
143
Players in Game
5 721 😀
1 112 😒
81,36%
Rating
$44.99
King Arthur: Knight's Tale Reviews
A unique hybrid between turn-based tactical games and traditional, character-centric RPGs. Knight's Tale is a modern retelling of a classic Arthurian mythology story filtered through the dark fantasy tropes, a twist on the traditional tales of chivalry.
App ID | 1157390 |
App Type | GAME |
Developers | NeocoreGames |
Publishers | NeocoreGames |
Categories | Single-player, Steam Achievements, Multi-player, PvP, Online PvP, Full controller support, Steam Trading Cards |
Genres | Strategy, RPG |
Release Date | 26 Apr, 2022 |
Platforms | Windows |
Supported Languages | Portuguese - Brazil, French, German, Spanish - Spain, Russian, English, Hungarian, Polish |

6 833 Total Reviews
5 721 Positive Reviews
1 112 Negative Reviews
Very Positive Score
King Arthur: Knight's Tale has garnered a total of 6 833 reviews, with 5 721 positive reviews and 1 112 negative reviews, resulting in a ‘Very Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for King Arthur: Knight's Tale over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
11139 minutes
Clunky movement and laughable sound design (mediocre voice acting included) aside, this game shows so much potential with its story and aesthetics.
👍 : 0 |
😃 : 0
Positive
Playtime:
539 minutes
Straight forward tactical combat that's reasonably challenging with loot, character progression, and a story in an Arthurian setting.
👍 : 0 |
😃 : 0
Positive
Playtime:
4921 minutes
pretty good tactics game.
gameplay-wise, pretty good, gets a bit repetitive when nearing the endgame though.
sound and bgm is okay.
story-wise is pretty compelling. (*spoiler*) I would like to have the option to kill the lady of the lake though
👍 : 0 |
😃 : 0
Positive
Playtime:
3471 minutes
Generally speaking, this is a good game. 8/10, would recommend to fans of the genre.
Its core gameplay, the combats, are fun. They are difficult, they require general strategy and specific tactics. There is a lot of content in the base game, and then there's an endgame which I didn't even play.
The criticism I have should not dissuade others from buying the game. It is more directed at developers, who could learn from it. If you plan to play this game, don't read further. You might not even notice the things I will criticize, and that is probably better.
1: Pointless Exploration. This is a turn-based strategy game. It does not need exploration. Yes, the maps look nice. Yes, you can discover secret combat encounters by combing the map. But was that necessary, and does it make the game better? Not at all. It eats time. I want to spend my time with this game, but not studying Mordred's walking animation. I really enjoyed the combats. A lot. More than in many other games of the genre, by far. But the pointless walking around is just not what anyone is here for. Now, if you're thinking: But how else could we have made chains of combat encounters for one single mission? Then look to other games. In particular, Tactics Ogre. To siege a stronghold in that game, you are locked into a chain of combat encounters from which you cannot retreat until completed. It could have been the same here. Click on a mission, have 2-5 back-to-back combat encounters (with maybe one bonfire between each encounter). No walking required at all.
2: Quantity over Quality. Particularly in Act 3 against the Sidhe, I noticed that many encounters were just direct repetitions of previous encounters, with no changes except perhaps replacing one fodder archer for one fodder centaur. I understand that developers cannot create a hundred diverse enemy types, but then just reduce the number of combat encounters in the act. Or make it interesting. One of the fights in Act 3 had me facing one fey enchantress and 6 of the Unseelie Fog Knights (those who go untargetable, strong feckers). I looked at the fight, and thought: "Damn, they're tryna kill me here." And then I smiled! It was a unique fight! Similarly, instead of giving me the same fight 20 times, just give me one fight, but why not have me go up against 20 centaurs trying to run me over? Is it silly? Yes! Is it an unforgetable encounter? Also yes!
3: Boring Maps. I think it was in Act 2 where many of the encounters had explosive barrels that would spread some sort of black goo. I liked that, it was cool. Nothing special, really. Explosive barrels are as fundamental to the genre as the melee/range/caster distinction. Yet somehow, past Act 2, none of that was ever present again. Sure, the Fey would summon gates that spawned enemies, but that's just fancy-looking reinforcements and doesn't make the fights different. Just one more high-priority target to kill in the same manner that all priority targets are focused down. Now, I'm not saying all fights should have some map gimmicks. Boss fights in particular should not have them. But the same 20 boring encounters I mentioned earlier would have benefitted from some variety in terms of their gimmicks.
4: Spacious Maps. Empty space in maps makes for turns spent walking. But here comes the classic issue, something commonly known to anyone who ever played the Fire Emblem games: The one who walks into range first, loses. This game doubles down on that by permitting access to Overwatch and AP-Conservation across turns. So to play optimally, you don't move, you wait. But that's boring. I spent so many fights charging the enemies, suffering extreme damage for it, sighing, reloading, and then playing defensive and stationary while suffering next to no damage. And the easiest way to solve that is to just make the maps smaller. Spawn everyone in range of each other. Many of the fights in the game were like that, and those fights were significantly better because of it.
All in all, still a great game. I loved the many small synergies between knights and their equipment, or knights and other knights.
👍 : 1 |
😃 : 0
Positive
Playtime:
3026 minutes
This was a sleeper hit for me. Unique and fun tactical turn based game. I enjoyed most of my time playing the game. There are very unique builds, solid loot variety, great music and a grim aesthetic. As with many of these games, it ended up being repetitive near the end of the story.
With some exceptions, the voice acting is questionable. It's immersion breaking when some of your knights sound American, while other actors maintain the accents you'd expect based on the characters.
Well recommended AA game.
Can't speak to the endgame content or the expansions, as I was satisfied with my experience within the confines of the main story .
👍 : 1 |
😃 : 0
Positive
Playtime:
24614 minutes
the game starts slow and a bit too easy with bad camera controls and the worst voice acting ive ever heard in a game ever, but damn is it well put together, challenging in the end game, and fun as hell. Would recommend
👍 : 2 |
😃 : 0
Positive
Playtime:
1565 minutes
It's an XCOM-like, seems to be Hard West style character progression (even though some characters have the same 'class,' they still each have their own unique skill tree), Darkest Dungeon style base, Divinity: Original Sin type action points. Combat is more interesting than Wartales, from what I've seen; encounters not quite as interesting as Divinity: OS 2. Character customizations feel meaningful. Characters have more personality than XCOM squads. Some replay value via alignment tree -- different characters and missions available depending on your religious and political axes (tyrant vs just and christian vs pagan religion). I like the atmosphere; the ethos kind of reminds me of Shadow of Mordor, alternative mythology featuring an antihero torn between revenge and redemption. So far so good, I'm not too far in but enjoying definitely.
I will mention, this does share the two-dimensional combat map with Wartales so far, and I've seen other reviewers complain about repetitiveness. At the very least, this game at least has a wider variety of character skills that are relevant in combat (or perhaps you are able to play with said skills more quickly; in Wartales it seemed like I did a dozen combats that just boiled down to move and attack, move and attack).
👍 : 2 |
😃 : 0
Positive
Playtime:
5548 minutes
Positives:
+ combat doesn't rely heavily on RNG
+ you can go into different directions (old gods/christianity, rightful/tyrant). It is also affecting the heroes you unlock
+visuals
+difficulty
+ you can be the baddie and that brings some funny lines with it
+ runs perfectly, 0 crash or lagspike
+/- soundtrack is good, but very few tracks, especially for combat
+/- voice aacting is fine, just not enough variety of it
Negatives: nothing relevant so far. I am about half way through.
Glad I found this gem, perfect for my aching itch after Urtuk and Iratus.
👍 : 6 |
😃 : 0
Positive
Playtime:
5445 minutes
A great mix of Darkest Dungeon and X-COM. Beautiful graphics, tactical mechanics, fantasy setting and character pool. Completed it 2 times on pirate version, now going for the 3rd run +endgame. IMO it's a masterpiece.
👍 : 6 |
😃 : 0
Positive
Playtime:
401 minutes
the world building is amazing, story looks promising and interesting specially with the morality choices and so, but the game is waaaaay to repetitive (and slow) for its own good, hell even music (while actually not bad) is too repetitive too graphics are bland as well ...
👍 : 16 |
😃 : 1
Negative