Share this project

Done

Share this project

Done
Victorian era, fantasy action role-playing from the lead gameplay designer of TITAN QUEST!
Victorian era, fantasy action role-playing from the lead gameplay designer of TITAN QUEST!
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.

End of Kickstarter TRI-BEER(tm) thank-you!

This has been an epic journey, without a doubt, and at times like these, when words on virtual paper just aren't enough, there is really only one recourse, TRI-BEER(tm).  So, instead of rambling on, I leave you with this video...

  •  project video thumbnail
    Replay with sound
    Play with
    sound

Stretch goals unlocked, new goals on the horizon with only 9 hours left! Music and Monsters!

Wow, that was an amazing last couple of days!  I wasn't sure we'd see a big surge at the end given the release of Diablo 3 and our gradual but steady progress over most of the project.  Yesterday was a huge day though, our 3rd biggest and today looks like certain to surpass even that!

We've already burned through all of the original stretch goals, which I honestly didn't even imagine could happen only a couple days ago.  Not only are SAVAGE two-handed melee weapons going in now but we're going to have three end-game bosses and now an entire new town!  Not to mention the minor goal of new / higher quality developer beer, by popular request, to replace the sad beer from Update #10.  ; )

This brings us to a point where we can start considering some other ambitious goals.  First, we've added a minor goal at $490k just to help expand the content with a few more monsters and items.  Next is a bigger goal that will allow us to add a new dungeon art-set that you'll get to vote on between catacombs, sewers and possibly other options (currently we have cellar, cave and mine).  The big goal at $520k is a new Survival gameplay mode that backers (both KS and existing website pre-orders) will get for free and which will be released after the full game (so as not to delay development).  In survival mode, you'll fight against waves of increasingly difficult enemies to test your mettle and see how how many waves you can survive.  Should be a ton of fun in co-op!

To top things off, we have another music track and a little work-in-progress screenshot for you.  The screenshot is in-editor showing some of the monsters we have partially completed, waiting on animation, just to give you a taste of what is to come.  We're also planning for some bigger, "demonier" enemies but currently we're just filling out the basics.  Oh, well, yes, the Aetherial Obelisk in the back isn't just the basics, that will be more of a mini-boss encounter and you'll encounter a few of them.  Also, of course, we'll be building 2 new bosses now.  ; )

Now as the final hours count-down, I'll be running to the store to fulfill the develop beer stretch goal and then, while I keep an eye on the comments section, I'll be working on a final video update to thank everyone that has contributed to this life-changing past month.

  • Image 117651 original
  • Loading

Grim Dawn passes $400k + New melee combat video!

5 stretch goals unlocked!

I think congratulations are in order for everyone! We now have 5 stretch goals under our figurative belts and now at $400k you get to help us select a new environment type to add to the game!

Now too far away we get 2 new monster types and then a big one just a little beyond that at $25, which provides 3, uniquely themed, end-game dungeons!

Anything is possible in these last two days.  I know people are very eager for two-handed weapons, an additional end-game boss and, the big one, a new survivor town hidden somewhere in the wilderness!  While the latter goals are still distant, other kickstarters have pulled down far more in their final days, so it isn't totally out of the realm of reality.


New melee combat video

As if things weren't exciting enough, we've just broken $400k, the hours are counting down but, the show isn't over yet!  In response to comments requesting to see more melee combat footage, we've created a rather lengthy video to satiate your melee needs.

This video shows a dual-class melee build created by mixing primarily soldier skills with a bit of demolition.  Even without changing any skills, this character could also pick up a crossbow or firearm and be rather effective that way as well as the Grim Dawn skills are designed to be even more flexible, in terms of weapon use, than those in Titan Quest.


Last but not least, new reward tiers

I know, I know, there are far too many tiers but these are the last.  It is very difficult trying to meet all of the different demands for various configurations of rewards with Kickstarters 1 pledge - 1 reward system.  However, to resolve the biggest remaining demand among fans, we've added the following single-copy + expansion tiers:

$45 Early Access Edition + Expansion is everything from the $35 tier, including beta access, plus our first expansion (which will be developed after release).

$58 Digital Collector's + Expansion is everything from the $50 tier, including alpha / beta access, plus our first expansion (which will be developed after release).

Hopefully that should satisfy a lot of people who only wanted a single, early-access copy but also wanted the expansion.  While I'm sure there are still more combinations people might want, we really have to stop here as the rewards are going off the page and people are getting confused.  I think this is as close as we're going to get on Kickstarter to making most everyone happy. ; )

After Kickstarter, probably a couple weeks after, we will work on putting up a revised pre-order system, which may better accommodate some people.  We can't promise that all the same rewards or pricing will be available though as we just haven't had time to put much thought into it yet.

I hope you enjoy the new footage!

- Arthur

  •  project video thumbnail
    Replay with sound
    Play with
    sound

The Grim Dawn Kickstarter ends this Friday! Check out our revised reward chart + New Music!

Entering this final week, some changes have been made to the rewards based on feedback from fans.  This includes the prior addition of Swashbuckler and Drunken mastery tiers and the extension of alpha / beta access, digital extras and expansions to secondary game copies in multi-copy bundles, making for quite a value! 

By popular demand, new $48 and $78 co-op bundles plus first expansion have been added.  Check out the reward chart for details!

Also, don't forget about the stretch goals!  We've already locked down the first two and the third, promising an additional end-game boss is within $10k!

Finally, attached is another great track from Dan Crislip and Steve Pardo!  This one is more of an ambient track that is sure to up the creepiness of the desolate farmlands north of Devil's Crossing.

  • Loading

New reward tiers, open-world design and dynamic barriers

This is just a small update to talk about level design / dynamic barriers and let anyone who hasn't seen them, know about the new $24 Swashbuckler and $28 Drunken Master reward tiers...

New Rewards!

$24 Swashbuckler Edition

  • Includes all previous rewards
  • Start the game in style with an exclusive swashbuckler's coat! (in-game item)
  • All higher tiers will receive this reward.  Co-op bundles will receive duplicates of this prize because no one should have to swashbuckle alone!

$28 Drunken Master Edition

  • Includes all previous rewards
  • Special vintage, black-label bottle of Enchanted Burrwitch Brew that never runs dry. (in-game item) Have no fear of gaining unfair advantages though, far from granting special powers, this vile brew is certain to dull your combat abilities and may induce vomiting. Please use responsibly.
  • All higher tiers will receive this reward. Co-op bundles will receive duplicates of this prize because misery deserves company!


Open World Levels and Dynamic Barriers

Also, I've gotten a few questions recently about the design of open-world levels and how dynamic obstacles will work, in terms of how they change the flow of the levels.  I've posted about it on the Grim Dawn forums and included an areal shot from the editor with an overlay showing the possible routes through the starting area, where it exits to other regions and the locations of dynamic barriers and breakable objects, so people can get an idea of what levels will be like.  I hope you enjoy!