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.

Follow Grimm Quest on twitter!

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  (30 - 40 of 112)
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
Judicat0r Aug 18 2012, 8:45am says:

Grimmquest I have a question: I've come across several locked doors in the game: are they just a cosmetic addon or they lead to secret areas?
Maybe a secret area counter could be useful for players like me who like to explore every corner of the place.
I mean it could be useful to understand which doors lead to secrets and which don't.

+3 votes     reply to comment
grimmquest Creator
grimmquest Aug 19 2012, 10:26am replied:

I found that at first the game felt more linear than I wanted to, the areas that the player visited were confined to their entrances and exits and it always seemed like the place that Grimm visits were smaller than they should.

I found that adding more doors and pathways create the illusion of a bigger place than it actually is. The player can imagine places behind the doors that they can't visit. And it allows me to perhaps once in the future expand on those areas.

When it comes to secrets I try to make all of them so that the player can spot the bonus but not the way to reach the bonus. And a secret counter will be added in the next release!

+3 votes   reply to comment
Judicat0r Aug 19 2012, 4:58pm replied:

Oh, many thanks grimmquest. :)
I'd say that you absolutely hit the target with the illusion of places being bigger than the accessible ones, so you got it. There's still, though, this feeling of a linear path to follow which isn't bad per se, but maybe some more area to explore could help.

I find quite interesting that maybe could be further improvement in the levels size, nice.

You do place pickups in reachable places, right? I have to find a way to that very high wooden platform in Ramata.

Your mod is vey nice: I'm really enjoying it so far, I like the places and I love the architecture and the general mood, I like also the platform stuff.
Some traps are insane you keep watching them trying to figure out when and how to go through.

How do I kill that damn creeper in the first level? It always gets lost. Is it doable?

Thanks for your work.

+3 votes     reply to comment
grimmquest Creator
grimmquest Aug 20 2012, 2:06am replied:

The first creeper is too fast I noticed that too. I'll work on him. There are two creepers in this release. One in vin1_m2 (map 2) and one in vin1_m4 (map 4).

All pickups are reachable. Either via secret passageways, or by making jumps.

+3 votes   reply to comment
SamVision Aug 16 2012, 7:52pm says:

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.

+3 votes     reply to comment
grimmquest Creator
grimmquest Aug 17 2012, 4:56am replied:

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.


+2 votes   reply to comment
Judicat0r Aug 16 2012, 5:36pm says:

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.

+3 votes     reply to comment
grimmquest Creator
grimmquest Aug 17 2012, 4:52am replied:


Though I can't thank anyone else.
It's just me. :)

+2 votes   reply to comment
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Release Date
Released Jun 30, 2013
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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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