Tainted Grail: Conquest Hotfixes and Reviews

Having graduated from early access last week, Awaken Realm Digital's deckbuilding RPG Tainted Grail: Conquest has already received a couple of post-launch hotfixes. The first one fixes a bunch of miscellaneous bugs and issues, while the second one does much of the same, but also outlines the team's plans for the next few weeks. Here's more on that:

Our current plan for the next few weeks is:

- From now on we're going to try to publish fixes to the game in smaller, more focused batches. As you'll see from patchnotes today, today's hotfix is touching upon many different issues you've reported. It took as this long precisely because of that: the more things are in a patch, the longer it takes to test it. In order to try (we hope this will work) to push fixes faster we're going to work on them in a more "focused" manner. So, for example, next big patch will probably contain only story-related fixes (and hopefully translations), and the next one after that will be related only to balancing... And so on.

- We've been investigating the causes of various crashes and optimization issues. We really hear your feedback and we're unhappy that the game sometimes doesn't work as well as it should. We have ideas on how to approach these issues and we're going to start to work on some major improvements in these areas. We don't know how long they're going to take (because they will require some proper research) but we hope that within the next few weeks the game should run better & smoother.

- At the same time we have some really cool ideas for the future of Conquest - we do want to introduce some events and work on additional content, but before we're ready to announce that we need to wrap up the issues that we've already started (like implementing localizations).

So thank you all once again for your support. We're humbled and grateful for all your reviews and comments - it's amazing to see that you care so much!

Beyond that, you might want to check out some reviews for this title. You'll find a few of those below:

COGconnected 68/100:

So often developers create a game using the kitchen-sink approach and it isn’t always clear how or why disparate mechanics deserve to play together. In the case of Tainted Grail: Conquest, deckbuilding, roguelike progression, and action RPG-type exploration feel compatible with each other as well as the dark fantasy setting and story. Less successful are the punishing, protracted battles that take too long and lack variety over multiple runs. With some additional balancing, classes, card types, and adjustment to pacing, Tainted Grail’s fundamentally solid concepts could shine through the darkness a little better.

PC Invasion 7.5/10:

With some major balancing issues that made a majority of its classes unenjoyable, Tainted Grail: Conquest redeems itself by showing that when the game was balanced, it could be a fantastic experience.

TheSixthAxis 9/10:

Any game so good that you can't resist doing just one more battle in is a game well worth paying attention to, and Tainted Grail definitely manages that.

The Indie Game Website 8.5/10:

Further tweaking the Slay the Spire formula of mixing deck-building mechanics with roguelike elements is Tainted Grail, an unforgiving roguelike that also weaves in one more ingredient: the suffocating, infernal hellscapes of Diablo. But unlike the frenetic, almost instinctive non-stop clicking of Diablo, Tainted Grail moves along at a more measured pace, with you even having to earn your privilege to gain access to the game’s pantheon of heroes.

But Why Tho? 9/10:

Tainted Grail: Conquest is definitely not a title for everyone. Its difficulty and dark atmosphere will undoubtedly be too much for many players out there, even some fans of RPGs, deck-builders, or roguelike. However, for fans that do want those aspects, it’s one of the best in the genre. There are countless hours for players to find in the game, and the deep mechanics and systems are incredibly rewarding across the board.