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.

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Just a heads up that it's really coming through and (nearly) ready for release tomorrow..

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A screenshot of the DarkWarrior knivesThe second release is shaping up nicely. I'm currently in last minute play-testing and debugging with no real issues so far. Meaning... the release is ready for tomorrow, planned and ready to go!

Most of the work is currently going into testing the balance between difficulty modes and sniffing out small stuff like z-fighting in areas etc..etc.. Then late tonight it will be a matter of creating the final release, package and upload it then hope that MODDB approves it as soon as possible!

I added some batch files for easy configuration of the graphics options.
Been tweaking things here and there and am about to decide to keep the DarkWarrior enemies out of this release as I am simply unhappy with just about everything about them except for the model. Luckily there's only about 6 of those guys in the entire release so it's an easy last minute fix.

I'm taking a bit of a gamble in terms of the freshly added blood and gore.
I'm not sure how performance on lower end systems might end up so I have a quick patch ready to release if anything goes sour on that end that tones down the blood effects at the expense of visual quality. I'm not counting on any complaints in that regards but it's nice to be prepared and have a quick fix ready.

Just to get you warmed up for the release, I've included a quick gameplay video of Hub2!

I also just edited the tutorials a bit and am in the first steps of re-creating them in the form of small video-tutorials and example walkthrough videos explaining some of the more advanced fighting and platforming techniques that you can use in Grimm.

Other than that I'm about to invest a nightly 6 hour session running through the game in all three difficulty modes as a final test so I have a small to-do list in the morning. Then it's time to package things up, finish writing up the readme file and twiddle thumbs while waiting for the release to go live.

Are you ready?


will this release be a standalone version which is based on the doom3 source-code or is it just a mod for doom3?

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grimmquest Author

This is a big update to the previous release with about an hour of new gameplay and many new features over the previous release.

The standalone version will be a while longer.

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