
Tainted Grail: Conquest
A story-driven hybrid between RPG and deck-building roguelikes. Explore the ever-changing maps, fight with deadly enemies, and learn what happened to the cursed island of Avalon.
What it feels like
Fighting deadly enemies in a roguelike with the threat of losing progress creates sustained pressure. The cursed, dark setting of Avalon combined with deadly combat establishes a harsh, unflinching atmosphere.
What it's about
The game is set on a cursed island of Avalon with dark fantasy themes and deadly enemies. The narrative hook centers on uncovering what happened to the cursed island, driving exploration and discovery.
How it plays
The game is explicitly described as a 'deck-building Roguelike' where assembling and refining a deck is the primary progression loop. Cards are the units and actions of combat, making this a core card-driven combat system. Turn-based strategy and turn-based combat are listed as core gameplay, reinforced by the card-battler system.
How it looks and sounds
User tags explicitly mention isometric perspective, a common visual frame for exploration.
How it's structured
Explicitly single-player focused with no multiplayer component. As a roguelike, play is divided into discrete runs that reset on loss with meta-progression between them. Described as 'infinitely replayable' with procedural generation and roguelike structure.
Kindred games
Shares Deckbuilding, Run-Based, Card Battler, Turn-Based Combat.
Both lean into Deckbuilding, Run-Based, Card Battler, Single-Player.
Shares Deckbuilding, Card Battler, Run-Based, Turn-Based Combat.
Both lean into Deckbuilding, Card Battler, Run-Based, Turn-Based Combat.
Shares Deckbuilding, Run-Based, Card Battler, Turn-Based Combat.
Both lean into Deckbuilding, Run-Based, Card Battler, Turn-Based Combat.
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Both lean into Run-Based, Procedural Levels, Single-Player, High Replayability.





