1. Tainted Grail: The Fall of Avalon
  2. News

Tainted Grail: The Fall of Avalon News

FINAL PATCH! 0.9 - The Once and Future King!



[h2]Hey everyone! [/h2]

So… this is IT! Today we bring you the biggest and most important update ever (other than the upcoming 1.0 version, obviously :D). Let us start with something AWESOME!

Please check out the official Tainted Grail: The Fall of Avalon Cinematic Trailer (created by Unit Image, the studio behind the Elden Ring and Baldur’s Gate 3 cinematic trailers)!

[previewyoutube][/previewyoutube]
(Song credits - Danheim & Gealdýr - Ymir)

We also have a new, shiny gameplay trailer for the game!
(with a great soundtrack by Dzivia; https://www.youtube.com/@Dzivia)

[previewyoutube][/previewyoutube]

We would really appreciate it if you could share those two trailers around! This is the final push for Tainted Grail. We spent the last 4+ years working on this game; much of it together with you. Now that the game will launch very soon, we want to make sure as many people as possible will learn about it!

Okay! Now, let's learn more about patch 0.9! *breathe in, breathe out* :D



Today, we’re launching the final, public patch to the game that is giving you access to the almost-final prologue and Act 1 (~20 hours of the game).

This includes full English voiceovers and text translation to the following languages*:
  • English
  • Czech
  • Italian
  • Japanese
  • Polish
  • Brazilian Portuguese
  • Russian
  • Spanish
  • Simplified Chinese
  • Traditional Chinese
  • French
  • German

*At the premiere of the patch, there might be some readable and journal entry translations missing (they will be added in 2-3 weeks)



[h2]What have we changed? [/h2]
Ha, great question!

Patch 0.9 is pretty much *almost final* version of Prologue and Act 1. You can expect final quality—BUT there still might be some bugs and problems here and there (please send us a bug report if you find anything!)

If you are wondering if anything significant changed since the last patch… yup! This is almost like a new, shiny game :D Our whole team has worked tirelessly to get to this point and the game is looking and most importantly playing AMAZING!

Once again, pretty much every aspect of the game should be better (from slight upgrades to HUGE changes). Below, you can find some examples:

  • Completely new prologue, with 2 new mini-bosses, many more NPCs, and new content to discover
  • Much more content in Act 1 (quests, dungeons, enemies, loot)
  • New character creation
  • Revamped & upgraded crafting (blacksmithing, alchemy, cooking)
  • Revamped magic (much more dynamic, fluid, and satisfying)
  • Totally revamped summoning (summons now block your max mana)
  • Upgrades in the feeling of close combat
  • TONS of new items to find and use
  • Revamped Attributes and Skills system (more flexibility for build crafting and more useful perks)
  • Completely revamped and polished UI
  • Totally revamped Wyrdnight (new visuals and improved in terms of balance)
  • New systems: sketchbooks, farming, house, pet
  • ADDED ROMANCE
  • Added Photo Mode
  • Entirely revamped and upgraded gameplay balance, including combat
  • Added “finisher” moves
  • Added boss mini cut-scenes
  • Added TONS of new soundtrack
  • Overall lighting overhaul in the open world
  • New, better weather effects
  • Added a lot of new NPCs and quests
  • Added shrines in the open world
  • Added story interactions in the fireplace
  • Added guilds and their questlines
  • Added new weapon types: Spears
  • …and a lot of smaller & bigger things here and there (we could be going for ages :D).


Generally speaking, we’ve been quite busy for the past year and we really poured our hearts and passion into Tainted Grail. We hope it shows in the game itself! And most importantly, our fingers are crossed that you will have A TON of fun in the 0.9 update, and the upcoming 1.0 too!

So without further ado: ENJOY THE NEW PATCH, TRAVELERS!
If you wish to, please spread the word about the game as much as you can! We are super close to the final premiere right now and we want to ensure people will hear about Tainted Grail all over the world.

And obviously, let us know about your feelings & experiences with the new stuff!

IMPORTANT:
Your current saves will be wiped and we will unfortunately have one more wipe with the 1.0 update. We are extremely sorry for that; we do know this is annoying. Keeping those saves would be extremely complicated and we need to prioritize game optimization and bug-fixing for the final version of the game.

But we feel that our game is HIGHLY replayable, both in the many different builds you can create, as well as the branching narrative with multiple quests and endings.

Okay! Now let’s give you a big screenshot dump to convince you to try out the 0.9! :D



Last but not least, a few words from our CEO!

Hey everyone!

I wanted to add a personal note from myself, from the perspective of CEO! After all, this is the most important moment for Tainted Grail! Also something I have been personally working towards for over 11 years now, leading Awaken Realms from our origins as a small 2-man miniature painting studio.

I always felt I have a huge debt of gratitude to pay to the gaming industry - thanks to them I was able to live through one of the most amazing adventures and it definitely helped carry me through my teens. I remember one holiday that I literally spent playing Gothic 2 all-day (with night of the raven expansion) for straight 2 months. BEST HOLIDAY EVER! :D



So creating a similar experience for others was always my dream and a huge passion. Both Questline and Awaken Realms teams are full of people with exactly the same approach. When we are working on a game, we do not start with the excel spreadsheet - but with an idea and tons of passion. Sure, spreadsheets are there to make sure everything accounts for itself - but we know what is most important here.

For the last 7 years I have witnessed how the Questline team developed. Both as a team and every single person individually and I have to say, I am so proud of what we managed to accomplish here! The level of growth is unprecedented and you can just compare when we launched EA to how the game looks today!



Game development is not an easy job, trust me. Sure, it has its moments - but most of the time it’s like building a house during a fire tornado. So yeah, if you want to make it, you need to be forged in that fire :D And I got to say that our team has put in all the heart, sweat, and passion into this crazy ambitious project. A TRUE open world RPG! Something that we only dreamt of doing now is something that we actually will be delivering very, very soon!

I just want to let you all know that this game is a product of an extremely hardworking and passionate team that grew from around 20 to 50 people over the course of development. While I know it’s not perfect and lacks AAA polish, I am EXTREMELY proud of their work!



So today, we are laying on your hands an awesome cinematic trailer, free demo on all platforms (as we believe it is really good practice to give customers a way to test the game before purchase) and a final patch in Early Access.

Thank you so much for being on this journey with us. It was quite a ride and your comments, feedback and goodwill is what kept us going!


Take care and enjoy the 0.9!



Join our Discord server: https://discord.com/invite/Hn5zJYV

Take care, safe travels!
Always yours,
Questline & Awaken Realms team

February Development Update



[h2]Hello, Travelers![/h2]
We’re proudly presenting you this month’s dev update.

Before we start this update (and it will be a wild one! there’s TONS of new progress), we need to share one less-exciting news.

Remember, when in the last update we said, that after patch 0.9 there would be no more save wipes…? Yeah…. so that turned out not to be true, unfortunately.

Most probably, we will still have to save-wipe the game at 1.0. The reason for that is pretty simple—we need our tech team to 100% focus on optimization and Xbox & PlayStation ports. We estimated that keeping save files would be easier, but unfortunately, it turned out to be much more complex at this time. Before the release, we need to make sure that 1.0 is fully technically sound.

We will obviously make it very transparent on the Steam main page, we just wanted to take the time and tell you here too, with our explanation and apologies. We really didn’t want to mislead you, it's just… video game development is… let’s call it “agile” :D Unfortunately, things and plans have to adjust. Sorry for that folks!

Now, for some of the good news: Tainted Grail’s replayability will be very high:
  • You can create and execute a lot of different builds
  • There is A LOT of secrets hidden all around
  • Your decisions will have big consequences in terms of the storyline

So, if you want to experience 0.9 in all its glory, go for it! We believe you'll still have a great time replaying Act 1 when 1.0 drops. But if you'd rather wait a few extra months for the full experience—that's completely fine too!

IMPORTANT: Last month to get the game at a special, lower Early Access price!
This is the last call to get the game at its current price. Remember that on the 25th of March, the new price will be 45 USD (or regional equivalent).

[h2]0.9 PATCH IS COMING! What can you expect? [/h2]
  • NEW language support! Here is a full list of translations that will be coming: English, Czech, Italian, Japanese, Polish, Brazilian Portuguese, Russian, Spanish, Simplified Chinese, Traditional Chinese, French, and German.
  • full Act 1 in 95% of the final quality;
  • full English voice-over;
  • about 15-20h of revamped gameplay in Act 1;
  • NEW free demo!;
  • and A LOT of surprises ;) We will have a full list next month, once the update goes live!


[h2]OK! Now let's get to the meat of this update! [/h2]

As always, let’s start with the video overview made by WolfheartFPS:
[previewyoutube]https://www.youtube.com/watch?v=nq0fc7A_xgk&ab_channel=WolfheartFPS[/previewyoutube]

This month, we’d like to focus on the newest addition to the game: the third and final region, Forlorn Swords. This is actually the first real opportunity to showcase our work. Of course, the region isn’t fully complete yet, but we’d love to give you an early tour of some selected locations.

[h2]Forlorn Swords: the 3rd act main zone[/h2]



We already teased it some time ago, and now we’re ready for a more visual showcase! Forlorn Swords is a snowy land home to the wild Dal Riata tribes. As you trek through its frozen peaks, you'll uncover the history, traditions, and long-standing clashes between the Dal Riata and Kamelot (yes, it goes with a “K”). These tribes share a deep bond with the mystical Giants and live in scattered villages throughout the region, with their capital in Mathair Mines—once an old mine, now the hub of their entire culture and ceremonies. Along the way, you will encounter representatives from five different tribes, and will be able to shape their fate!



[h2]Companions? Here is your new pet: Qrko![/h2]

Now, you’re gonna love this one: meet Qrko, a tiny cute pet that can become your companion for the journey through Avalon! Once found, it will never leave your side! And don’t worry—Qrko is immortal, so you don’t have to worry about smacking him with your two-handed sword when fending off Grindylows. When it comes to interactions, for now, you can:
  • pet Qrko;
    ask Qrko to perform a trick;
    command Qrko to stay in place or follow your lead.
We’re still figuring out different interactions with Qrko, so if you have any ideas, we’re open to suggestions! Let us know in the comments.


[h2]Photo Mode (no, that’s not a third-person perspective!)[/h2]
We’re introducing a Photo Mode, allowing you to fully appreciate and adore the beautiful armor sets you compose. #FashionGrail at its finest!

However, we want to make this very clear—this is ONLY a Photo Mode, NOT a third-person gameplay option. We want to avoid any misunderstandings on this topic.



Although…

[h2]Would you be interested in a third-person perspective? :)[/h2]
If so, let us know in the comments below! We’re not making any promises, but there’s a chance we’ll add this feature—if not with the 1.0 update, then possibly later through post-launch patches. To make sure it’s worth the effort, we need to hear from you first! :)

[h2]New craftable armor[/h2]
Speaking of #FashionGrail, we’ve added several new armor sets, crafted from the remains of enemies—and we believe they’re pretty badass! Name a better way to flex about beating the hell out of your opponents! 😎

Those include:
  • the Red Cap crafting armor (“Bloodsoaked”);
  • the Grindylow crafting armor (“Torn Sinew”);
  • the Sharg crafting armor (“Ravenous);
  • the Ice Weaver crafting armor (“Frostwoven”).


[h2]New enemies[/h2]
As per usual, each month we bring you some new enemies to the table. This time, we’re most excited about the Foredweller, currently available in two variants: the Knight one, and the Warrior one. This guy comes equipped with four active arms, making fights more dynamic and unpredictable.



[h2]New gameplay mechanics in progress[/h2]
Gameplay is king, so we’re now working on three gameplay mechanics:
  • a revamped throwables system;
    a brand-new wand system;
    the introduction of Soul Cubes.
To dive a bit deeper…

[h2]Throwables[/h2]
They are our way of supporting combat against multiple foes, especially for melee-focused builds, as their users tend to get surrounded by enemies quite easily.

Throwables feature a quick-use mechanic. Just put them in the quick-use slots, and you can activate them instantly, just like potions. They serve various purposes, such as dealing damage, applying status effects, creating AoE effects, and providing crowd control. That makes them a great tool for non-magic and/or non-ranged players!

We've also added a ton of new throwables, including:
  • the Booming Flare: creates an 8m explosion of light, blinding all targets;
  • the Breathstealer: enemies hit within a 5m area lose a portion of their max stamina;
  • the Ephemerate Crystal: banishes the target, making it disappear for a while;
  • the Flaming Concoction: on impact, covers the area in flammable liquid;
  • the Orb of Vortex: pulls all targets towards the point of impact;
  • the Siphon Bomb: restores mana for each enemy hit within its area of impact.


[h2]Wands[/h2]
Mechanically, wands work similarly to shields (off-hand items), designed to passively enhance spellcasting rather than being full-fledged weapons. Things worth mentioning about them:

  • held in one hand: they usually deal minimal damage but enhance spells cast with the other hand;
  • no activation required: they don’t consume resources but provide passive buffs;
  • some wands trigger effects on block, parry, or even attack, always tied to mana and spell power.

Some of the wands that will be available in the game are:
  • the Oldtree Staff: when casting spells, you have a % chance to restore half of the spent mana;
  • the Essence Channeler: blocking regenerates 100% of the elemental damage blocked as mana; attacks regenerate 10% of the damage dealt as mana;
  • the Hexbounce Wand: blocking deflects projectiles at the cost of 10 mana; parrying deflects and duplicates projectiles for free;
  • the Unstable Conduit: increases casting speed by 75% but doubles damage received while charging spells.

[h2]Soul Cubes[/h2]
Soul Cubes function as charge-based artifacts that build up energy through different combat actions like killing enemies, spending mana, and applying elemental status effects. Similarly to wands, they must be held in hand to charge up. Once fully charged, you can unleash powerful effects, ranging from buffs and damage to summoning unique allies.

Some of the new Soul Cubes include:
  • the Undying Watch: summons an Undead Camelot Defender for 30s;
  • the Wailing Gale: summons a tornado, pulling in enemies within a 5m radius;
  • the Prism of Maelstrom: creates an explosion dealing damage and applying random elemental statuses to all nearby enemies;
  • the Pyroclast Core: summons a burning rain of fire over an area for 12s.

All these above-mentioned mechanics are still very much work in progress, missing their final visual assets and polish, but they’re functional; take a look at WolfheartFPS’ video to see them in action!

[h2]Lighting and post-processing improvements[/h2]
Though the world of Avalon is pretty grim, we're putting a lot of effort into enhancing the game's lighting and post-processing effects; all to create a more immersive and visually polished experience. Right now, the most noticeable changes (between the public version and our in-house dev one) can be seen in Horns of the South region, particularly in the castle and cemetery areas, as well as parts of the open world.



[h2]New shrines[/h2]
Those were also mentioned before, but they’ve come a long way and have been visually upgraded! Take a peek at the new types of shrines: open-world activities, each offering unique interactions and rewards:
  • the Hunting Shrine: use them to offer items related to a specific animal or creature (e.g., deer hides at a deer shrine) in exchange for small permanent stat boosts;
  • the Druidic Shrine: offering any animal part grants a small amount of experience and restores health;
  • the Stagfather Shrine: praying at this shrine summons three magical deer, which must be defeated within a time limit. If you succeed, you get rewarded with experience and special crafting materials from the Wyrddeer, used to create unique items (such as a knife, arrows, a shield, or a stew).


[h2]Misc stuff[/h2]
To end with, some things that did not fit in the other parts of the update:
  • new music incoming: we’re preparing tons of new tracks, so look forward to a fresh and expanded OST (we know you love Tainted Grail music as much as we do!);
    [previewyoutube][/previewyoutube]
    [previewyoutube][/previewyoutube]
  • the Ghostly Stag is still wandering around: how did it end up casually exploring the Plains in the first place?!


[h2]Aaaand we’re finished for today![/h2]
Thank you for being with us! As always, let us know what you think of all the new & improved stuff. Also, join our Discord to chat and learn more about the game! DISCORD

The 0.9 March update is just around the corner, and we really can’t wait for you to try it.
IT’S GOING…
TO BE…
A BLAST!


Stay safe, Travelers!

https://store.steampowered.com/app/1466060/Tainted_Grail_The_Fall_of_Avalon/

January Development Update



Hello, Travelers!

Hope you all had a great holiday season! We certainly did, and after some crazy getting-back-on-track time, we’re now in action, all hands on board. We’ve got some cool news to share about what we’ve been working on recently. As always, there’s tons of more stuff cooking behind the scenes, but here’s a sneak peek at what’s ready (or almost ready) and deserves to be showcased.

As per usual, let’s begin with WoflheartFPS and his video covering all the changes:

[previewyoutube][/previewyoutube]
And before we get to the new stuff, take a peek at our December development recap (so, basically all the things we mentioned last month!):

[previewyoutube][/previewyoutube]
Now, let’s get down to business.

[h2]Cuanacht updates:[/h2]

We’ve unlocked two new areas in Cuanacht, that both lead to the upcoming Forlorn Swords (the Act 3 main zone):

  • The Towers: This area involves new exploration and combat opportunities.

  • The Plains: A wide-open space where you can freely roam on horseback, giving you a break from the more intense parts of the game. Just your regular kind of a “breather area”.


And don’t worry, these areas aren’t empty. Apart from regular gameplay elements, you might encounter some interesting surprises like:
  • The not-yet-determined spirits roaming around
    The Tibby boss fight
    The Charred Conclave

[previewyoutube][/previewyoutube]

We’re still testing to see if they fit well in the game, so things might evolve over time.

[h2]Horns of the South updates:[/h2]

We’re STILL adding content to the first area. Can’t stop, won’t stop!

  • New boss fight: Already teased before, but now it’s official. Meet the Scourge of the Seas, aka the infamous Javy Dones (wink wink). He’ll be the final guardian of one shipwrecked dungeon.

[previewyoutube][/previewyoutube]
  • Recapturing HotS: Some of you found an unfinished feature during our recent 0.8 beta tests—when you defeat a boss on the King’s Road, guards start spawning, and the whole place becomes a bloodbath. Jokes on you, that was just the beginning! Now, after becoming one of the Keepers, you’ll get a new quest to take out additional bandit bosses to reclaim parts of the region, which the Keepers will then populate.


[h2]Gameplay misc additions:[/h2]

  • New Spirituality skills: We’re introducing ~14 new skills to the skill tree to expand your character development options.
  • Magic schools: You’ll be able to master the arts of 4 different magic schools. These include Kamelot, Druid, Red Priest, and Wild (Wyrdness), each focusing on different types of spells. Let there be wizardry!
  • New magic VFX: There are some new spells, and some of the old ones have new visual effects. Needless to say more, just take a look below.
    [previewyoutube][/previewyoutube]
  • Archery overhaul: Everyone’s favorite, right? We’ve added a bunch of new gear for bow lovers, including:
    - 6 new bows
    - 3 new arrow types (also, every arrow in the game was rebalanced and tiered accordingly, especially elemental arrows)
    - 7 new armor pieces for archers
    - 5 new consumables for archers
  • New enemy variants, including Ogres (in Cuanacht and Forlorn Swords), Dryads, and the fearsome Fleshtree.

That would be it for today! Thanks for taking the time to get through this development update. Let us know your thoughts in the comments below, and stay tuned for future updates. March, and with it the 0.9 release, is getting closer and closer (definitely no pressure at all!).
Join our Discord to chat and learn more about the game! https://discord.com/invite/Hn5zJYV
Stay safe, Travelers!

https://store.steampowered.com/app/1466060/Tainted_Grail_The_Fall_of_Avalon/

December Development Update



[h2]Hello, Travellers![/h2]

We’re ready to present you with our December development update! As announced the last time, WolfheartFPS has partnered with us as a pro content creator and prepared yet another overview video for the update’s content. You can watch it here:

[previewyoutube][/previewyoutube]

The end of the year is coming closer, and our team has been working incredibly hard to wrap up Tainted Grail: Fall of Avalon. We’ve got tons of updates to share, but first, let’s lay out our roadmap to 1.0 so you’re fully updated on what’s coming.

[h2]Road to 1.0![/h2]

We’ve been passionately working on this project for almost 4 years now—including 1.5 years together with you during Early Access. And guess what? We’re REALLY close to the finish line! No pressure...

There’s still A LOT to do, but we can see the light at the end of the tunnel. So, here’s the plan for the final, epic release of the game we all love:

First of all—monthly updates will continue! You can expect development update posts in January, February... and then we’ve got a big surprise coming in March! What’s that, you’re wondering? Well, first we have a confession to make: we lied to you. Not intentionally, obviously, but it turns out we did. And before we end up on the stake, let’s explain.


We recently announced that no more updates will go live before the 1.0. version in Q2 2025. Change of plans. There will be one more major update before the full release. In March 2025, the 0.9 update for Tainted Grail: The Fall of Avalon will see the light of day!
That’s it. That’s the whole lie. Please forgive us!

This update will include:

  • The fully finished and polished Prologue and Act 1 (Horns of the South).
  • Full English voiceover and additional translation options (more on that in the future).


It will also bring:

  • Better optimization
  • Final game balance
  • The majority of bugs fixed
  • 100% of mechanics and UI in place
  • Fully upgraded visuals
  • Tons of new dungeons, quests, and side content
  • And… ROMANCE! :D


One note: this patch will wipe your saves—BUT this will be the last time that happens! From Patch 0.9 onward, your saves should be safe and sound for the final release.

IMPORTANT: Alongside this update, we’ll also change the game’s price to its planned final 1.0 price of 44.99 USD (or regional equivalent). Why the increase? We simply believe that the game's planned scope will be worth the new price.

The full release of Tainted Grail: Fall of Avalon is planned for May/June. It will include tons of content:

  • All 3 acts of the game, including the main story
  • An estimated 70–100 hours of content
  • A vast, branching main storyline
  • TONS of side quests, activities, dungeons, and more


We’ll drop a full plan for Early Access progression below so you can see it all at a glance.



We’re sharing this news now—3 months in advance—so there’s still time to grab the game at its Early Access price of 29.99 USD. Obviously, if you purchase now, you become a full-fledged owner, and you’ll get the 0.9 update + the full game afterward, at no extra cost.

Before we jump into the new content, just a quick recap of the last development update, featuring new combat changes and a massive Prologue + Act 1 revamp. We’re really happy with the evolution of the game; hope you like it too:

[previewyoutube][/previewyoutube]

We’re now done with this prolonged intro, so: to the point we go!

Since our last update and beta test, we’ve mostly been fixing what was broken and considered weak by the community. As a result, we don’t have many flashy things to show. However, there are still some major cool things that we’ve managed to add or improve in the game!

[h2]Summoning is (almost) back![/h2]

You hear that right. We’ve listened, and we’re trying to bring it back. We’re quite happy with the progress, but there’s still a lot left to do. However, we already feel it’s better than before, and that is because…

  • … you can now command your minions: After summoning, you can click on an enemy, and your summons will attack whoever you’ve chosen;
  • … it’s been simplified: Each summon temporarily holds a flat value of your mana; the more max mana you have, the more you can summon. This prevents summon spamming while still allowing the use of other spells. We might change this mechanic in the future, but that’s where we are at the moment.




[h2]First iterations of housing and farming[/h2]

Everybody dreams of their own place, right? Thankfully, developing a game allows us to tease ourselves a bit and get a house, even if it’s only a bunch of in-engine rendered pixels. I mean, better a bare foot than none.

  • Housing: The current in-house version of the game allows you to buy a (prototype) house in the Fishing Village. You still have to be a millionaire to afford the property, but getting there is less harsh than IRL. You can also add and replace various furniture and homeware in the special Decor Mode!
  • Farming: Works pretty much like Housing, and will also see similar improvements in the future.




[h2]Shrines[/h2]

Shrines are our new “point-of-interest” type of open-world activities. There are different kinds of shrines you can find:

  • Shrine of the Wilds: These depict various animals and offer certain items related to these animals in order to get a one-time boost to your XP, proficiencies, etc. It also offers a new gameplay-related twist!
  • Druidic Shrines: These will allow you to constantly “feed them” with animal-based crafting components in exchange for a tiny XP boost.
  • Stagfather Shrines: These start a special event: you get a timer and you need to hunt down animals within the time limit to receive a reward (such as a skill point, etc.).
  • Memorials: You can find statues of various legendary warriors all over the open world, interacting with them will boost certain proficiencies.




[h2]NPC improvements[/h2]

Being a vital part of every RPG, NPCs also deserved our attention. After some adjustments, they feel more natural and are a more integral part of the world.

  • Better looks: We’ve improved NPC faces, hair, and beards across the board. Most should look better now (though some surprises may arise due to global changes, we’ll be fixing them later).
  • More natural movement: NPCs now turn more naturally when you approach them.
    (This one is subtle and may go unnoticed unless you're aware of it. You might just feel something is better without being able to pinpoint exactly what. Previously, you couldn’t talk to NPCs unless you approached them head-on, and even then, they would rotate toward you like robots. This has been improved so their movement appears more natural. We plan to refine this further, but the first iteration of this system is now working.)
  • Dynamic reactions: Enemies now respond faster when interrupted during “simple interactions” (e.g., sitting).
    (This change addresses enemy interactions. Previously, if enemies were in a “simple interaction” (for example, sitting) and you attacked them, it took them ages to stand up, draw their weapons, notice you, and get into combat. We’ve now implemented a system that handles interruptions and uses prototype animations to make their reactions more dynamic. This is just the first iteration, but we’re pleased with the progress we’ve made.)
  • Coming Soon™: Enemies will move their lips and show facial reactions in combat. You’ll almost be able to measure their level of hate for you, just by looking at their faces when they bash you down.




[h2]Further balancing changes[/h2]

Balance, balance, balance… While it’s hard to explain, be sure that balancing the whole experience is still one of our top priorities. The feedback from the recent playtests has been super helpful in that matter (thank you, beta testers!). For example, we’ve fixed some issues with bows since the tests showed we’d nerfed them too much.

We’re now surely moving on to balancing the mid-to-late game areas, starting with Cuanacht.

[h2]Fashion Grail continues[/h2]

Let’s be honest: in RPGs, armor is all about fashion. Well, not really, but you get the point. So more not-so-shiny stuff to wear is always welcome.

  • New enemy armor sets.
  • New player armor sets: Over 18 new armor variants, including the Plaguewraith and Children of Morrigan sets. Take a peek:




[h2]UI improvements[/h2]

We hope you like the recently shown new version of the game’s UI! We’re polishing it and adding more options to make the navigation easier and more intuitive.

  • Equipment grid categories: This is a huge deal, as we’ve always wanted to implement this feature. Items in your bag are now categorized, e.g. when you select “weapons”, they’ll be sorted into categories like one-handed, two-handed, shields, etc. This system will soon be applied to all other inventory screens, not just your bag, and will be further refined.
  • Equipment display: The “body” equipment slots are now presented more intuitively.
  • Character progression & handcrafting menu: We added category artworks for character progression and handcrafting.




[h2]New content in Cuanacht[/h2]

Cuanacht is perpetually getting expanded and polished, and the whole area is now even more vast in terms of content.

  • Quests: We’ve added 15+ new quests so far. All of them are at various stages of being done (or broken).
  • Dungeons: A 7+ new ones of those.
  • New interiors: Previously unavailable areas are now accessible (or will be soon). The work in this field continues.




  • Something for later: A new huge dungeon, the Abyss of Sagremor, is in progress. Want a peek?




[h2]Smaller & misc changes[/h2]

  • New lockpicking minigame models: Simple as that, lockpicking looks better now.
  • Enemy variants: Some of the old bad guys and their models received new variants that will differ between regions. Also, some completely new bad guys have been added, too. Remember Bonemasks from a few updates before? Their shaman version will be resurrecting the enemies you fell. Ready to get annoyed?




  • Enemy animations: We’ve smoothened up some enemy animations, including their idle versions. Some of them are just adorable:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]


[h2]And that’s it for now![/h2]

The comments section is yours. Tell us what you think about the newest changes.
We can’t wait enough for March to share the 0.9 update with you! Join the Discord if you want to get in touch more directly: https://discord.com/invite/Hn5zJYV

Stay tuned, stay safe, and good travels!

https://store.steampowered.com/app/1466060/Tainted_Grail_The_Fall_of_Avalon/

November Development Update



[h2]Hello, Travellers! Hope you’re all doing well.[/h2]

We’re ready to present another development update for Tainted Grail: The Fall of Avalon! It’s been a while, though we believe our content showcase will compensate for the wait. But before that, let’s begin with some huge news!

Starting from this dev update, we’ve partnered with one of the most well-known YouTube gaming creators, WolfheartFPS, to help us prepare a video overview for each update until the game leaves early access in the next year! If all goes to plan, those will be released monthly, along with the Steam update posts. His videos will contain exclusive behind-the-scenes, never-before-shown content. That also includes heavily work-in-progress stuff that is subject to change. Wolfheart’s a pro, and he’s done a great job showcasing new additions and tweaks, so just grab yourself a drink and enjoy watching!

[previewyoutube][/previewyoutube]

And for the written text enjoyers, below’s the update done in the old-school way.

Internally, we’re now in the 0.8 beta phase of the game, and it goes without saying that the game has changed DRASTICALLY, which nearly 500 playtesters have already witnessed during closed tests. The first bits of feedback we collected were very positive, and while there’s still tons of work to be done, it seems we’re headed in the right direction!



Based on your feedback and our analytics, we wanted to address the most important matters. As a result, tons—and we’re not exaggerating—tons of stuff have changed, so not to write a novel-long, let us just point out everything we’ve been working on.

By way of clarification, we’d like to point out that version 0.7 (Quanacht Rebellion) was the last Early Access patch, and the next update will be the full-fledged release: version 1.0. The monthly updates serve as progress reports on the game's development. Additionally, version 0.8 (the one described in this development update) is available only for closed beta testers, who are diligently helping us improve the game with every iteration. However, it will not be publicly available.

[h2]1. Game rebalancing and progression improvements[/h2]

TLDR: We’ve overhauled nearly every aspect of gameplay, focusing on making the progression, and the overall experience, more rewarding and fairer.

  1. Melee combat: Rebalanced to function seamlessly across all enemy tiers. Weapon damage, stamina cost, and other stats have been fine-tuned.
  2. Ranged combat: Ranged archetype now requires more investment in skills and better equipment to become a viable playstyle. Achieving the “stealth archer” fantasy will still be possible, but it will require more work.
  3. Enemy adjustments: Behaviors and animations have been improved, along with a comprehensive rebalance of enemy stats. No more one-taps (excluding special scenarios).
  4. Skill trees: Dozens of new STR/DEX/END skills have been added, with plans to expand to other trees soon™.
  5. Attributes and proficiencies: Both were rebalanced, with attributes receiving notable nerfs. Some might even be controversial, so we’re playtesting to get more feedback on that.
  6. Status effects: These now scale properly, preventing overpowered effects on higher-level enemies.
  7. Economy overhaul: Gold rewards, item pricing, and loot distribution have been adjusted to provide a more balanced progression.




[h2]2. Magic revamp[/h2]

TLDR: Magic has been completely reimagined for smoother, more dynamic gameplay. Casting spells should also feel more “snappy” and just more fun.

  • Casting system: Spells now offer light and heavy casting options, doubling their tactical use.
  • Mana efficiency: Simply put, you can cast more spells per mana bar.
  • New spells: 14 rebuilt or entirely new spells are now available, with more on the way.
  • Summoning temporarily removed: Summon-related issues have been among the most frequently reported. We’re working to resolve AI issues before reintroducing this feature.




[h2]3. Quest and story enhancements[/h2]

TLDR: We’ve made major narrative adjustments and introduced new quests, as well as other open-world content.

  • Main storyline: King Arthur has always been the highlight of the game, woven into the lore. Right in the prologue, you’ll now learn from the Once and Future King himself that he is your
  • SPOILER*. This allows the main storyline to have better pacing and be more flexible/less linear.
  • New side quests: Around 15 new side quests in the Horns of the South, alongside extensive updates to already-existing quests, including new interactions or dependencies, and bugfixes. Just a few of the new missions will be your typical fetch quests, but let’s be honest: we all need a breather sometimes.
  • Guilds: Yes, they’ve arrived: the Children of Morrigan (thieves, murderers, bad guys in general), Alchemists, and Stonewardens (tribal blacksmiths). Completing each guild’s storyline will reward you with unique abilities, grant some lore insights, and unlock alternate endings to the main story. Also, more guilds coming soon™.
  • Expanded world: 10 new dungeons, redesigned zones (the Keep, Prologue, and Jail), and interiors for all houses.
  • Romance: To the “Romance when?” guy who asks the question under every update post, here’s our response: romance now! A new storyline for Alisa is being made, and she can become your partner as a result.




[h2]4. Wyrdnight overhaul[/h2]

Nighttime gameplay received significant changes.

  • New enemy: The Wyrdstalker is a new terrifying presence during Wyrdnight. Still a work in progress, but in his final version, he’ll be slowly walking towards you, constantly, during the night. Think of him as a literal stalker.
  • Ethereal Cobweb: We’re changing its properties, and it’s slowly becoming a more integral gameplay element, with future crafting applications planned.





[h2]5. Crafting improvements[/h2]

Crafting is now more intuitive and flexible.

  • Crafting logic & UI: As non-precise as it sounds, crafting’s been changed so that it… well... makes more sense now. Also, this system’s UI has been rebuilt for clarity and intuitiveness.
  • Streamlined crafting: Players can now craft anywhere using a Grindstone, without having to talk to the Blacksmith.
  • Enemy-themed armors: Unlock new gear by completing special quests given by the blacksmith in the Horns of the South. This will become a general theme for all blacksmiths in the game.




[h2]6. Combat, gear & enemies[/h2]

Here’s what’s new on the battlefield:

  • New enemies: Over 10 new enemy types and revamped bosses, including a completely rebuilt Mistbearer fight.
  • Gear: Over 50 new armor pieces, more than 10 weapon models, and at least 10 new variants of the currently existing ones to collect.
  • Duels: This allows to engage in NPC duel-type combat without triggering crimes and other bad consequences. Future updates will expand this further, allowing for proper fight clubs.




[h2]7. Additional features[/h2]

We’ve introduced several other, miscellaneous gameplay elements:

  • Farming: Long-awaited and ever-wanted, it’s finally in the game. Clean up your gardening tools!
  • Sketching: Our unique photo mode; lets you create beautiful sketches of the game world.
  • Fog of war: Maps now hide the yet-unexplored areas for a more immersive experience and fewer spoilers.
  • Accessibility improvements: Better color coding, UI adjustments, and toggles for enhanced visibility and customization.
  • General: All houses in Horns of the South now have interiors, NPCs follow a proper day-night cycle, Wyrdnight arrives later, and numerous other small QoL features.
  • Heavy work-in-progress stuff: Crimes and sneaking mechanics still need great attention. So does the VFX optimization, especially when players are casting lots of spells.





[h2]That’s it for the content update![/h2]

This wraps up our recent work on revamping and polishing Tainted Grail: The Fall of Avalon. As always, we appreciate and thank you for every piece of feedback provided! Thanks to that, we managed to make some grand changes that are slowly turning the game into a completely new, better experience. And to the nearly 500 beta testers of the 0.8 version: you rock, and it’s hard to express our gratitude for all the help provided!

To end with, just a reminder that apart from the Prologue and Horns of the South revamp, we’re constantly working on the newest, before-announced snowy area: the Forlorn Swords. Stay tuned for more info about that.

Let us know what you think about the changes! And make sure to watch Wolfheart’s video to get a better view of all the newest stuff.

Stay safe, Travelers!

https://store.steampowered.com/app/1466060/Tainted_Grail_The_Fall_of_Avalon/