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Victorian era, fantasy action role-playing from the lead gameplay designer of TITAN QUEST!
12,457 backers pledged $537,515 to help bring this project to life.

Act 3 Chapter 2 coming soon - Act 4 added!

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Hello Esteemed Backers,

The release of Build 24 draws near, which will unlock the second chapter of Act 3 and what might have otherwise been the end of the game. However, when we began building Act 3, we found that there was just too much that we wanted to include for one act. Thus, we have expanded Act 3 to include new story content, quests and a faction (the Black Legion) that were not part of the original plan and some content originally planned for Act 3 has been pushed into a new Act 4!

We're still planning to create an expansion after release, so this basically means you're getting a lot more content in the first release for free. Thanks to your generous support and our continued early release sales, what was originally intended to be a 15 hour small-scope ARPG has grown into probably 30+ hours (first-time play-through estimate for average players). The new act will feature an extension of the story, more quests, frozen mountain passes, alpine valleys, a sprawling fort, burning battlegrounds, necropolis, catacombs and the chthonic void!

Some more details are included in the latest Grim Misadventure on our forum.

You can expect Build 24 with Act 3 chapter 2, by the end of February. We plan to release B25 with the updated faction system and other goodies, probably in March or April. The follow big content release, Act 3 chapter 3, will probably release in May and feature faction questing between the Order of Death's Vigil and Kymon's Chosen. Act 4 will begin rolling out in early summer. Despite the announcement of a new act (and there's more to come) we still plan to finish the game before the end of the year.

Once again, anyone who missed past updates and needs information on how they can get the game, please refer to these instructions on the forum and if you need additional help email support@crateentertainment.com.

Act 3 Chapter 1 has been released with Build23

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We're ready to liven up your holiday season with the first segment of Act 3. This stretch of levels will take you from Smugglers Pass to Deadman's Gulch, into the Mountain Deeps and beyond to the gates of Homestead. With these new areas to explore, the player level cap has been raised to 40.

Also included is an expansive side-region with additional questing through the Pine Barrens, Jagged Waste and Tyrant's Hold, plus other secrets.

You will be able to secure the riftgate outside of Homestead, although you cannot yet enter the town. However, the second chapter of Act 3 is already nearing completion and we expect to release it by mid-March or earlier. We've been working on various parts of the end-game in parallel, which is why it's taken so long to see the first results but the rest should follow more quickly.

B23 also contains additional item art, improvements, fixes and balancing changes. Check out the forum post to view the full change log.

On another note, we've gotten a few emails from KS backers over the past year who missed prior updates and didn't know all backers were able to play. So, just to reiterate, if you backed Grim Dawn on KS, you can currently play on Steam. If you need help retrieving and using your key, refer to this post for details or email support.

Happy holidays!

Arcanist class and caster weapons released in Build21

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Yes, that's right, the 5th class mastery has finally arrived, adding a plethora of spell-casting build options into the GD mix.

This build also includes a number of fixes and improvements to multiplayer and other aspects of the game. For all the details, check out the change log on the forum.

Our aim is to release a variety of convenience features in the next couple weeks, such as an expanded stash, followed by the first segment of Act3.

We hope you enjoy the Arcanist as much as we have testing it!

Multiplayer and skill transmuters live with Build20

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Greetings,

It is with great excitement that we announce the release of multiplayer. I know for many this has been the most eagerly awaited feature. It is still in the testing phase and our programmers are currently working to improve it and fix remaining bugs. We feel it is now generally playable enough to be fun despite occasional odd behavior and crashes. With a larger audience testing we can isolate those and get them fixed in good time. We are also still working on some additional features and improvements for multiplayer, such as personal loot, hardcore filtering in the server browser, etc.

The other big new development is skill Transmuters, which alter the way certain skills work, allowing them to be used differently. For some, this means eliminating the cooldown for the trade-off of decreased damage.  Others can be enhanced but require certain weapon configurations. This opens up many new build possibilities as some secondary skills can now be used as primary attacks and some primary attacks can be converted into more powerful secondary skills with a cooldown. Ability to convert damage on some skills should also create some interesting synergies.

There are many other fixes and improvements in B20, including new start menu, new skill page UI art, inventor item dismantling, new ground textures for Warden's Lab, etc.

For a more detailed list, check out the update notes on the forum.

The Arcanist class is also soon to be released, so keep an eye out for that in the next month!

-Arthur

Progress Since Act II

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Grim Greetings,

I normally try to reserve sending updates through KS for big announcements, so as to spare your email too much spam but it has been long enough that I felt a proper KS update was in order.

By the way, for anyone who would like to receive notification of all our updates, you can do so by following us on Facebook, Twitter or just by periodically checking the feed on our homepage. Of course, we also encourage everyone to participate on our forum and voice your feedback.

Build 19 has gone live today and unleashed two-handed melee weapons along with the "roguelike" dungeon, Steps of Torment. It also includes a new experimental constitution mechanic that is intended to help out-of-combat regen not seem infinite and more of a resource you need to use somewhat strategically. Previously we released dual wielding for pistols, so that checks a couple of stretch goals off the list!

Build 19 also includes a lot of behind the scenes coding work to make our new quest system work with multiplayer, in advance of our anticipated multiplayer release this summer (possibly by the end of July). These changes required a lot of testing and fixing that prevented us from releasing B19 sooner but we've already gotten a lot of work done on B20 content in the meantime.

In Build 18 we introduced crafting with over 150 item recipes and a new quest to rescue one of two rival blacksmiths. We also added a veteran mode starting difficulty for players who wanted a little more challenge. The character info sheet received a major overhaul to provide much more detailed information about your characters. For example, OA and DA roll-overs now show your chance to hit, miss, crit and be crit by your last target / attacker. In Build 18 we also greatly randomized the way enemies were spawned, resulting in more diversity in the mix and size of encounters. Most enemies also now switch from run to walk once they've closed within a certain distance of the player and then back to run if the player gets out of range, promoting a more controlled feeling to combat and allowing for more tactical movement on the player's part when dealing with big groups of hard-hitting enemies.

Since the release of Act II, we've also done a bit of work to improve the look of the environments and lighting. We've adjusted textures, added assets and tweaked environmental effects to make areas more distinctive.

There have been tons of smaller improvements, balancing changes and fixes that can be found in our change logs.

Act III is shaping up nicely with about 80% of the environmental art finished, 60% of the terrain currently built and the enclave of Homestead finished but not yet populated. About 65% of the enemies and one of the end-game bosses are finished. Now that dual wield pistols and 2h melee is released, our animator will be able to focus more of his time on enemy animation. We're hoping to release Act III this fall. Some progress has also been made on Arcanist and, depending on how playtesting goes, that might be ready in August.

We also have a secret new layer of character development in the works that will add a lot of depth and diversity to class builds but it is a little premature to talk about yet. We look forward to sharing more information on that in the coming months!

Until next time...

Arthur