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.
Thanks for stopping by for this update on Grimm! I've gotten a lot of great feedback from you guys here, and elsewhere, about the latest releases (both the Windows and the multi platform release). Some bugs have been fixed and a lot of polishing has been done on a lot of aspects of the game. New additions were among others a secrets counter, a breakables counter (for those of you that have OCD) and a toggleable button counter, which is handy after saving a game and returning several days later. It's hard then to know how much buttons you still had to press at that point, making Grimm tedious which is not the point of the game.
Gameplay and Balancing
Monsters have been balanced and fine tuned since the last release. The Elite Ventril (those mine throwing tough bastards) have become a lit less tough and the kick from their mines has a bit less bite, making them a more balanced mini-boss in the game. A bug where monsters would wait several seconds before spawning has also been fixed.
I've not been able to work a lot (at all actually) the last few weeks due to an insanely busy schedule, but I've received some good news last week which should promise me more time for the development of Grimm. In the mapping department, some new areas have been blocked out that were 'on the shelf' so to speak. Currently, if you play Grimm completionist style then there's about 3.5 hours of gameplay to be found in the game. It's getting pretty long which is making it far more interesting in terms of development. No more major adjustments from here on in, a big one could upset all the maps and gameplay within and could mean having to go back to do a lot of work. Grimm is all about balancing and there's yet a long way to go before I'll be completely satisfied with the way the game sets up tension in each skill level.
For your pleasure I've updated the images section with ten new images.
If you 'watch' this mod by clicking on the button to the right of this news item (Why not? It's fun!) then you'll find the images section is updated at least twice a month with new images and regular media updates, actually... it's filled right now with a lot of media you may not have seen yet, so stop reading and pop over there to check it.. cllllllllliiiiiiiiiiiiiickk!
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like Grimm: Quest for the Gatherer's Key. We love games like Doom III that have opened themselves up to modding. Because of communities like Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
It all started
In 2015, when the paid modding dispute left many gamers and modders worried about the direction the industry is headed. Things have since settled down, but we believe it is important to continue this small tradition to show we are not alone in our love for mods, and the open platforms that embrace them.
Mod Appreciation Week
Nothing is more motivating than knowing something you've built is being enjoyed by others. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2016 (or click the icons above for a pre-built post).
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