
Massive Chalice is a single player turn-based tactics game within a multi-generational strategy campaign where you must unite your kingdom under a powerful dynasty as an immortal King or Queen to eliminate the demonic threat, and reforge the Massive Chalice.
An immortal ruler is charged with defending their kingdom against the Cadence, a monstrous invading force whose very touch is lethal and whose passage leaves magical corruption behind. Guided by the sentient artifact known as the Massive Chalice, the ruler learns the Chalice needs three centuries to gather the power required to cleanse the land, and cannot leave the palace to fight. Instead they must dispatch attuned heroes into battle and, across the long generations, arrange marriages and bloodlines so that new champions are born to carry on the war until the Chalice is ready.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
|---|---|---|---|
| Englisch | |||
| Deutsch | |||
| Französisch | |||
| Spanisch | |||
| Italienisch |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
A good game that stops short of being great. Massive Chalice takes tactical turn-based games, and adds a new twist: a real sense of time. This creates some interesting strategy: keep your best warrior fighting, turn her into a regent so that her children get her warrior genes, or retire her to a Standard so that all children get the benefit of her experience? I've never had a game before where I've had to worry about where my next warriors come from when my current ones die of old age. A veteran and skilled player of many strategy games, I got my butt handed to me my first game just because it requires such a new way of thinking. Brilliant. Then it stops. After about 100 years, it all becomes repetitive. Each generation plays the same as the last. Each choice is decided by exactly the same parameters as the one a generation before. The enemies are the exact same, just with more health
A very frustrating game. A full campaign took me a little under 22 hours to finish. There's too much I can complain about, so I've reduced this review to major grievances. Gameplay can get boring real quick. Prepare to fight in the same maps over and over again. With 3 classes (plus 6 breedable hybrids that have minor tweaks) there is not a lot of variety. I wish there was more to do in the game. I wish you could be more proactive in fighting the Cadence, in some way taking the fight to them. Staring at a timeline waiting for the Cadence to attack is a very dull experience. The random events in-between attacks do more harm than good. I constantly lost buildings, heroes, and gained negative traits. Each time the timeline stopped for a random event I dreaded it. There's practically no story, no lore. 300 years of defending against an enemy and I knew nothing about them. I was hoping that
As I made my way through the 300 years it takes to charge the chalice, I was originally planning to write a cautious positive review. This game deserves some praise for the solid mechanics it demonstrates. They make the game fun, even through plodding self-insert writing, repetitive gameplay, and general lack of refinement in several aspects of the game. I'd planned to say that the game was good, and would have been great, if only polished more. Unfortunately, after finishing, I find myself unable to give this recommendation. For context, everything in the game builds towards the charging of the chalice. You send crack teams of five controllable heros out to occasional battles, and decide the research, intercourse and economy of an upper class of those 'attuned to the chalice' in a nation beset by a sinister enemy, the Cadence. The rest of the time, you 'sleep'. The game builds the chal
Massive Chalice combines recent X-Com combat with a hero breeding system. When I first read about it I was really interested and excited, but only after a few hours, I came to the conclusion, that there is no life in this game. Let me explain that a little: The combat: An immersive game cant be shallow. If you played the recent X-Com titles you will have noticed that they watered down the combat compared to the old titles. Massive Chalice has a watered down recent X-Com combat system. It lacks any strategy, if you ask me. There is no flanking, no useful cover system. In the end, you will only care about the swiftest way to wipe away your enemies. And when it comes to wiping out, you will mostly care for the highest damage. I don't feel any synergy between the classes. Home/map screen: While waiting for the fast forward function to pop up any events, the game feels lifeless. Nothing wi
TL;DR: Castrated version of Civilization meets medieval XCom meets Double Fine. Okay, I will try to make it short this time: this game was developed and released by Double Fine -- a company well-known for it's interesting concepts (Psychonauts, Broken Age, The Cave, Costume Quest, Brutal Legend, etc -- google it or use Steam search). One of the also well-known phenomenons with this company is that it abandons games after they're released (The Cave, Spacebase DF-9, some more, I think). Now, Massive Chalice is a pretty interesting concept -- it's a fun strategy game with turn-based "medieval XCom"-ish battles. You have to actually raise your heroes -- firstly, you'll have to "marry" two of your heroes, then (if everything would go okay) a child will be born, then he (or she) will come of age, and only after that you'll be able to recruit him/her. Concept is interesting, because children
I admit it is repetitive, but I absolutely loved it. While it isn't without it's flaws, my lines really grew on me (I didn't care much for the randoms). Also, the breeding-aspect is a lot of fun! Not to mention, there's a different type of strategy involved in this game that I've never seen before: It's not just about having a strong team and a good strategy in the field. I have never been challenged so much to think of the later rather than the here and now. I often had to put my best people up as lords or ladies or as mentors, so I only ever really had the second best on my team. It may sound stupid, but it worked really well in the long run. On the whole, I would recommend this game to anyone who likes strategy-games and thinks the breeding concept sounds even vaguely interesting.
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