some variety in terms of their gimmicks. 4: Spacious Maps. Empty space in maps makes for turns spent walking. But here comes the classic issue, something commonly known to anyone who ever played the Fire Emblem games: The one who walks into range first, loses. This game doubles down on that by permitting access to Overwatch and AP-Conservation across turns. So to play optimally, you don't move, you wait. But that's boring. I spent so many fights charging the enemies, suffering extreme damage for it, sighing, reloading, and then playing defensive and stationary while suffering next to no damage. And the easiest way to solve that is to just make the maps smaller. Spawn everyone in range of each other. Many of the fights in the game were like that, and those fights were significantly better because of it. All in all, still a great game. I loved the many small synergies between knights and their equipment, or knights and other knights.
Gute Story, passende Videos, gutes Feeling. Erstmal jeder Charakter spielt sich ein bisschen anders, wenn man sein Team gut zusammenstellt ist alles kein Problem. Es gibt eigentlich nur eines was mir nicht so gefallen hat, und zwar muss man in bestimmten Missionen den Hauptcharakter mitnehmen(er ist ein Tank), soweit eigentlich kein Problem, jedoch wenn man einen anderen Tank als Main mitnehmen will, naja 2 Tanks ist Kacke. Daher muss man sich schon fast für den Tank Mordred entscheiden. Ich kann hier aber nur ganz Klar sagen - Kaufen - hier wird niemand enttäuscht.
99 heures avant de désinstaller. Un vrai régal de composition d'équipe et d'aventures avec les chevaliers de la Table ronde. Excellent jeu que je ne peux que recommander.
优化很差,调的60帧结果大部分帧数在30 英雄满了必须永久遣散英雄才有新的英雄加入,就离谱 游戏职业跟技能大部分都相同,玩到后期很容易玩腻
After initially having problems with the game not loading correctly (it would open up a loading screen that never loaded), I had to reach out to the developer to fix the issue. I stopped playing a couple of months and the issue seems to have started up all over again. I haven't messed with any settings, so no idea why this game is unplayable again. Not worth playing for me due to always having issues getting into the game.
Spiel- und Leveldesign aus der Hölle. Hätte das Spiel einen Umfang von maximal 10 Stunden gehabt hätte man mit 2 Augen zudrücken sagen können, is ganz ok, aber hier wird alles so heftig in die Länge gezogen, dass es sich wie Arbeit anfühlt. Die Levelarchitektur ist so spannend wie morgens auf dem Weg zur Arbeit an der Kreuzung zu stehen. Man kann geradeaus, nach links oder nach rechts und manchmal ist es sogar so aufreibend, dass man frei entscheiden darf. Nur macht das keinen Unterschied, weil man eh in jedem Level im Kreis läuft und dort wieder rauskommt wo man angefangen hat. Die Kämpfe waren am Anfang tatsächlich ganz ok, bis man gemerkt hat, dass man alle 5 Sekunden gegen viel zu viele Gegner, bei denen es sich fast immer um die gleichen handelt, kämpfen muss. Meistens befinden sich so viele Gegner auf dem Spielfeld, dass sie sich in Zweierreihen wie vor einer Supermarktkasse aufbauen müssen. Was für ein Blödsinn. Wer lässt sich sowas einfallen? In den Leveln selbst gibts hin und wieder ein paar Schatzkisten zu finden und Leichen zu looten. Das wars. Hab auf schwer angefangen, dann auf normal gestellt und ab Ende Akt 3 auf Story, damit ich dieses Spiel endlich hinter mich bringen kann und nicht, weil die Kämpfe zu schwer sind, sondern nur so elendig laaaaaaaaaaaaang(weilig). Aber nicht mal auf Storymodus werden die Gegner weniger, aber wenigstens schwächer. Aber selbst im Storymodus ist man gezwungen die ganzen nervigen und belanglosen Nebenquests zu absolvieren, weil man auch hier keine Chance hat, wenn man selbst nur Level 13 ist und die Gegner der nächsten Hauptmission Level 16. Gut wäre auch ein Schwierigkeitsgrad bei dem man direkt nach der Startsequenz zum Ende springen kann und den Abspann sieht. Das würde ich sehr begrüßen, denn alles zwischendrin fühlt sich wie ein Zweitjob an. X-com 2 ist 10 Jahre alt und um Lichtjahre besser als dieses überflüssige und uninspirierende Spiel. Hier werden maximal 5 Stunden Content auf 40-50 oder mehr Stunden gestreckt. Liebe Devs, ihr solltet euch bei Ubisoft bewerben, die nehmen euch mit Kusshand.
Un super jeu tactique avec une bande son au top !! D'une certaine difficulté avec des choix à ne pas prendre à la légère au fur et à mesure qu'on avance dans l'histoire. Amoureux de la table ronde.. foncer en Avalon!!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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