Pendragon
Pendragon is a turn-based strategy game, where every move you make drives the narrative, and every story twist opens new gameplay opportunities. Will you advance and show your mettle, or cautiously retreat? Will you slip round enemies, or encounter them head-on? And when sacrifices are required, who will you put in harm's way? From the creators of the multi-award-winning 80 DAYS and Heaven’s Vault. Rally the Knights of the Round Table. Some will make it to Camlann and King Arthur. Others will fall. But every turn will change history. Will Sir Lancelot be reunited with Queen Guinevere? Will she spurn him, or embrace him? Will Sir Kay ever forgive Sir Gawaine for siding with Sir Mordred? Can Morgana le Fay be trusted? Where is Merlyn? Who lies buried in Mordred’s graveyard? Who is the archer in the woods? What has become of Excalibur? Secrets will be uncovered. Hearts will be broken. People will die. But maybe, just maybe, King Arthur can be saved…
Steam User 0
Way too short, but the story is enjoyable and the game is far from difficult on lower levels. Narratively it is very sparse, but it was a pretty unique experience worth trying once or twice.
Steam User 0
Beautifully stylized game that feels like a combination of a graphic novel and detailed medieval tapestry with an interesting story, fascinating characters to unlock and challenging mechanics. Highly recommended!
Steam User 0
Rating: M.O.R. - 5.5/10
I wanted to like this game more as I really loved the concept of what they were going for. I think it just fell a lil short for me on the gameplay front. I think it's def worth checking out if you're into a shorter narrative game with replay value, and Arthurian legend!
Steam User 0
Pendragon is a decent tactical game surrounded by a lot of little annoyances. The core battles where you move your characters around small battlefields works fairly well. The rules are simple, but allow some depth, planning, and tactics; it's interesting enough if you like that kind of thing.
The surrounding Arthurian flavour helps, in that the battles would be dull if the pieces were featureless tokens. But they don't do too much more. The whole "gameplay drives the narrative" doesn't really do much. Sure, you get some story when you sacrifice a generic character for a main one, or the reverse. That's about it, though, and you might as well say you get a story from chess.
What you do get is a lot of text to click through, and this doesn't help the experience. The first couple of times you play, it's interesting enough; but it quickly gets tedious on replays. I'm also somewhat annoyed because in my last playthrough, on the highest difficulty and at the final battle, clicking through text I'd seen many times lead to my accidentally selecting the wrong choice and failing right at the end; and I've grown too bored of the game to play again.
In the end, I give this a thumbs up because the core mechanics are fine and there's enough new stuff for a few playthroughs, and for the price that's enough. You can probably tell that this is a very lukewarm recommendation, though.
Steam User 0
Очень стильный и атмосферный рогалик с пошаговой боевкой. Крайне интересный выбор сеттинга - падение Камелота. Моя главная претензия относится как раз к боевке, она довольно примитивная, без глубины. Особенно ярко это проявляется на высоких уровнях сложности. Но все же поиграть пару вечером может быть залипательно. 6,5/10
Steam User 0
Great little game for those with an interest in the basics of Arthurian stories, and who have the ability to parse a turn-based combat system reliant on positioning. It's not a heavy game, in that each playthrough is liable to fairly short with any given character. But it has some solid writing, with the occasional lovely bit of prose, and a sense of bittersweet adventure throughout.
Anyone not into story-games driven by randomized elements in a broader, pre-defined route should avoid this, as should those who would get bored with the combat system.
Steam User 2
Pendragon, developed and published by inkle Ltd., is a strategy game that quietly reshapes expectations of what the genre can be, blending tactical decision-making with a deeply reactive narrative structure. Set during the final, fractured days of Arthurian legend, it doesn’t retell the familiar myth in a straightforward way. Instead, it fragments the story into multiple perspectives, placing the player in the role of different characters whose journeys intersect as they move toward the inevitable confrontation at Camlann. The result is a game that feels less like a single campaign and more like a tapestry of overlapping stories, each shaped by the player’s actions.
The tactical layer is built on a grid-based system, but it deliberately avoids complexity in favor of clarity and immediacy. Units move in fixed patterns—some along straight lines, others diagonally—and combat is resolved quickly, often in a single decisive exchange. This gives encounters a sharp, almost board game-like quality where positioning matters more than micromanagement. There is very little room for error, and even a small miscalculation can result in the loss of a character. However, rather than punishing the player in a traditional sense, these outcomes feed directly into the narrative, turning defeat into a meaningful part of the story rather than a simple failure state.
What makes Pendragon stand out is how seamlessly it merges these tactical decisions with storytelling. Every action on the battlefield—whether it’s sacrificing a unit to protect another, retreating from an unwinnable fight, or pressing forward at great risk—has narrative consequences. Characters react to events, relationships shift, and new paths open or close depending on what happens during play. Dialogue is woven into the experience in a way that feels natural rather than intrusive, often appearing between or even during encounters, reinforcing the idea that the story is unfolding in real time alongside the gameplay.
The structure of the game follows a roguelike format, with each run representing a different attempt to reach the final battle. These runs are relatively short, encouraging experimentation and making it easy to explore different choices and outcomes. Progression comes not from grinding or accumulating resources, but from uncovering new storylines, characters, and abilities. Each playthrough adds context to the larger narrative, gradually building a broader understanding of the world and its inhabitants. This approach makes repetition feel purposeful, as even unsuccessful runs contribute to the overall experience.
The writing is one of the game’s strongest elements, showcasing inkle’s expertise in interactive storytelling. Characters are distinct and often complex, with motivations and personalities that evolve based on player decisions. The game takes creative liberties with Arthurian mythology, reinterpreting familiar figures in ways that feel fresh while still grounded in the themes of loyalty, betrayal, and fate. Conversations are concise but impactful, and the branching nature of the narrative ensures that no two playthroughs feel exactly the same.
Visually, Pendragon adopts a striking art style inspired by medieval stained glass, giving the game a unique and cohesive identity. Characters are stylized yet expressive, and the environments, though minimal, effectively support the tone of the story. The presentation emphasizes clarity, ensuring that important information is easy to read during combat, while still maintaining a strong aesthetic presence. The audio design is understated, providing atmosphere without overshadowing the dialogue and gameplay.
Despite its strengths, the game’s simplicity can also be a limitation. The tactical system, while elegant, may feel too light for players seeking deeper mechanical complexity. Its focus on narrative means that combat serves more as a vehicle for storytelling than as a fully developed system in its own right. Additionally, the game does not always clearly explain how certain mechanics or narrative triggers work, which can lead to moments of confusion, particularly for players trying to understand the consequences of their choices.
The variability inherent in its roguelike structure also leads to some inconsistency. Not every run carries the same emotional weight, and some storylines are more engaging than others. The randomness of events can occasionally result in pacing that feels uneven, with certain playthroughs offering richer experiences than others. However, this unpredictability is also part of the game’s appeal, reinforcing the idea that each journey is unique.
Ultimately, Pendragon succeeds by committing fully to its vision. It does not try to compete with traditional strategy games on complexity, nor does it rely solely on narrative to carry the experience. Instead, it finds a balance between the two, creating a system where gameplay and story are inseparable. It turns tactical decisions into narrative moments and treats every outcome as part of a larger, evolving tale.
In the end, Pendragon stands as a thoughtful and innovative interpretation of both the strategy and roguelike genres. It offers a distinctive experience that prioritizes character, choice, and consequence, delivering a game that feels as much like an interactive storybook as it does a tactical challenge. For players willing to embrace its approach, it provides a memorable and rewarding journey through a reimagined legend.
Rating: 7/10