
A unique, infinitely replayable, story-driven hybrid between a deck-building Roguelike and an RPG game. Explore the ever-changing maps, fight with deadly enemies, and learn what happened to the cursed island of Avalon.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.25/day in the week to Jul 21 → 1.8/day in the week after.
About








Genres
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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 8.4Kreviews | 90% | — | $3.5M |
| $5.99−70% | 169ratings | 82% | — | 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.
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 852 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
В целом, игра на часов 20 вполне развлекает. Такой Slay the spire. Но особенно подкупает сам мир. Как фанат оригинальной настольной игры, хочу сказать, что читать все эти тексты- одно удовольсвие.
脱胎于阿瓦隆传说的黑神话版本,同名桌游改编的纯打牌游戏。三种套牌配合各三套主被动技能和独有能力牌——9个角色,差异度还可以(但强弱比较明显)。游戏最大特色是冥尘系统,是要尽可能避免吃的全局debuff,因此配合蜡烛资源管理,需要手动走路规划探图时间和路线;根据蜡烛等级还会在战斗中生成事件牌增加变数。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Polish, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Hours played at review time, across 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Великолепный рогалик, проходить можно бесконечно. Было бы что-то подобное по базовой настолке, цены бы игре не было.
还行
I love this game so much <3 I hope it gets a sequel someday.
Intresting card battler, with lot of replaying possibilities.
游戏的画风和构筑强度还可以,永久成长比较肝,感觉血法师和召唤师的上限太低了
Fun game.
Yes.
This game might appeal to a certain audience. It has rich and well-written lore, great voice acting, and really cool graphics and atmosphere if you're into this stuff. Mechanically, though, it's very forgettable. Outside of the artistic direction, Tainted Grail's main selling points are its 9 playable classes, the option to burn extra candles or not to supposedly impact everything in the game (kind of reminiscent of Darkest Dungeon in that regard) and overall replayability. Let me adress those. The 9 classes actually function like 3 groups of 3 subclasses. There's only 3 card pools that you can draw from, and all that changes is the passive ability of the class and its starting deck. Passives are quite powerful and every class starts with an ability card (that you can play every turn), that is also very useful, and tailored to a specific playstyle. So every class kind of feels like a post-act 1 StS character, when you've already got some good stuff going on. Basically, instead of working with what you're offered and try to make it work, you get to choose what (already very decent) build you'll be playing. I know a lot of people are into that, but being tunnel-visioned really hard in one direction and changing classes being the only way of actually seeing some diversity goes against everything I expect from a rogue-like. The candle system is very superficial and honestly a bit annoying. Basically, the brighter your torch burns, the more powerful you are, as you get special cards every few turns in combat, and they range from really strong to just detrimental, depending on your light. And, that's it. Not only is it not game-changing at all, but you will also very quickly get to a point where you've got so many candles that you can very liberally burn them to always be at max level when you need to. But what makes it annoying is the fact that certain random events, some of which are mandatory to progress through the story, can only happen when your light is off. The game never tells you that, so you could get stuck for a while. Also, triggering these events can take a long time of walking around doing nothing, which can be irritating, especially as there are quite a few of them and you aren't guaranteed at all to find the one you're looking for. Finally, none of the zero-light events are really worth going out of your way for, and some of them will just harm you, so chasing them isn't an interesting mechanic, it's just some tedious task you'll have to do at some point. As for the replayability, what I said about the classes should already tell you a lot. But on top of that, the game has balance issues, and too many things just feel low-effort. Increasing difficulties don't change much, and a few of the classes literally have all they need from the start to win against the final boss. Not that getting there won't require any effort, but you don't need to drastically improve your build throughout a run - nor do you get to anyway, as only a little portion of the cards are interesting additions to your deck, either because they're broken, or because they clearly fit your starting build and the rest clearly don't. The balance also feels off when it comes to enemies. Most bosses are actually underwhelming, while some regular enemies are absurdly hard to kill if you don't have an unreasonably specific answer to them, and should be avoided until you do (to be noted : all fights besides bosses are optional). Last but not least, the game is very grindy. After getting all the achievements, I'm still probably halfway through the meta-progression. This game doesn't reveal itself quickly. It takes a long time to understand how everything works and get familiar with it, and just taking your time figuring things out and trying out new classes can easily entertain you for 30 hours or so. After that, There's just a lot of red flags.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $25.6K | 57 | 93% | $14.99 | |
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| — | 0 | — | — | |
| $0 | 295 | 81% | Free | |
| $2.4M | 6.7K | 92% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.5M | 4.2K | 85% | $24.99 | |
| $3.5M | 10.5K | 93% | $14.99 | |
| $3.5M | 4.6K | 94% | $24.99 | |
| $3.5M | 5.2K | 68% | $39.99 | |
| $3.5M | 23.9K | 98% | $9.99 | |
| $3.5M | 8.1K | 89% | $19.99 |