
Step into a dark reimagination of Arthurian legends in this first person, open world RPG. Explore a world stuck in everlasting autumn, witness falling legends and make meaningful choices woven into a complex, branching storyline.
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Prices
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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): 42.43/day in the week to Jul 21 → 59.8/day in the week after.
About

Step into the world of Tainted Grail: The Fall of Avalon, a mature, first-person perspective open-world RPG that immerses you in a dark fantasy realm inspired by Arthurian legends.
Uncover a complex and branching main storyline that lets you shape the legacy of King Arthur’s reign, 600 years after his fall amidst unending strife.
This game is a love letter to open-world FPP RPGs.

Massive gameplay experience: Dive into 50-70 hours of rich content spanning three expansive zones.
Branching narrative: Engage with a complex main story and hundreds of side quests featuring remarkable, voiced characters.
Limitless playstyles: Customize your gameplay with countless builds—mix attributes, skills, and gear to create your favorite setup.

Every corner of Avalon is packed with discoveries—hidden items, story secrets, unique enemies, dungeons, quests, and fascinating NPCs. Freely explore at your own pace and forge your path in a truly open world.

Switch seamlessly between melee weapons, shields, bows, magic, throwables, mixtures, and more. Dodge, parry, and block to protect yourself from danger. Experiment to develop your ultimate combat style against a wide variety of challenging enemies.

With all the stats, perks, equipment, and crafting, you can shape your playstyle exactly how you wish.
Want to be a crazy alchemist-berserker punching enemies to death? Sure.
A mystical blacksmith-mage summoning undead hordes? We’ve got you covered.
A stealthy archer lurking in the shadows? Say less—this is the game for stealth archer enthusiasts.

Experience three distinct zones, each packed with quests, NPCs, items, and more:
Misty Horns of the South
Sunlit Cuanacht Village
Frozen peaks of the Forlorn Swords

Avalon is alive with various supporting activities that enrich your journey. Participate in sketchbook journaling, fishing, farming, blacksmithing, alchemy, cooking, mining, managing your house, and more.

At night, the Wyrdness—a chaotic primordial force—descends upon the land, altering reality and introducing survival challenges. Your foes become even fiercer, leaving no place for mistakes or hesitation. Kill or be killed.

Confront morally ambiguous choices that will test your character and shape Avalon’s future. Follow the dark legacy of King Arthur Pendragon while engaging with over 250 NPCs and tackling 200+ side quests.
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; Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
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 2357 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unexpectedly great game, the stories first and second act shocked me at how good they were despite decently high expectations, the individual characters varied but in general it reminded me most of kcd 1s quality, the combat stays fresh and fun for the first half of the game but definitely falls off later on. Only other complaint is that the music is so good that its a shame certain tracks only get used once or twice while others become frustratingly common for the entire game. Excited to see what the studios next project.
I have almost 100 hours in Tainted Grail. That probably sounds like a recommendation. It is not. I tend to finish what I start, even when it turns into "grit your teeth and get it over with" instead of fun. With Tainted Grail, the fun mostly wore off after maybe 10-20 hours. After that, the game survived on one thought: "There has to be more to this." There is not. And that is my biggest problem with the game: [b]Tainted Grail is a facade.[/b] The first few hours work surprisingly well. Everywhere you look are systems that seem full of potential: a huge skill tree, cooking, fishing, alchemy, crafting, tons of items and ingredients, armor weight, status effects, factions, choices, exploration and loot. At first it looks like a huge RPG full of possibilities. Eventually you realize that this is basically it. Almost every system has a foundation, but very few are properly developed or meaningfully connected. The developers simply bit off more than they could chew. Five well-designed systems that interact and develop throughout the game would have been much better than ten half-baked ones. A lot of it feels like ready-made building blocks and assets made to work technically, without enough thought about what to do with them afterwards. I do not know what was bought or made in-house; I am describing how it feels to play. Very often the game seems to say: "Look, we have this too!" Okay. Now what? [b]Cooking and fishing[/b] There are tons of ingredients and dozens of recipes, yet very early in Act 1 I already had a simple three-fish recipe restoring 120 HP at base quality. Many hours and exotic ingredients later, much more elaborate dishes are barely better. I ate that beginner dish for practically the entire game. It even scales with cooking quality: the same dirt-cheap recipe went from 120 HP at base quality to 125 HP at +1 and 138 HP at +3. Instead of later recipes replacing it through meaningful progression, the early recipe simply gets better along with you. Fishing is even more absurd. There are 35 fish species, including rare ones, different waters and times of day, and an achievement for collecting them. Yet there are only four rods that mainly make fishing more forgiving and two skills: more rod durability and a higher chance for bigger fish. And what happens to nearly all that variety afterwards? It turns into [b]Fish Fillet[/b]. The developers themselves summed it up in Patch 1.16: [i]"Added more fish species in randomly generated loot (this is only a cosmetic change, as looting them will still grant a Fish Fillet)."[/i] That is Tainted Grail in a nutshell. Why are rare fish not tied into cooking through special dishes, buffs or regional recipes? Instead: fish -> Fish Fillet. Feature implemented. Box checked. Next feature. [b]Skill tree[/b] The skill tree follows the same pattern. It is huge and looks impressive at first, but much of it boils down to "+x% damage", "+x% after a kill" or "+x% under condition Y", sometimes for situations the game barely creates. If roughly 90% of my fights are one-on-one, a bonus after killing an enemy may technically be a skill, but in practice it barely matters. Again, less would have been more. Give me half as many skills, but make them actually change how I play. [b]Loot[/b] Looting becomes tedious very quickly. The same handful of chests, cupboards, sacks and containers are scattered everywhere, usually filled with seemingly random items. One chest might contain an onion and a pair of tongs, the next meat and iron ore. Not literally those combinations, but that is what it feels like. My home works the same way, of course. Bananas and car tires in the cupboard, and one grain of rice in each drawer. Good loot should at least make sense in relation to where you find it. I expect different things in a smithy than in a kitchen, tomb or military camp. Tainted Grail often feels like: "There is a lootable container here, put some random stuff in it." At first you open a chest because you are curious. Later out of habit. Eventually you stop opening them at all. [b]Choices[/b] The heavily advertised "choices" disappointed me as well. A dialogue option is not automatically a choice. A choice needs consequences, big or small. If A only gives me different dialogue than B and both immediately merge back into the same outcome, I have not made a meaningful choice. I have clicked different text. The Red Death questline is a perfect example. The game keeps telling me that I am fighting the Red Death, then gives me a quest that effectively does the opposite, and I explicitly say "No." In my playthrough, the quest stayed in my journal anyway and the associated status effect remained stuck on my character. I could not even properly reject it. I looked up what happens if you complete the questline. The documented rewards are XP, gear and another skill tree. I could find no Red Death-specific mechanic that changes your relationship with the infected, makes them friendly, lets you command them or meaningfully connects your new status to the world. Again, another system without real connection to anything else. [b]The actual problem[/b] Having crafting, fishing, a skill tree, choices or lots of loot is not a quality by itself. Those are just features. What matters is what a game does with them, how they develop and how they interact. Tainted Grail does surprisingly little. It feels like the developers constantly asked "Can we add this too?" and far too rarely asked "Why are we adding this, and what are we going to do with it afterwards?" The game needed tighter focus: fewer systems, ingredients, skills and meaningless items, but more interaction, progression and consequences. Sometimes less really is more. Most quests also follow the familiar formula of talking to an NPC, going somewhere, fetching or killing something and returning for another dialogue. The world feels overwhelmingly static, sitting there waiting to be worked through. I constantly felt like I was standing in front of a foundation, waiting for someone to finally build the house on top of it. [b]They never do.[/b] The dark Arthurian setting and parts of the atmosphere do work for me, but they cannot carry around 100 hours of gameplay, let alone more with additional content, when so little underneath them develops. After roughly 60-70 hours, I ran out of patience. Until then I had deliberately tried to discover things for myself, because that is part of the appeal of an RPG for me. After that, I started looking things up, not because I wanted 100%, but because I no longer wanted to spend another hour finding out that yet another mechanic led nowhere. For comparison, I have over 400 hours in Elden Ring and used outside help almost only for missed locations. I played Black Myth: Wukong through NG+++ and only researched on the final run for 100%. With good games, I do not want to know what comes next. I want to discover it myself. With Tainted Grail, I eventually only wanted to know whether there was anything more to discover at all. The answer was usually: [b]"No. Do not even bother looking."[/b] That is pretty damning. If all you want is a dark fantasy world to wander around in, fight enemies, collect loot and tick off quests, there is some fun to be had here. But after almost 100 hours, scores of 9/10 or even 9.5/10 make no sense to me. Tainted Grail wants to be everything, includes a little bit of everything, and barely develops any of it far enough. Lots of content, surprisingly little depth, very little interaction between systems and an enormous amount of wasted potential. [b]A facade. Half-baked. It bit off far more than it could chew.[/b] [b]5/10[/b]
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, German, Traditional Chinese, Simplified Chinese, Italian, Spanish - Spain, Czech, Japanese, Portuguese - Brazil, Russian*languages with full audio support
| $31.49−30% |
| 612ratings |
| 88% |
| — |
| 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 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Пожалуй, это лучшее из ARPG, что вы сейчас можете купить, если вам интересны достойный сюжет, классный сеттинг, визуал и атмосфера. Это в хорошем смысле "Ведьмак 3" без какой-либо шутливой составляющей, по-настоящему мрачный и жестокий проект, в котором я впервые очень много размышлял над выбором диалоговых опций и с открытым ртом бегал исследуя каждый квадратный метр карты. На прохождение ушло 58 часов, больше, чем на вычищенный вилкой ремейк Готики, в котором я закрыл буквально все квесты. Тут где-то процентов на 90 плюс прошел одно DLC из двух (до гробницы Мерлина так и не добрался), Впервые за долгое время я прошел сюжет и закрыл игру с щемящим чувством тоски и нежелания уходить из этого притягательного и зловещего сеттинга. Очень хотелось бы узнать о нём гораздо больше, надеюсь, это не последний сюжетный продукт разработчиков. P.S., отдельно хочу отметить дополнение с подводным городом: потрясающее ощущение от тех старых сюжетных аддонов к старым играм, которые переносили вообще в другой мир, не похожий на оригиналы, как это было с какими-нибудь Sacred и так далее. Смена визуала и нарратива ощущается великолепно, а от сюжета остается сильный привкус горькой иронии. P.P.S., насчет единственного рабочего билда - не верьте, минмаксить самый имбовый билд это удел мелкояйцевых, прошел с двумя одноручками, раскидывая статы и скиллы чисто на глаз, на среднем уровне вообще не ощущается. Хотя, возможно, я рановато прошел DLC и был ОП для основной сюжетки.
Mix Review Tainted Grail: The Fall of Avalon might not reach the status of the games it draws inspiration from, but it punches well above its AA weight class. The real surprise is the combat. I can’t remember the last time first-person RPG fighting felt this good. Instead of the usual stationary, floaty, hack-and-slash combat, your movement and positioning actually matters. Ultimately, it joined the long list of action RPGs where I lose interest halfway through, and I honestly can't put my finger on why. Still, just because it couldn't hold my attention in the long run doesn't mean it won't work for you.
I wish I played it before the 2 weeks return window so I can return it, what a disappointment. The game feels janky, the combat is not satisfying and frustrating, like the game shows you how to parry right before your first encounter, but then the parry doesn't work and you have to google why and find out that there's a specific way of doing it that you should've guessed while the fking guard shoves a dagger up your ass I guess. It's so obvious the game tries to be a Skyrim but then it doesn't do what Skyrim does from the get go - why would I care about some king, Avelon, undead, dead, in-between, gay, your mom, and on and on? I just started it, I don't care about your lore yet, why can't we start small and go from there? Why does every game now feels the need to have a pompous presentation? Why not copy Skyrim in this instance? A small tutorial with some action and then the open world - much better than shoving the lore down players throats (given the recent AI slop allegations, probably a mediocre lore slop at that). And what in the name of souls slop is this boss fight in the dungeon while still in the intro? Am I supposed to fight a boss with a dagger and 0 to none health potions? Am I missing something? Did I download the wrong game? Why am I forced to fight a boss in the open world game before I even got to that open world? Again, there wasn't a game that infuriated me more in less than 2 hours than this one. What a waste of shekels
Kurzfassung: Ein Mix aus ES: Morrowind und W3: Wild Hunt, nur nicht im polierten TripleA-Gewand. Wer mit den beiden Titel warmgelaufen ist kann hier zugreifen. Als ich das erste mal vom Titel hörte und von Rittern, König Artus etc. las dachte ich: Lahm, das Setting ist echt ausgelutscht (daher ist auch W3 Blood & Wine auch der einzige DLC mit dem ich nicht soo viel anfangen konnte). Nach diversen positiven Bewertungen musste ich noch mal genauer hingucken. + schönes LvL und Gebiete-Design und schöne Dungeons. düsterer Plaque-Look mit teils bodyhorror Elementen komfortables Kampfsystem (habe nur Magie gespielt) Umfangreiche Skill-Trees Gute MainQ Vollvertonung (nur englisch) mit herrlichem Akzent Teils sehr schönes Waffen und Rüstungsdesign mit !Transmog-Funktion! Crafting, bzw. Gearverbesserungssystem Schwierigkeit einstellbar - Grafik angestaubt (aber teils schöne Effekte während der Wyrdnis) Questdesign besteht oft aus Töte, Hole, Bringe. Dafür wurden den Quest teils schöne Geschichten mit auf den Weg gegeben, was das ganze dann kompensiert. teils sehr schlechtes Balancing. Einige Mobgruppen onehitten, einige Bosse sind Luschen. Hä? Der Charactereditor ist ausbaufähig, da man aber Ego-Perspektive spielt und den Char nur mal beim Inventarchek zu sehen bekommt, verzeihbar. Teils schlechte Kollisionsabfrage. Winzige Steinkanten sind unüberwindbar obwohl diese ca. 1m hoch sind. Hier wäre eine "Hochziehfunktion" erforderlich Kämpfe machen Spass aber teils anspruchslos. Eben kein AAA. Insgesamt habe ich das Game gerne durchgezockt. Ein NewGame+ gibt es auch wer nicht genug bekommen kann.
Phenomenal game, amazing build variety, amazing developers, looks amazing. It is a bit rough around the edges in some places, and you can tell it was made with a smaller team than you may have initially thought, however overall I'd say it's very well written and an excellent Action RPG. Gameplay wise it feels like a love letter to Oblivion with much more depth to combat and builds. The gear feels impactful and unique, and the skills all have fun effects other than just "Do 2% more damage". The story is phenomenal and keeps you invested, while still encouraging side content. Dev's also release a ton of bonus content fairly regularly. 9.4/10
The game is EMBARRASSINGLY Un optimized. You will experience severe stuttering and frame drops even on the lowest graphics settings. I have a beefy PC and no other game even comes close to how piss poor this game runs. Its not even worth it for 20 bucks on sale let alone 50. Devs, optimize this trash AI generated (yes its AI) slop fest and fix your game. This is a joke and theres a reason no one is buying it currently. OPTIMIZE THE F***ING GAME IDIOTS WE CANT EVEN PLAY THROUGH IT LMAO
Nuise
One of the best games i played
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