Name | Tainted Grail: Conquest | ||
Developer | Awaken Realms Digital | ||
Publisher | Awaken Realms Digital | ||
Tags | |||
Release | 2021-05-27 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | Tainted Grail Linux + SteamOS [5.41 G] |
Linux is not in the OS list.
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Hello Adventurers! |
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Hello!
Have a great week! |
Hey folks!
We also want to push a patch later next week - it will contain fixes to various translations of the game (it will include proper translations of missing texts and other things like that). |
Hello everyone!
[h3]Consoles![/h3] This is a huge achievement for us cause its the first time weve been porting our game so weve had to learn A LOT about how to approach this and actually get it done. Weve also had to do a lot of digging through our games code and other low level things that are pretty complex to explain (and arent very exciting to read about when youre not a programmer :D). But, yeah, weve won this battle and as of today, the games officially available on Xbox One X/S and Xbox Series X/S. You can even get it through Xbox Game Pass! Anyway, this console edition-related patch brings two crucial improvements to the game and these are available for PC players, too. First, weve improved the games performance a bit by fixing some issues that were pretty taxing on RAM. The game should work better on low-end machines now! The second addition is font scaling. We realized that our fonts couldve been unreadable on various TVs, especially when youre playing on your couch, so weve added the possibility to increase the font size in the game. In addition to that, weve also made sure that the game works smoothly on Steam Deck, and that version also includes some improvements to the games UI (some things are scaled up, together with text size) because they were unreadable on a smaller screen. As you can imagine, weve had to halt all other bug fixes and content additions we needed to get the game working on consoles and this meant that we needed to give our programmers space to work their magic. Now that those console editions are released we can get back to fixing some of the outstanding issues that youve reported over the past few months. Were really sorry it took so long but well, you cant estimate certain things when youre doing them for the first time! Moreover, with this patch were also adding Linux support please let us know if it works as well as youd expect it to work! We've tested it on Steam Deck and we haven't run into any stability-related issues! And yes - let us answer before anybody asks! - we are thinking about a Mac version, too but were currently in the process of waiting for our testing machine to arrive. And Apple estimates its going to take a few weeks, maybe even months But, yeah, when we get a Mac, were going to do our best to port the game to work on some of Apple machines as well! :) [h3]Plans for the foreseeable future[/h3] Our entire team is hard at work on Tainted Grail: The Fall of Avalon and we'd love to share some more info about that game really soon - we're posting new stuff from time to time on our Discord so if you'd like to know more right now, join us there! And regarding Conquest: we need to wrap up some outstanding issues but when we're done we'll see what's in front of us. We have some plans and ideas but we wouldn't want to commit to anything as of yet. We did, however, get all of your new bug reports and we'll definitely take a look at them now that we're not busy with rewriting huge portions of the game's backend :) Have a great week! |
Hello everyone! You already know what's coming in today's update, right? ;) |
Hi y'all! We've fixed a couple of issues this week, here's the list of what's been changed :)
[h3]Cards and Passives:[/h3]
[h3]Localizations:[/h3]
[h3]Enemies:[/h3]
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Hello everyone! It took us a while but were back with a HUGE patch with a lot of cool things inside!
So, lets dive into the contents of this gigantic patch :) THREE NEW TRANSLATIONS Youve been asking for this for a while now and were finally ready to update the game with Simplified Chinese, Russian, and Spanish. We hope that thanks to those translations, a lot of new people will gain access to the game and have some good fun with it ;) We will really appreciate those of you who are in those regions to spread the word about the game being available in extra languages! OVER 100 NEW CARDS & PASSIVES Well, who doesnt like more free content and variety? ;) We were able to add over 100 new cards and passives to the game! This means - tons of new strategies to explore, more variety, and more fun! We hope you will be able to explore the new gameplay content and create some new crazy strategies with those new tools! Weve been working on giving all the classes the same possibilities some of them had more cards and passives than others. Now theyre all mostly equal. This means that weve added A LOT of new cards to Watchers and Moonring, and a lot of new passives all over the board. 3 NEW ENEMIES Since you have some new cards and passives well, it would be good to also have some new enemies to combat as well, right? Good news! We were able to add 3 absolutely new monsters with unique designs and new interesting mechanics. Again, this means more free content, more replayability, and variety! Hopefully, you will be able to defeat them without a problem ;) OFFICIAL SOUNDTRACK And, in addition to that, weve finally wrapped up work on something youve been asking for since the game was released: You can check out the soundtrack in various places: The soundtrack in various forms should be available everywhere else, too, so its up to you where you want to listen to it. There's also some additional music available now if you'd like to listen to tracks played by the Bard in the player's village, head here. AND ON TOP OF THAT Last but not least, something for those of you, who like to travel through wyrdness with style! We have a bunch of new cosmetics for you all including hair, tattoos, and a new shiny armor (unlockable by levelling up with Watchers of Tuathan)! Ok! Thats it! We hope that yall will be happy with all the new stuff and good luck out there in the Wyrdness! And heres the rest of the patch notes: [h2]Additions / Quality of Life / Requests:[/h2]
[h2]Changes, Fixes:[/h2]
[h2]Gamepass:[/h2]
[h2]Items:[/h2]
[h2]Runestones:[/h2]
[h2]Children of Morrigan[/h2] Cards
WyrdHunter
Pathfinder
Berserker
[h2]Moonring[/h2] Cards
Summoner
Blood Mage
Necromancer
[h2]Watchers of Tuathan[/h2] Cards
Sentinel
Zealot
Apostate
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Hi everyone! We have a fresh patch for y'all! |
Hey!
OTHER FIXES AND ADDITIONS: UI / UX / GAMEPAD
STORY:
RUNESTONES:
GENERAL BUGS & FIXES:
ACHIEVEMENTS:
CARDS / PASSIVES:
OK! Thats it! Hope y'all are going to enjoy our newest patch and in order to celebrate our first major update after launch, we're also offering the game with a 20% discount for a few days :) See you soon, that's not the end of good news we have for Conquest! :) |
Hi everyone! Long time no hear ;)
OTHER FIXES AND ADDITIONS: UI / UX / GAMEPAD
STORY:
RUNESTONES:
GENERAL BUGS & FIXES:
ACHIEVEMENTS:
CARDS / PASSIVES:
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Patch 1.01a is live and - among other things - it restores the All-mother's Altars. |
Hello everyone! Today we have a really big patch for you, and - if you're in a hurry, here's a tl;dr!
But before we get to that: we'd like to THANK YOU once again for your support. We've passed 2000 reviews on Steam this week and we're still at Very Positive... We honestly couldn't be more thankful! Thank you all for supporting us and being here with us - it means A LOT. And we hope that even a brief look at the changelog of today's patch will show it that we take your feedback seriously! (And even if sometimes we might seem slow with addressing reported issues - well, that's probably because the issues are harder to tackle than it might seem.) Also, we'd like to take this opportunity to send our thanks to all the YouTubers and Streamers who decided to cover our game. We really appreciate your willingness to cover less known titles and actually play indie games together with your audiences. THANK YOU FOR YOUR SUPPORT! The biggest news: three language editions are now available. Please note that German, French, and Polish are still NOT FINAL and we're still working on them. Please report any issues on our Discord on appropriate channels - we're monitoring them every day and we're quickly changing things that don't work. We're making these translations public, though, because many of you are asking for them and are afraid of moving to a beta branch so - here they are on the public branch :) Just change the game's language in the game's Properties on Steam. Our translators are also doing a Localization QA run this week so expect some fixes to translations soon :)
Major Issues
Other Fixes
Minor Fixes
Children of Morrigan [h2]Cards[/h2]
[h2]Wyrdhunter[/h2]
[h2]Pathfinder[/h2]
[h2]Berserker[/h2]
Moonring [h2]Cards[/h2]
[h2]Summoner[/h2]
[h2]Blood Mage[/h2]
[h2]Necromancer[/h2]
Watchers of Tuathan [h2]Cards[/h2]
[h2]Sentinel[/h2]
[h2]Apostate[/h2]
[h2]Zealot[/h2]
Neutral
Locations & NPCs
Fights
Enemies [h2]Tier 1[/h2]
[h2]Tier 2[/h2]
[h2]Tier 3[/h2]
Foredwellers
Items
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Hey everyone! As it turns out, today is the anniversary of the game's first appearance in Early Access! Looking back, it feels really crazy how the game's changed since that time - and that we've been able to finally release it and hear so many positive things from you about it! So thank you for being with us back then - and if you weren't, today we have a quick ride down the memory lane to the early state of Conquest - and an amazing wrap-up written by lMaltel on our Wiki page.
For more info about what's coming: check the section for "plans for the future" below. BUT getting back to the retrospective... So, originally, Tainted Grail PC was announced as a bonus for backers of the Kickstarter for Tainted Grail: The Fall of Avalon in 2018. It started slowly - with one programmer, one artist, working on the core of it all - and the game was slowly growing in scope because Awaken Realms didn't want to make a simple board game conversion. By April 2019 the team kept growing and so in December 2019 we've released a 2-3 hour long pre-alpha demo of the digital game's story campaign. It was available to Kickstarter backers and we wanted to share it mostly to hear what they think - and it was generally received very, very well. https://www.youtube.com/watch?v=i7d0Hl3S7VU After receiving literally thousands of comments about the campaign and reevaluating what we can and what we should do, we were going home for the Holidays to think about how to approach the development of the game in the new year. However, before the year was over, we came up with a new idea: to make a separate game mode, something similar to a boss rush, which will contain only the battles and release it in order to get as much feedback as possible and balance the combat systems. The only change we wanted to make was to move the entire combat into 3D. And so, in January 2020 we've started working on the game's campaign AND what eventually became Conquest. We knew there's a lot we want to change and fix in the way that the game plays and feels, so, essentially, we've started rebuilding the entire game from scratch. We've moved from a sculpted map into a generated tile-based map. We've changed the scale of the world. We started our shift to 3D combat. And so on... And as we were fixing and changing, well, the "game balancing mode" kept growing. By April we've had "some" things already "working". Here's the first version of our 3D combat - damn, this brings memories! :D https://www.youtube.com/watch?v=zBEyFqf4qT4 But we knew that the work on the game's campaign will still take a long, long, looooong time - and that our tools weren't ready to handle this task. We wanted to release the balancing mode, though, and this brings us to June 18th 2020 - exactly a year before today when we released Conquest to the public. https://www.youtube.com/watch?v=gontIzASDp8 Conquest kept growing. And when it was growing it kept breaking the game's campaign. We've been rebuilding and fixing the same campaign demo a couple of times - and at some point we decided to just let it go. We couldn't maintain it and we had no plans to expand it in its state - and since Conquest was getting really big, we felt at some point that it truly deserves to stand on its own. And so, late last year, we decided to split the products into two different things on Steam. We've learned a lot, we've grown, and now we know what we're able to do. It's been an amazing ride and we have YOU to thank for being here with us, and supporting us on that journey. And, as promised, I'll redirect y'all to our Wiki for more detailed info and a lot of cool stuff compiled by lMaltel. Check it out HERE! [h2]Seriously! It's full of amazing data, memories, anecdotes and some really old screenshots :D[/h2] And here's a quick breakdown of what's happening with Conquest right now.
And we still have some more things to talk about, but we're going to wait a little while before writing about them :) So, once again, thank you all for being here with us and for your patience! Remember to join our Discord server if you want to check out the BETA branch or just chat with us & all the amazing people in our community who are there! |
Hi everyone! We're pushing a small hotfix today containing a couple of things -- but one of them may be really important for some of you. We'd really appreciate your feedback about one particular change we've made.
Please let us know if this helped, though! Also:
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Hello, everyone! So it's almost two weeks after we've launched and we want to THANK YOU once again for your support and kindness. It is truly an amazing feeling to see the game we've worked on for so long being so positively received by its players. Thank you, really, it's just mind-blowing to see all of that positive reception we've got so far. Thank you for playing, for reviewing, for participating in so many discussions here on Steam and our Discord server and for... well, caring about the game so much that you decide to do this!
[h2]Quality of Life[/h2]
[h2]Bugfixes[/h2]
[h2]Gamepad fixes[/h2]
[h2]Locations and Story[/h2]
[h2]Items[/h2]
[h2]Cards[/h2]
[h2]Passive Skills[/h2]
[h2]Enemies[/h2]
We're going to announce more in the coming weeks, but there are two important things we need to share with you right now!
So... That was a long post! But once again: THANK YOU for all the support and kind words and see you soon! :) |
Hello! First of all, we want to thank you all for your support! We hoped that you're going to like the game but we weren't expecting such a positive response! We're really humbled and we're trying to read everything you say, see what needs to be fixed, and prioritize fixes - because, really, the amount of feedback is so huge! :D Thank you!!!
[h2]Passive Skills:[/h2]
[h2]Cards:[/h2]
[h2]Items:[/h2]
[h2]Enemies and Allies:[/h2]
[h2]Our current plan for the next few weeks is:[/h2] - 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! |
Hey everyone!
[h2]Passive Skills[/h2]
[h2]Items[/h2]
[h2]Enemies[/h2]
[h2]Map[/h2]
[h2]Quality of Life & UI fixes[/h2]
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Hi everyone! We have a quick & very important note to share with you before our launch which is scheduled for the 27th of May.
So, please forgive us for this delay -- but, well, lessons learned and thanks to this experience we'll be able to work more efficiently with translations in the future & creating more language editions will be easier for everyone involved! |
Whenever you've been guessing what the next playable class might be, the most requested one was... a ranged class. We've been listening and here we are, finally ready to show you the new Faction we've been working on for quite a while now. |
Hello! We're back with a new patch brining a lot of fixes and balancing-related changes :)
Bugfixes
Cards & Passives - Bugfixes
Village Balancing
Enemies: T1 Balance:
T2 Balance:
Also, 5 Fight compositions changed. T3 Balance:
Also, 1 Fight composition changed. T3 Miniboss Preacher:
Changes to Moonring's minions: Summoner:
Blood Mage:
Necromancer:
Changes to Moonring's Cards and Passives Moonring cards
Summoner's passives:
Blood Mage's passives:
Necromancer's passives:
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Hi everyone! First things first - thank you for checking out the game in its still unpolished form, it means a lot to us! We've seen a huge amount of new players starting the game over the weekend and we want to thank you all for joining us and helping out with making Conquest the best game it can possibly be :)
This last one needs a bit of explanation: We say that we hope we've fixed it because we're unable to reproduce this bug (quick explanation: saving and loading the same game file fixes the issue -- and because we're testing such bug reports through playing your saved games, well, you see the problem - we can't quite reproduce this bug). But we've reworked a couple of things related to portals so it might be OK now. PLEASE let us know if this problem still persists after this hotfix! OTHER ISSUES:
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