
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 2305 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I can't recommend the game. There are AI assets used in the game and no disclosure of such assets on the store page.
(Build advice at the end of review for those interested) Pros: - Great worldbuilding and exploration - Great variety in armor and weapons offering many build options (though most are unfortunately shallow) - Arthurs voice actor needs a raise, absolutely stellar work. Overall voiceover quality is very high too (with some rare exceptions) - 2 handed weapon animations and soundwork is very impactful and satisfying - Some spell VFX felt awesome (looking at you Scorching Blaze) Cons: - Spells are extremely generic being either a magic gun or a summon. There are a few exceptions but most are poorly thought through and just get clunky to use. The light/heavy cast producing different results was a good idea that was underutilized at best and misused at worst. - All weapons except 2 handers did not feel particularly nice to use. The game heavily emphasizes parrying and you need to either use 2 handers, dual wield or have an empty left hand for that. Empty left hand wastes damage, dual wield had only 1 power attack animation which got too spammy too quickly. Also 1 handed weapons are held straight up like 2 sticks which is such an old and boring way to do things. Please use your reverse-grip animations more! I know you have them in there for sneak attacks, make them happen for stuff like sprinting, charging heavies, crouching, etc. So yeah, anyway, 2 handers is the way to go. - The story does a great job of building up suspense for a final conclusion, unfortunately that conclusion is a disappointment. Instead of making 1 really good ending they went the route of making 10 subpar endings. I wouldve preferred the former. Even the "true ending" given by finishing almost all the content (which i did) is really unsatisfying. Bonus build advice for readers: I had waaay more fun in this game once i, after many hours of trial and error, found a non-clunky and mechanically deep build. This is not easy to do as depth in this game is generally puddle-level. Weapon sets: 1. 2 hander of choice 2. scorching blaze + any mage ward 3. tidepiercer + weightbound 4. Thunder lash + merlins thorn You can get all of this in act 1 except weightbound, use flame torrent instead until you get weighty. Perks: - Spells with less cost than the previous has a 100% crit chance - Spell crits apply a 30% damage debuff - Crits apply bleed 50% of the time - Status effects apply a 30% damage debuff - Status effects are quicker to apply when one is already present (use to make it easier to burn/freeze enemies with weapon oils) Gems: - Bleed gem on tidepiercer Tactic: - Open fights with ward + blaze, has 100% crit - Power attack with tidepiercer to apply/extend bleed while casting weightbound with offhand - Fight with 2 hander until one of the following happens: 1. Bleed is about to fall off: Shoot a new tidepiercer wave and a weightbound 2. Spell crit debuff is about to fall off: Use merlins + 2 x thunderlash for a triple crit 3. Mage ward has been consumed: Reapply it and shoot a blazing scorch afterwards This combat loop is very enjoyable and capitalizes on all the most satisfying combat elements of the game. Have fun!
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Genres
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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% |
| 609ratings |
| 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 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
0/10, I do not get what other people see in this game at all. It's not fun, its not interesting, it looks awful, the technical state is dire, I could go on forever listing all of the problems it has. I'm actually sad I wasted so many hours trying to get something out of this game, not a single one was worth it. Edit: apparently a substantial amount of this game was made with AI. Do not buy it, even on sale. It is an outright scam.
Clearly a lot of work went into making this. A lot of hard, human work. And every single piece of it is entirely undercut by the usage (which is also undisclosed) of genAI, a thing built on theft of that same human work, creative bankruptcy, and the enshittification of everything. It's not just a little bit of genAI either -- it seems the vast majority of background art and much of the UI art (spell art, etc) was AI-generated. On top of that, some of the writing also appears AI-generated. There's way more of it than you might think. I played through the tutorial twice and wound up over the refund time limit, but I can at least warn others about this since the developers have failed to disclose the AI usage on the store page. This is a game that I really wanted to keep playing, since I'm stuck with it, but I just can't not see the genAI everywhere. If you like looking at details, you'll notice it and you'll see how bad it is. So disappointed. They'd have an incredible video game here if not for the copious amount of genAI.
Обзор по первому Акту игры - первая зона и глобальный квест в ней + все побочки. Я очень впечатлился игрой и рекомендую её тем, кто в своё время засиживался в TES IV и TES V на десятки часов - тут с вами произойдет то же самое, скорее всего. [h1]Если кратко[/h1] По антуражу Авалон ближе к Обливиону, чем к Скайриму. Тут есть скиллпоинты, мрачный мир и лица нпс, не обремененные работой мысли. Конечно, авторы предлагают свою "формулу TES", сделав её менее хардкорной, чем Enderall (мод на базе Скайрима), но не ведущей игрока за руку, как то в самом Скайриме было (и это и плюс игры, и минус, об этом ниже). В игре нет скейлинга, но сильного контраста в уровнях врагов (кроме финальных боссов) я не заметил: думаю, что внутри Акта он в целом не сильно рознится. Сам сюжет очень зашел - как у побочных квестов, так и у основной линии. Плюсом - хорошая система крафтинга. Игра в целом не особо казуальна, но не до уровня того же Эндерала; рассчитана на соло-прохождение без напарников, т.к. их тут нет. Мне показалось, что мир в игре маловат – полтора города на зону, которую я зачистил за 20 часов – но это был лишь первый Акт; карта не бесшовная и возможно, что во втором и третьем Акте контента столько же. Плюсом – на игру выходят бесплатные и платные сюжетные расширения, в будущем будет больше контента. [h1]Если не кратко[/h1] (сравнение будет производиться с упомянутыми Обливионом, Скайримом и Эндералом) 1. [b]Исследование[/b] Игра нацелена на то, что игрок сам будет исследовать локации, общаться с НПС в поисках побочных квестов и почитывать местные книжки (хотя бы вскользь). В мире без скейлинга прокачка нужна как ни крути и пробежать мейн-квест на низких уровнях будет достаточно проблематично. Тем более, навыки качаются также, как в TES – стреляй из лука, чтобы качался дальний бой; спринтуй, чтобы качался спринт и т.д. [u]Минус[/u]: Диалогов из-за этого приходится пережить достаточно много – да, в РПГ их и должно быть немало, но в поиске побочных квестов мне пришлось переслушать много самых разных историй, которые можно было подать легче и проще, как то сделано в том же Скайриме. НПС никогда не подзовёт к себе словами "эй, есть работёнка", т.е. не заинтересует вас сам по себе: вам придется интересоваться этим делом самим. Если у вас не возникает желания закрыть все метки на карте и пройти глобальную локацию полностью, то придется себя заставлять играть, либо потеть на боссах. [u]Плюс[/u]: Локации в основном продуманы и проработаны, несмотря на редкие белые пятна (локации без соответствующих квестов), где явно можно было что-то реализовать помимо слепой зачистки зоны ради гипотетического лута (я встретил 1 такую зону в первом Акте). 2. [b]Диалоги[/b] В диалогах есть дополнительные варианты ответа по показателю одной из характеристик героя. Они идут через рандом, т.е. при выборе реплики у вас есть шанс в процентах на успех или неудачу такого ответа: выше показатель характеристики - выше шанс успеха. Отдельного навыка харизмы нет, поэтому при естественной прокачке какие-то из скиллчеков вам будет легче пройти, какие-то сложнее. Как правило, они упрощают прохождение, но пару раз я видел скиллчеки, открывающие дополнительную веху в квесте. [u]Минус[/u]: У вас нет гарантий даже при высоком показателе навыка, что ответ будет успешен. [u]Плюс[/u]: Зачастую в диалоге есть план "Б" в виде другой реплики. 3. [b]Прокачка[/b] Масштабирование от прокачки ощущается сильнее - 1-2 скиллпоинта в каждую из характеристик дают ощутимое преимущество в бою. Без скейлинга, т.е. роста уровня врагов вместе с вашим, это родило бы проблему в поиске грамотного пути прокачки, но из-за малого контраста уровней врагов между собой я этого не ощутил. [u]Минус[/u]: Вам нужно чистить локации и искать побочки, которые не отображаются на карте, а встречаются в диалогах и книжках. Это может задушить. [u]Плюс[/u]: Реализовано всё достаточно для того, чтобы "страдание" с игроком происходило не дальше первых уровней. 4. [b]Крафт[/b] Крафт сделан качественно, для прохождения он необходим: по умолчанию в игре приходится использовать зелья, крафтить себе припарки для оружия и еду, создавать и улучшать доспехи. Но если вы найдете очень полезный для себя предмет – его можно улучшать и обгонять любые встреченные предметы по характеристикам своего эквипа. Есть готовка и она важна: ХП еда восполняет постепенно, а не разом, это позволяет экономить драгоценные зелья здоровья вне боя. [u]Минус[/u]: Можно проглядеть, что улучшение доспехов стоит денег. Также сложнее "пробежать" крафт, т.к. покупка реагентов достаточно дорого выходит, а их фарм в мире занимает слоты инвентаря. Благо, есть тайник, доступ к которому есть через походный костёр, который можно создать в любом месте под открытым небом. Тем не менее, для тех, кто крафт не любит, обычного лута может не хватить для игры. [u]Плюс[/u]: Крафт необходим и интересен; ресурсов много, к середине Акта понимаешь, где и что найти. 5. [b]Экономика[/b] Экономика в игре не казуальна, деньги всегда есть куда потратить и вначале их не хватает. Это даёт повод разумно тратить свои монеты и искать возможности заработка, благо – по мере обычного прохождения денег сыпется достаточно для того, чтобы не ощущать себя нищим. [u]Минус[/u]: Деньги здесь лишь небольшое ускорение основной прокачки методом поиска лута через прохождение квестов. Это мешает быстрее пробегать локации и принуждает к крафту. [u]Плюс[/u]: Я не ощутил ни переизбытка, ни нехватки средств к существованию – всегда справлялся тем, что получалось добыть и скрафтить. 6. [b]Хаусинг[/b] Есть хаусинг - покупной дом с возможностью докупки мебели и фурнитуры в виде шкафов, зеркал и пр. Сложно выделить плюс или минус – оно просто существует здесь. Не до уровня длц к Скайриму с постройкой своих поместий, да и без детей-сирот, но тем не менее. 7. [b]"Интерактивный фарм"[/b] Так я обозвал необходимость таскать с собой инструменты (лопата, кирка, топорик, удочка) и фармить в открытом мире ресурсы. Если не хочется душиться с крафтом, то та же лопата даст возможность часто выкапывать себе сундуки и получать дополнительный лут, что компенсирует весомую часть потенциального крафтинга расходников. При добыче переключение на инструмент происходит автоматически. [u]Минус[/u]: Для тех, кто не пылесосит локации или душится от постоянно заполненного инвентаря, это может быть напряжно. [u]Плюс[/u]: Механика сделана достаточно удобно для всех прочих и не вызывает дискомфорта (по крайней мере, лично у меня). 8. [b]Мелкие полезные фичи[/b] - Костёр в открытом мире действительно помогает: всегда есть возможность за специальный ресурс прожать быстрое перемещение где бы ты ни был (пускай и не получится делать это часто) или залезть в свой тайник, если испытываешь перегруз. У ловкачей и магов перегруз будет частой практикой, т.к. переносимый вес привязан к характеристике Выносливость, повышающей эту самую выносливость и ХП. - Здесь есть три типа луков: легкие, средние и тяжелые. Я бегаю с третьим, но сам факт, что стандартный билд лучника можно выразить и в быстрой стрельбе вплотную, и в снайперских атаках издалека, порадовал. - Конь даётся бесплатно и почти сразу, но его ещё нужно найти. Купить его негде. - Вес носимой на самом персонаже экипировки делится на "средний" и "тяжелый", причем чем он меньше - тем вы выше и легче вам стелсить. Деления по категориям "средняя броня" и "тяжелая броня" у самой экипировки нет, поэтому ограничений меньше. - Многие предметы привязаны к конкретным показателям характеристик. Из-за этого сделать манчкин-билд на одной характеристике сложнее, потому что нужные предметы на того же лучника могут вынудить вас качать Стойкость (ХП и выносливость) или Восприятие (крит урон) вместо обычной Ловкости (урон в дальнем бою). Ну и страдать выходит поменьше от того, что какая-то из характеристик просела в билде. - Есть возможность установки комплектов брони и оружия, переключаемых по кнопкам. Лучше, чем в Скайриме, где вручную приходилось в бою открывать вкладку "избранное" и тыкаться в нём.
The game's not great, and it's very unpolished. I can see the vision, but the execution is just not there for me. I played about 18 hours before I couldn't bear to continue any longer. Pretty much everything about the game is rough. The story genuinely falls off a cliff in act 2. The dialogue is very slow and uninteresting. One of the few games I've played along with Starfield where i started skipping thru dialogue and just reading the subtitles because its so boring. I stopped playing most of the way thru act 2 and I have no clue what the story is trying to do. The combat is mediocre. It doesn't feel that great to fight anything, and its terribly unbalanced. On a normal difficulty, you'll steamroll some enemies, and others in the same region literally annihilate you, and seem damn near impossible to fight unless you're perfect. I tried different classes but I found one handed weapons to just not deal enough damage to the bulletsponge enemies, bows were too clunky to be my main weapons, and magic isn't even possible to give a fair shot unless you dedicate a ton of skill points into it first. I ended up using two handed most of the time. The game is also rough on the technical side. It looks kinda ugly in a lot of scenes, the animations are stiff, and apparently a lot of textures, dialogue, and other aspects are AI generated. Its also buggy and runs like ♥♥♥♥ on top of that. Overall, I found Tainted Grail to be pretty monotonous, uninteresting, and tedious. It's very apparent this game was made on a small budget, and while I admire the ambition, it's too big for its own good.
genAI
i dont like this game, ive given it 3 different tries after updates and it still feels off. i like the combat when it works but sometimes it just doesnt. i dont know how to explain it but i dont have fun
This game isn't Skyrim. It never will be, and it's not even close. Comparing this to anything close is hilarious, because it really is a shallow, boring RPG at the end of the day.
I really tried to like the game, but as it stands, I can't recommend it. It could get fixed, and maybe you'll have a better experience with some mods, but I've invested enough time and I just feel tired. First of all, there's actually a pretty good story in there. The writing is good. Most of the voice acting is solid too. Delivery may feel a bit antiquated though. The combat also has solid foundations, though melee can feel kinda floaty a times, especially with multiple opponents on both sides. And then there's a long list of frustrations. They start with dungeons that are a bit too large for their own good. A few too many paths to explore and no map. Some are a real maze and you spend a lot of time running in circles to make sure you covered everything. Then there's the weight limits that force you to either be very selective with what you loot, or keep running back to the shops all the time. I honestly never understood how putting weight limits on what you can carry ever contributed to the game unless it's part of a core gameplay loop (Death Stranding). You later get an option to move stuff into storage from your resting spots, for a price, but that's just fixing a problem you created yourself with extra steps. I picked up a 5 pound quest object early, and now I'm stuck with a permanent penalty too. A similar complaint goes to how fast the day/night cycle is. Night is not safe and you might want to seek shelter. In addition to not being able to see much. Given the size of the map is actually kinds small, I think both of these mechanics are there just to slow down your ability to explore. You gather profficiency by using abilities, same as Skyblivion. But then you also have a completely independent skill tree that lets you spend points in a completely unrelated manner. A few too many trees with a lot of stuff going towards pretty niche edge-cases. Equipoment you might like is often locked behind seemingly random attribute requirements. And then there's conversation options locked behind attribute values that seem far too high for the entire first area of the game. When you happen to meet the minimum requirement, it's not always clear it made a difference, or even worked. The difficulty scaling feels bad. Some stuff is too easy, but then you keep running into stuff that wipes the floor with you. The experience you gain in scaled to your level, so you're not really levelling up much in the first zone. But in the second one even the simplest mobs suddenly become a huge threat and take a frustratingly long time to kill. You should probably make manual saves fairly often, as it's suprisingly easy to lock yourself into a pretty bad situation. I managed to soft-lock myself into a corner by choosing the wrong conversation option, and then it took some time to find a discussion thread in which someone worked out a way to progress them main quest. I'm still locked out out of bunch of minor quests and achievements though. I've also managed to get into an areas from which I had no way to leave, other than by defeating enemies far above my level. Exploting bad pathing and shooting 400 arrows from an unreachable location worked, but wasn't exactly peak gameplay. The performance is also kinda bad for what you get. The game really pushed the PC, even on lowest settings. I expect mught higher fidelity game to run a lot better, but as a crutch, throwing in a few upscaling options on the table would have helped a lot. While the game is moddable and I know for a fact that some of my issues have solutions, I think the base game should already start in a much more polished state.
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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