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
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I played some more and I think the range of the scythe isn't exactly the problem, Its the enemies. Like Doom 3 enemies, they don't react when hit, so the melee combat can get quite frustrating.
That's a great point. It frustrates me too sometimes that they don't really react to pain. What you'd ideally want to see is them staggering a bit or taking some moments to deal with their injury. I'm going to work on that.
Thanks!
Finally I was able to get the mod running. It was a bit tricky 'cause sikkmod has some problems with AMD Catalyst AI.
Thanks to Grimmquest and some googling I found out that the AI trick in my case wasn't working. So I found out that renaming the Doom 3 executable in something else got the work done.
There's a drawback, though, infact this trick disables your crossfire setup, so this could be useful for single AMD cards owners. Even with that I had to disable bloom, and there's still something to iron out but overall the mod runs great.
I found it very nice it has a dark and creepy atmosphere, a bit too dark in some places but there's gamma correction eventually.
The Scythe needs to get used to so that one can use it at full potential, I like charged and overcharged attacks.
I'm at some point in the first level and used mostly the Scythe because it seems that in such close quarters the staff needs too much to kill enemies one at the time.
Animation of the ventrils could be a little better, but, doesn't annoy and, frankly, since they attack in swarms it's hard to notice this thing in the caos of the fight.
I like the gameplay overall and general feeling, maybe a secondary attack for the Scythe could be useful to make some kind of combo (like in NecroVision), but I'm afraid this would mean to adjust the enemy number and their behavior.
In this regards I liked also the triple kill thing because the player feels somewhat rewarded for what he is doing.
I liked the traps but it felt a bit exaggerated being killed by a non moving trap: perhaps in this case they should hurt the player even at the highest level of difficulty.
Good job everyone.
Thanks!
Though I can't thank anyone else.
It's just me. :)
Ok, installed D3 patched it to 1.31, started Grimm but I was given a "wrong game DLL API version" message.
For more information you can also visit: Moddb.com
You are not using the latest patch. Check the console for the version.
The version you need to see in console is 1.3.1.1304 (notice the extra one). The error cannot mean anything else than that you are using the wrong version. Good luck!
Oh, thanks.
I thought that one was the last patch and it turns out that there're multiple ones.
Now the patch is downloading later on I will intall it.
Many thanks.
Edit:
Man I couldn't imagine there were two patches: I DL the last from id's site go figure it wasn't the right one. :D
Don't worry it happens all the time and it unclear for most at first! :)
HAVE FUN!
Hello I start the mod from desura but it then gives me an error and some code about unloading GLL thing. When I start it from Doom3 it just crashes PLZ help because I realy want to play this