Grimm Quest for the Gatherer's Key (Linux/Mac)
Aug 14, 2012 Demo 14 commentsThis is the second release of Grimm Quest for the Gatherer's Key targeted for other platforms than Windows, or those that do not want to have Sikkmod...
So what is Grimm Quest for the Gatherer's Key?
Grimm Quest for the Gatherer's Key is a Hack and Slash Fantasy game with some platforming elements that leans heavily on extremely bloody and satisfying gameplay. Players can explore a huge world that often offers several different routes that lead to accomplishment. Almost every part of it is customizable to taste, not only the graphical aspects but also it's gameplay aspects.
Grimm rewards skill and exploration. It offers interesting tactical options and reacts to the way that players navigate the world. Smart thinking, tactical skills, exploration and combat skills are just some areas where Grimm rewards players with power ups, bonuses or just a simple compliment for a job well done when it's needed.
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Grimm follows two mantras when it comes to gameplay:
- No frustrating gameplay... EVER.
- Skill and exploration is ALWAYS rewarded.
Gorgeous Soundtrack
Grimm has a beautiful soundtrack created by the extremely talented Justin Lassen. His instrumental series, Synaesthesia, has been highly praised by everyone from CGSociety to EQ and Playboy Magazines. Likewise, his dark, symphonic masterpiece, And Now We See But Through A Glass Darkly, has seen over 100 million downloads since its release in 2003. I am extremely proud to have him work his magic for Grimm! If you are unfamiliar with Justin's work (shame on you by the way) then go check it out here: Justinlassen.com
Available on all platforms (WIN/LX/MAC etc..) that can run Doom 3 mods.
WILL BE AVAILABLE AS FULL LENGTH STANDALONE TITLE IN THE NEAR FUTURE
7 comments by grimmquest on Mar 5th, 2013
After a lot of hard and silent work I am proud to announce the final free release, on July the 1st, for Grimm:Quest for the Gatherer's Key as Doom3 mod before it goes standalone.
This will be a full SDK release, meaning that most game scripts have now been hard-coded into the game DLL code. That means a lot of advantages and extra features over the previous releases. It will include a lot of new and customizable options to enrich Grimm with features to your heart's content, such as automatic checkpoints and several options screens where you can tweak nearly every aspect of the game and performance settings. You can configure the level content to include more or less mapmodels and details, you can have dynamic paint on walls or turn it off if it disturbs you. I made everything that 'could be' configurable available in the options screens, so players can decide for themselves.
But there's more, having had access to the code I was able to implement a lot of gameplay tweaks that translate into the weaponry and how they work. Everything is more balanced now and I removed several (simply odd) script hacks so all weapons now support true alt-fire capability. You can also make several weapon combo's with the Scythe. It's alt-fire capability allows you to charge a huge attack that kills most nearby enemies, but you need to time the attacks perfectly for them to work. Most of this was said or hinted upon in previous news items, but I just wanted to confirm these things today.
I was thinking to add 'fumble' combo attacks to the hard and hard+ modes in Grimm, so that when you lose the timing you might fumble the attack, hurting yourself, what would you think about such a feature in Grimm? Do you have any other suggestions in terms of weapon features that you would like to see implemented in Grimm? I'd love to hear your suggestions!
The final 'Doom3 mod' release will include 6 full campaigns, if you play them 'completionist' style this translates into about 3.5 hours. (It took my nephew 4 hours to complete the entire campaign). There's some replay value too, if you want to see everything then you'll have to most likely play the campaign twice to experience all paths and gameplay, especially if you took short-cuts. The secrets and breakables counter will keep you informed of your progress.
Finally, I wanted to ask any Linux or Mac user out there with the capability of compiling C to drop me a line. I intend to release this again 'Multiplatform' meaning that it should run on Linux, Mac and Windows, with respective releases. Sorry it took me a while for this newest update, there have been some crazy things positive changes going on in my life which simply made me put the sparse, spare, time that I had into working on Grimm.
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This is the second release of Grimm Quest for the Gatherer's Key targeted for other platforms than Windows, or those that do not want to have Sikkmod...
This is the second release of Grimm Quest for the Gatherer's Key for Windows. It offers many updates and bugfixes over the original release, it includes...
This is the first alpha release of Grimm Quest for the Gatherer's key. Please read these instructions for important information. This file is the old...
Highest Rated (2 agree) 9/10
Impressive demo, good use of old-school trap system, unique gameplay elements.
Sikkmod upgrades really give it a beautiful look to a dark and muddy environment.
Looking forward to the final release.
Dec 25 2011, 12:54pm by =FF=Sturm
Latest tweets from @grimmquest
Final Release announced: T.co
Mar 5 2013, 2:49pm
New techdemo: T.co
Dec 29 2012, 10:03am
Only 7 more days left to vote! T.co
Dec 3 2012, 9:49am
Help Grimm into the top 100! T.co
Dec 1 2012, 1:49pm
Why i cant open? when i open says: wrong game DLL API version
What i need to do?
You need to update to the latest version of Doom3.
Fileplanet.com
While I respect your work and admire it, this: "No frustrating gameplay... EVER." is an overstatement :)
It is a mantra, not a rule. Frustration is personal. What can be fun and challenging for one, can be frustrating for the other. :)
True, true..
Wow, PoP:WW in an FPS? Hell, yes, I'm playing this!
Put this on steam GreenLight when it goes stand alone you should make some money for all your hardwork. It would also attract more attention on GreenLight.
Wow, watched the videos, looks fantastic! I wish I had Doom 3 to try it out. :/
With idtech4's source code now available, any plans to get it to work with iodoom3, so that it becomes a totally stand-alone game? That would be so fantastic. Then you could package it up and put it in the Ubuntu Software Center, etc --- wayyy more people would play it that way if it didn't require Doom 3...
I don't know how difficult that is. The main thing I guess is if you are using a lot of non-free textures. But I think since you are already putting so much time into the mod, replacing non-free textures with free ones (there are enough out there) would be worth it for how popular your mod would become as a stand-alone game!
Info is here in case you haven't seen it: Iodoom3.org
Anyway, good luck, keep it up, and if this ever is a stand-alone game I'd love to play it!
All assets in the game: Sounds, models, textures, maps etc..etc..etc.. 'everything' are/is created by myself, everything except some animations which are still stock Doom 3 and of course the music was created by Justin Lassen.
Grimm will be standalone as soon as humanly possible. :)
thankz dude