Screenshot of the Dark Warrior ComplexSo 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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Screenshot of the The Haus of Persian DescentGorgeous 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:

Available on all platforms (WIN/LX/MAC etc..) that can run Doom 3 mods.

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Blog RSS Feed Post news Report abuse Latest News: D3AMB - Doom 3 Automatic Map Builder Released

22 comments by grimmquest on Feb 10th, 2015

Doom 3 Automatic Map Builder is a tool that helps you create playable map layouts within a matter of minutes, so you can get right into the nitty gritty of real mapping, detailing, entity placement, etc... and skip the tedious work of manually blocking out maps within bulky Doom3Edit.

With D3AMB you can sketch out multiple floors of your map in a grid like environment. You can automatically place lights, entities such as monsters or models, have D3AMB place columns for you and even doors and visportals are automatically created if you want.

Using D3AMB you can create intricate block outs for your maps as starting point, you don't have to be afraid of ending up with an unstructured workflow as your maplayout will be consistent throughout the map.

You can use D3AMB to experiment with a diverse set of abstract maps as well. It can deliver fully playable maps by featuring entity placement. So you can create a map from scratch that's playable from beginning to end.

This is an Alpha version. This means that NOT ALL features might work, might work as predicted, or might cause error messages. If you do receive an error message then press 'continue', save your work under a different name as quickly as possible and restart D3AMB.

D3AMB - Doom 3 Automatic Map Builder

For more information on what D3AMB is and does, this video should be all the explanation you need!:

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D3AMB - Doom 3 Automatic Map Builder

D3AMB - Doom 3 Automatic Map Builder

Feb 10, 2015 Mapping Tool 0 comments

Doom 3 Automatic Map Builder is a tool that helps you create playable map layouts within a matter of minutes, so you can get right into the nitty gritty...

Grimm:Quest for the Gatherer's Key Win Final

Grimm:Quest for the Gatherer's Key Win Final

Jun 30, 2013 Full Version 6 comments

This is the final Windows release of Grimm:Quest for the Gatherer's Key. It offers many updates and bugfixes over the original releases and is the definitive...

Grimm Quest for the Gatherer's Key (Linux/Mac)

Grimm Quest for the Gatherer's Key (Linux/Mac)

Aug 14, 2012 Demo 14 comments

This version is now obsolete, please download the latest version of Grimm. This is the second release of Grimm Quest for the Gatherer's Key targeted for...

Grimm Quest for the Gatherer's Key v0.2 (Win)

Grimm Quest for the Gatherer's Key v0.2 (Win)

Aug 12, 2012 Demo 21 comments

This version is now obsolete, please download the latest version of Grimm. This is the second release of Grimm Quest for the Gatherer's Key for Windows...

Grimm: Quest for the Gatherer's Key 0.1

Grimm: Quest for the Gatherer's Key 0.1

Dec 24, 2011 Demo 9 comments

This version is now obsolete, please download the latest version of Grimm. This is the first alpha release of Grimm Quest for the Gatherer's key. Please...

Post comment Comments  (20 - 30 of 112)
motorsep Mar 6 2013, 1:13am says:

While I respect your work and admire it, this: "No frustrating gameplay... EVER." is an overstatement :)

+2 votes     reply to comment
grimmquest Creator
grimmquest Mar 6 2013, 9:15am replied:

It is a mantra, not a rule. Frustration is personal. What can be fun and challenging for one, can be frustrating for the other. :)

0 votes   reply to comment
motorsep Mar 8 2013, 10:40am replied:

True, true..

+2 votes     reply to comment
demollyon Dec 7 2012, 12:39am says:

Wow, PoP:WW in an FPS? Hell, yes, I'm playing this!

+3 votes     reply to comment
Primagen6* Oct 8 2012, 12:33pm says:

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.

+10 votes     reply to comment
michaelpb Oct 7 2012, 3:16pm says:

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:

Anyway, good luck, keep it up, and if this ever is a stand-alone game I'd love to play it!

+4 votes     reply to comment
grimmquest Creator
grimmquest Oct 8 2012, 2:21am replied:

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. :)

+5 votes   reply to comment
ADTeam™ Sep 8 2012, 11:15am says:

Needs more watchers, more downloads, more everything, it's just so awesome! Great work guys!

+4 votes     reply to comment
grimmquest Creator
grimmquest Sep 8 2012, 11:28am replied:

Thanks, and you know that I agree so spread the word!

(It's just 'guy', not guys, b.t.w. :) )

+6 votes   reply to comment
moddlord1 Sep 29 2012, 10:34am replied:

thankz dude

+4 votes     reply to comment
AntitribuGuy Sep 1 2012, 1:32am says:

Do you think you can sprinkle some RPG elements in it? Nothing complicated, just some passive skills that you can acquire by spending a sort of currency.

Experience and level up would make it a little too complicated, but if ever creature you kill drops a "soul" and you collect those souls and spend it to increase a certain skill. For instance Speed and Jump or Attack efficiency? You can even make it more interesting by having it change weapon attributes, for instance if he spends 20 souls on "Infernal Scythe" your Scythe will have the ability to set creatures of fire? or deal more damage?

Or even more basic stuff, like increase health or energy/mana pool bar, etc . . .

Again, all this is to increase re-playability value. The game is great as it is, this is just something to make it even greater. Consider it food for thought. What do you think?

+5 votes     reply to comment
grimmquest Creator
grimmquest Sep 1 2012, 10:23am replied:

I am somewhat hesitant towards adding RPG elements to the game but I definitely hear where you're coming from.
I've been considering a system like that for a while. Player's could find shrines and spend gold to add to their skills, either agility skills (jumping, dashing, running) and weapon upgrade skills. I've also been considering to make the chests searchable with items, a core RPG element. It actually isn't that hard to implement, even in script. There is already some code for searchable chests in the current build of Grimm, all it needs is a GUI for the item system.
The part where I'm hesitant is that it would instantly change the character of Grimm.

This game leans on a sense of accomplishment which is based on the fact that a) the game is hard and b) the player must feel that this is a forsaken, dangerous and lonely place where they are lost. The sense of accomplishment comes when you are rewarded for things like taking the most difficult path first or making seemingly impossible jumps to find secret routes, or simply the adrenaline rush of surviving a trap. A lot of that stuff is in small subtle things introduced into the maps and gameplay.

When I introduce any RPG like device this is comparable to using a blunt instrument. The subtleties in the gameplay of Grimm would quickly be overshadowed by that all consuming RPG-like gameplay, e.g. 'hunting for all the gold in the level'.. such things really do become all consuming very quickly.
So I'm definitely considering it but I won't introduce anything unless I've really thought it through and can add it in a way that it doesn't alter the basic gameplay of Grimm.

There is one thing though which I have implemented and now works perfectly in Grimm, which is a secrets counter. This shows players how many secrets there are in a map. When a player finds all the secrets in the map they are rewarded with some kind of bonus.

+4 votes   reply to comment
AntitribuGuy Sep 2 2012, 2:47pm replied:

I agree with you partially on that. However the reason you provided can actually be beneficial to the gameplay. If something like a gold system is introduced or anything similar, this would in fact make people go trough every possible hole and search out the entire map. Giving them an opportunity to see every little thing you made in the map. Right?

However spending points on increasing speed and jump height is something I too feel hesitant, because it would take away the atmosphere of doing something seemingly impossible. So the rpg elements have to be more subtle and uninterrupted? introducing something like powers can also make things complicated since the powers must be used as tools and not weapons. something in the lines of Brief Invisibility and/or Confusion (making your enemies temporary your ally - basically switching their AI), and things along those lines that don't affect core gameplay as you pointed out.

For the point system you can even do something relevant. For instance if the player frees trapped souls (cages you conveniently spread around your current maps) and those freed souls can give you points which you will spend on those skills. Or maybe even rune stones scattered around that can be spent to purchase a power?

I suggest you to take a look at the game called "Dishonored" - although it is very different from Grimm, it is however similar in the point of concepts I am pointing out. Specially about how the power system works.

Its all about giving the illusion of choice, just like you pointed out in another comment "adding more doors and pathways create the illusion of a bigger place than it actually is".

+4 votes     reply to comment
TheUnbeholden Sep 6 2012, 8:36am replied:

I think you missed the point about how "hunting for all gold in level" changes the core gameplay, doesn't matter if you call it "lost souls" or "runes" instead.. and nobody said anything about the "powers" changing the core gameplay... they can enhance the gameplay!! Add more tactics ect. The problem is how you're getting them.

The thing is I would hate having to go through every chest for gold like some dungeon crawler or have to scour entire level for them. The point of being in a dungeon in Grimm is not to explore it but to escape. Hence why finding alternate faster routes out and such are rewards, the secret areas are there for people who do want to explore but don't have to do look in every nook and cranny for them as there are only a few (the secrets counter tells you when you've found them all). So I think the best way to not interrupt the core gameplay of Grimm is to provide the "gold" or whatever it is: "lost souls" or "runes" in those secret areas. Then at the end of each level the bonus you receive can be using those runes to powerup specific weapons or expand your health/magic counter.

+4 votes     reply to comment
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Released Jun 30, 2013
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36 votes submitted.

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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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