Tainted Grail: Conquest has some brilliant ideas and moments. A unique, infinitely replayable, story-driven hybrid between a deck-building Roguelike and an RPG game. It’s a thrill to blast through enemies and destroy each one with a single card after meticulously planning the order you play your hand in. When everything in Tainted Grail: Conquest is going well, it’s a fantastic and enthralling experience. The game is rife with balancing issues and unclear instructions. Visually, it’s all over the place. It will introduce some truly horrific enemies in one combat encounter and then gives you an ugly, poorly designed area boss.
The story and setting of Tainted Grail: Conquest are about as nonsensically grim as you can get. The king sends your character, along with a group of others, away from England to a mysterious island. As it turns out, an evil element resides on the island called The Wyrdness. It’s a malicious force that eventually swallows you and everyone else there. A walking, talking goat then rescues the player and tells them that they’re essentially the “chosen one” that can fix this mess. Afterwards, the real game opens up. Players are introduced to a small town that they can gradually fill up with various NPCs, all of whom are horribly depressed, dejected, and barely clinging.