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 Report abuse Latest News: Grimm:Quest for the Gatherer's Key Win Final

7 comments by grimmquest on Jun 30th, 2013

Grimm Quest for the Gatherer's Key v1.0 Final Released!

It is 19.29pm at the 30th of June and as promised the final build is uploading to Moddb!
It may take a while for the files to be approved and I will sit back and enjoy some well earned rest in the meantime!

Don't forget to follow the official GQFTGK twitter!

I want to thank Justin Lassen for the most gorgeous and dark soundtrack for Grimm. His sound always grabs me and he captures the mix between Gothic and Persian influences in a truly unique manner. Grimm is not the only game he writes music for, go check out some of his other work as well. Justin, I can't thank you enough!

This release offers many new features and gameplay elements over the first releases, as well as bug fixes and again an hour extra gameplay. It features new enemies, new weaponry and new maps.

Are you ready? Then download it now!

Final Release ScreenshotsIn order to help you on your adventures in Grimm I have compiled 5 tutorials that will help you understand the traps, weapons and enemies in Grimm, including the introduction to some advanced gameplay techniques and skills you must learn in order to defeat the minions of evil. Please take some time to read them as they contain important information about running and configuring Grimm.

Starting Grimm and Configuring Advanced Graphical Options
Grimm Strategy and Survival Guide: General Guide
Grimm Strategy and Survival Guide: Difficulty Levels Explained
Grimm Strategy and Survival Guide: Enemies and Weaponry
Grimm Strategy and Survival Guide: Traps and Pitfalls

If you run into any bugs then I would be very much obliged if you would take the time to post about them and explain in the post what happened before you ran into the bug. This way I can try to reproduce any issues and fix them, I love hearing feedback from you guys and girls so don't be shy and let me hear from you!

Important: Grimm does not run on the BFG edition of Doom 3, it does run on all other regular and steam versions.
Most importantly I wish you the very best of fun while playing Grimm!

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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 110)
Mv.c9 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
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 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 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 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 Aug 17 2012, 4:52am replied:


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

+2 votes     reply to comment
grimmquest Aug 16 2012, 4:24am replied:

For more information you can also visit:

+2 votes     reply to comment
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Released Dec 23, 2011
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33 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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