
Lead heroes in a battle for the Grail as humans and undead clash in a strategic quest filled with deckbuilding, kingdom management, and evolving turn-based combat.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Lead heroes in a battle for the Grail as humans and undead clash in a strategic quest filled with deckbuilding, kingdom management, and evolving turn-based combat.
Silence swept over the world as church bells faltered, their echo devoured by the grave's unsettling stir. The ancient prophecy foretold that once the Grail was found, death would vanish and a new era for humankind would begin. But when it happened, people who had passed away turned into the living dead. Panic spread: humans begged heroes to find the Grail again and restore the old order, while the undead refused to leave and prepared to claim the Grail for themselves.
Choose a hero to lead a quest for the Grail. A hero from the opposing faction will stand in your way. Each faction offers a unique playstyle, and every hero unlocks new abilities and alternative paths to victory.
Travel along the ring-shaped road around the Grail Temple. You decide what awaits on your path, with over 200 tiles offering unique effects. With each lap, enemies grow stronger, encouraging you to evolve your strategies and discover new combinations and rewards. Embrace the challenge as an opportunity for growth and chase mastery rather than fear failure.
The lands surrounding the Grail Temple are desolate, waiting to be claimed. Gather resources from forests and mountains, build fortresses to recruit troops, destroy enemy strongholds, discover powerful tile combinations, and more. But beware: the stronger you become, the more fiercely your enemies will try to stop you.
You’ll need cards to place tiles. Cards can be earned in battle or purchased with gold. Shops only offer cards from your deck, and each lap, you can add one random card. A carefully built deck ensures you always have the right tools for victory.
Each faction features over 20 units. Every unit has unique abilities, while heroes and their equipment can make your army even more deadly.
Engage in fast-paced turn-based combat. Decide which units to bring, how to position them, and which targets to strike - every choice shapes the outcome of the battle.
Your hero’s stats empower your army, while the enemy hero strengthens their forces. You must not only grow stronger yourself but also find ways to weaken your opponent. Equipment and artifacts grant powerful bonuses and unique effects - use them to their full potential to achieve victory.
4 Human heroes with unique stats & decks
4 Undead heroes with exclusive abilities
Endless roguelike loop gameplay
Card-driven kingdom building
Turn-Based combat system
Resource management & economy
Synergistic building combos
Powerful artifacts to collect
High replayability & progression
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"I want Loop Hero for dinner! We've got Loop Hero at home" Kingdom Loop Hero at home unfortunately feels too close to Loop Hero without doing enough to separate itself mechanically or stylistically. The core ideas aren’t necessarily bad, but the game lacks the polish, progression, and identity needed to stand on its own. After only a short time with it, the experience already started feeling repetitive and underdeveloped. There may be an audience for it, but compared to the games it clearly takes inspiration from, it felt difficult to recommend. [url=https://youtube.com/live/nsCIKN7hCHo?t=48m36s]Gameplay[/url]
Not a bad, it's a mix of Loop hero and some army building game. It's a fun game but the problem is that its not balanced and it has a lot of mechanics that you can just go with the "vibe". I played the demo and the full release, first impressions on the full release are good https://www.youtube.com/watch?v=QEiBzsEvhg4 It would be nice if the game progressivly tier up like Loop hero, not give all the armies at the start. You can unlock other heroes, including undead ones wich is a nice goal. I will give the game a positive review to encourage the genre but this is a lunch break game, something you play before going somewhere,i don't think the devs will have the time to rebalance all the mechanics and combat so it feels like a challenge and it's clear what you are doing.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Russian, Japanese, Polish, Portuguese - Brazil, Turkish
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Kingdom Loop steals its core identity directly from Loop Hero, but fails to build anything meaningful around that borrowed foundation. While copying those great mechanics gives it a decent starting point, the experience rapidly stalls due to a severe lack of content, upgrades, and long-term goals. Unlocking a few new lords is practically the only thing to strive for. The addition of turn-based tactical combat is an interesting spin on the formula, but in practice, it feels like an unpolished afterthought that lacks the refinement needed to hold your attention.
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I know this game will be very segmented. Because for me this game not easy for me even the look like easy to play. Some mechanic maybe make people confuse about that, but this is still early launch and just give the dev to update the game. I'm very like the concept and the genre. To be honest i'm not beat any boss in this game yet and it's very challenging. I hope the dev start to consider about rebalanced the game, but not make the game too easy. Cheers dev.
Fantastic game and one of the most addicting experiences! After 3 complete winning runs (about 5 runs total) I have some balancing and replayability feedback: 1. Priority Manipulation Cards issues “Priority manipulation” cards lose their value when players can manually choose targets. If the game is designed around auto-battle, then this mechanic works fantastically and actually becomes one of my favorite systems because it adds real tactical depth. But with manual targeting available, these cards feel almost pointless since the player can already solve the problem directly. ### 2. Units Meta Progression Pushes Players Into the Same Build Every Run Right now, progression heavily favors producing and stacking the strongest units, which makes runs start to feel too similar. I was hoping I could play different sets of units that work well together instead of always chasing the same Angels, Lions, and Dragons every run. Allow more viable compositions, where synergy matters more than simply rushing the same strongest units every time (already on the right path with certain units buffing from same resources) ### 3. Balance Between Units, Buildings, and Hero Gear Needs Improvement I think this can be improved with stronger rock > paper > scissors balancing not only between units, but also across the three main power sources: * Units * Building buffs * Hero gear buffs The goal should be that: * a hero with the best gear * a hero with the best tile/building setup * and a hero with the best units should all feel equally powerful and equally capable of winning. Right now, units feel too dominant compared to other progression paths. Balancing these three systems more evenly would create much more strategic variety and make different playstyles feel equally rewarding. 4. Heroes Don’t Feel Different Enough The differences between heroes feel too small on the larger scale of a full run. A big reason is probably issue #2—since strong unit progression dominates, hero identity gets overshadowed. Heroes should feel like they create meaningfully different run strategies, not just small card variations. 4. Meta Progression Feels Mostly Finished Too Fast After only 3 runs, it already feels like I’ve basically unlocked most of the game. Hoping to see stronger long-term systems like passive unit abilities, synergies, coop PvE/PvP to be able to play daily vs 1-2 days experience
Loop Hero с хорошей графикой, но без соответствующей вариативности и метапрогрессии. Игра безумно хороша, как демо-версия. Как полноценный проект, это к сожалению - слабо. Тег "реиграбельность" - надо убирать из описания игры. Сделал 3 забега, в первом - непонятно было че и как, во втором до меня дошло, как работают механики. В третьем забеге - я вынес всё вперёд ногами. На этом игровой процесс закончился. Что я получил за победу? Ну в целом, ничего. Запустил 4ый забег, чуть не умер от скуки, ведь в третьем я видел всё. Цена - 5баксов. За 5 баксов, нынче в кино не сходить. 5 часов удовольствия я получил, поэтому отзыв положительный. Но у игры есть офигенный потенциал.
Nice idea but ruined by the impossibility of progression. No matter what strategy you adopt the AI will crush you every boss fight. It is stunningly overpowered. Absolutely no point in playing. Unfortunately it;s too late for a refund. Totally ridiculous.
Schwer! Das Spiel ist verdammt schwer. Da steckt viel Frustpotential drin. Bisher habe ich keine Möglichkeit gefunden den Schwierigkeitsgrad einzustellen. Ich habe es in Mehren versuchen mit dem Start-Helden nicht geschafft den ersten Boss zu besiegen. Alle meine Einheiten wurden vernichtet, ohne dass ich es geschafft habe auch nur eine der Einheiten vom Boss Gegner auszuschalten. Teilweise bin ich nicht mal bis zum ersten Boss gekommen. Einige Mechaniken und Zusammenhänge zwischen Gebäuden und Einheiten sollten deutlich besser erklärt werden. Auch bei Gebäude die Ressourcen Produzieren, aber auch feindliche Einheiten sollte das deutlicher hervorgehoben werden. Bei mir traten auch einige Fehler auf: Am häufigsten der, dass ich ein Gebäude oder Gelände nicht Platzieren konnte, es dann irgendwo automatisch platziert wurde, wo es zum Teil nutzlos war. Manchmal verschwanden Einheiten aus der Reserve, tauchten dann beim Austauschen von Aktiven Einheiten und Einheiten aus der Reserve wieder auf. Wenn ein Spiel schon am Anfang so schwer ist, verliert man schnell die Lust weiterzuspielen. Die Demo Version war deutlich zugänglicher und leichter. Diese war zwar auch herausfordernd aber etwas leichter. Da Spiel hat Potential und ist auf jeden fall eine Zeit lang unterhaltsam. Daraus könnte ein sehr gutes Spiel werden. Ich bereue den Kauf nicht.
Может быть да, но не в текущем состоянии увы. Лично мне хочется прогресса между забегами и крупнее шрифт, может стоит забалансить получение ресурсов в сторону упрощения их получения, добавить скорость х8, упростить получение новых героев, большая часть игроков буквально 95% до них тупо не дойдет, забросит игру еще на моменте окончания первого забега, а ведь надо еще разобраться с тегами воинов и статами которые их бафают . В стиме нет нейтральных отзывов так что я оставлю положительный, игра может быть хорошей, но для этого ей надо стать проще, в данные момент мне проще сесть поиграть в 10 других игр в которых будет проще разобраться чем пытаться родить ёжика в этой игрушке PS: ладно, я поиграл еще пару забегов, допер как работают комбинации зданий, что-то в этом есть, НО надо ОБЯЗАТЕЛЬНО делать игру ПОНЯТНЕЕ, потому что человек зайдет, сделает один забег, ничегошеньки не поймет и нажмет рефанд
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Players by region
Where this game's players are, estimated from review languages.
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