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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.

GOG game keys and DLC codes - The saga continues...

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Ugh… so key distribution for the DRM-Free release and DLC has proven to be an epic fail. I’m still not even quite sure what happened. I’ve been slow to release updates on this because I myself have been waiting for answers. Waiting and hoping to hear when and how things were going to come together with our partners who were handling this. Before I try to explain things, for those who want an explanation, let me first apologize profusely for the delay and provide the relevant information.

DRM-Free release:
  • DRM-Free build will be available through GOG.
  • You can get a GOG key from Humble using your backer email.
  • Anyone who backed through KS or on our website has the choice of either a Steam or GOG key.
  • Even if you already activated a Steam key, you can still trade it in for a GOG key but your steam key will be deactivated.
  • If your reward tier only entitles you to 1 copy of the game, then you only get 1 key / copy and have to choose whether you want Steam or GOG. 

To request a GOG key, simply contact Humble and provide your backer email. 

You can contact Humble with the following form

https://support.humblebundle.com/hc/en-us/requests/new

Select “product” and fill in the subject as “Grim Dawn GOG key.” Simply say that you’re a backer and would like a GOG key. Note that the form will say “5 day response time” but Humble has agreed to expedite GOG key requests for Grim Dawn, so you should hear back much sooner.  You can also email: contact@humblebundle.com instead of using the form

We’ve chosen to use GOG for the DRM-Free copy because many backers have requested the game on GOG and GOG contacted us saying they wanted Grim Dawn on their store. So, it seemed like a win / win. It allows anyone who just wants a stand-alone copy of the game to download it from their website and never go back. It also allows those who do want it, to get automatic updates and connect to multiplayer match-making via GOG Galaxy. 

In-Game Items: 

Humble is still trying to figure out how to get the DLC codes out for in-game items to the right backer tiers. I’m supposed to have a Skype call with them tomorrow. If I can’t get it sorted out then, I’m going to explore more drastic solutions. Somehow I want to get this done before the end of the week. I think there is a good chance that can happen but I can’t guarantee it. 

WTF Happened?! Why has this taken so long? 

Stay a while and listen; to the long, convoluted tale of woe… 

In the months leading up to release, we’d planned to use GOG for the DRM-Free release and Humble to distribute all the keys. Up until the week of release, I was still going back and forth with GOG to iron out the terms of the contract – its more complicated but the details aren’t really relevant at this point. Suffice to say, it took way longer than expected. 

We had fortunately already been working on creating the GOG build and integrating their features. Once the deal was signed, we sent them the build for testing but a few things came up that we needed to fix / they still wanted us to integrate. A lot of it revolved around them figuring out how to set up the DLC codes the way we needed them, so that it mirrored the setup on Steam. 

We had set a date for release but minor issues kept arising, we’d fix them, then they would need to retest. The release got moved to Friday the 18th but more little issues kept coming up and it basically went to the last minute. I didn’t think it was actually going to release on Friday until I woke up to an email from GOG saying they had managed to push it out. I actually have 78 emails in my inbox from the last three weeks, just on resolving feature implementation, DLC code and release issues with GOG. 

Meanwhile, the same day Grim Dawn released on GOG, I found out the key distribution on Humble had been delayed, yet again. Weeks before release, I’d talked to Humble about distributing the GOG keys and DLC codes for in-game rewards to backers and was told it should be no problem. They just needed some info on which tiers should get which rewards. After getting it all set up with Steam and eventually GOG, I provided a spreadsheet showing which tiers got what codes. 

There was a lot of confusion initially and attempts to simplify things – spread sheets went back and forth, finally a plan started to come together. I was initially told it should be ready to go about a week before the original GOG launch date. Everything was coming together for a delayed but otherwise smooth launch. 

Then it hit a snag, there were more questions, it was going to take a little longer but would still be ready well ahead of the GOG launch date, which got pushed back. I scheduled for the keys to be distributed by Humble on Thursday afternoon, the day before the GOG launch. Things were back on track. 

Oh wait… Wednesday night I see a post on the forum by someone saying they’d gotten their DLC code but it didn’t work. I was confused because they weren’t supposed to have gone out until the next day, I hadn’t written an update about it or anything and so I went to check it out. The DLC codes were indeed live but it was all sorts of messed up. For one thing, it gave people the option to select “German or German” instead of Steam or GOG DLC codes. So, I did the only logical thing, I had a heart attack, shit my pants and then sent a crazed email to my contact at Humble. They had a heart attack, shit their pants and scrambled to take it all down, since it was set live by accident. Along with the mixed up option text, some tiers weren’t getting the right keys, it turned out some of the data was possibly organized the wrong way, etc. 

The guy working on it felt like he knew what needed to be done though and assured me it would all be sorted out the next day. The following day I find out the guy I’d been working with the whole time to set this up had taken ill and needed to be brought to the ER (probably driven nearly insane by this whole process). Someone new was taking over and would try to get up to speed as quickly as possible. I was till told the following though: 

“Sending GoG base game keys out first should be feasible, but the earliest I think we could probably get that coordinated while getting our heads wrapped around the Pre-KS situation would be tomorrow afternoon (3/18)” 

Unfortunately, things didn’t really get sorted out. I’d spent a couple weeks emailing back and forth with the previous contact to reach an understanding on what needed to be done and sort out all the logistical details. Now someone new was trying to play catch up and running into the same sort of confusion. 

I asked if we could at least get the GOG keys out, since all tiers get the same game-key. For some reason, they decided they couldn’t update people’s pages with the option, so it has to be done via email / form request, as per the instructions above. At this point I don’t know if the previous person’s plan wasn’t working out or if the new person still isn’t up to speed on what needs to be done but, either way, keys weren’t sent out. 

We’re going to skype tomorrow to try to figure it all out. I’m so sorry things went down like this, I thought we had a reasonable plan in place and with each set back, it kept looking like it was going to be resolved in just another day or two but it continues to drag on. I have to say though, while things haven't gone smoothly, Humble has gone above and beyond, in terms of the amount of time and effort they've put into this for not much gain on their part. I feel like I need to buy them all a tri-beer or something once this is over. At least, while non-optimal, people can get their GOG keys. 

I’m desperately hoping to the DLC codes will go out this week as well, the nightmare can end and I can get back to making games again, since distributing them is apparently not my strong suit. Although, I do think we can do a much better job in the future, now that we’ve experienced all the logistics involved and are more aware of the options and considerations. 

 Also, since it keeps coming up: What is the long original key I got emailed? 

I’m talking about the long 32 digit keys like this: XXXX-XXXX-XXXX-XXXX-XXXX-XXXX-XXXX-XXXX 

The short answer is that they’re obsolete now. Way back in the day, long before our Kickstarter campaign, we didn’t really know how we were going to deliver the game but for some people, people wanted game-keys. Some people even emailed us / ranted on the forum saying we’d stolen their money because they didn’t get a key or anything after backing the game on our website… We hadn’t heard of GOG, we hadn’t thought about Steam but we figured we’d probably need a key of some sort and people wanted them as a proof they’d bought something, so we generated some. As time went on, plans changed, we found out more about GOG and decided it was the best option and you know the rest of the that story. So, disregard these keys, they are neither Steam nor GOG keys.

A lot of you have been very patient through this trying process and I really appreciate that. Those that haven't been patient, I totally understand why you're angry and I apologize. Hopefully we can get the rest of this sorted out soon and move on to more positive developments - like modding tools, survival mode and the expansions!

-Arthur

Full Release Feb 25th and the Journey Continues

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Well, ladies and gentlemen, we are finally nearing the end of the first and longest leg of this epic journey. Thinking of all the support we received from backers on KS to help make this possible, I felt this would be the most fitting place to first announce the release date. Grim Dawn will be officially released from Early Access this Thursday February 25th!

Additionally, Build 31 with it's monumental change log, just went live and you can experience the full game right now as it prepares to disembark from Early Access forever. It’s been almost seven years of my life completing this game and it’s rather surreal that it’s finally here. I’m not sure I believe it.

My routine for so long as been to wake up and go work on Grim Dawn until it’s time to go to bed. I started this single and childless and now I’m married with two kids (I guess Jeff Goldblum was right – life finds a way). The project waxed and waned and waxed again as early volunteers joined up but then drifted off, I found myself working alone some days and things ground to a crawl, then KS gave it a kick in the ass and we were off again with new team members. This went from a crazy dream I knew was against the odds to the current reality of a 10-person team. I struggled through PayPal freezing our first crowd-funding account, lead poisoning, the passing of family members, all manner of technical and hiring challenges. It’s almost hard to believe looking back on it all.

We’ve delivered a lot of content beyond the promise of our Kickstarter, including an extra Act, a sixth class, major gameplay systems such as devotion and many more hours of gameplay than we originally talked about. Thanks to the success of Grim Dawn in Early Access, we’ve also been able to add VO for main quest dialog and an animated intro trailer, which are included in the new build.

I say this journey is only nearing the end because, even with the completion of Grim Dawn, we still have some work ahead of us. Shortly after the full release or maybe even along with it, if we can manage it, we will release the DRM-free build and virtual rewards. I’m currently emailing with the folks at Humble Store to figure out how to set that up. They have a nice system for facilitating the distribution of KS rewards now… unfortunately, we were one of their first pre-existing clients to run a KS, so our data / configuration on their system is a bit convoluted and we’re trying to figure out the best way to release things. I’m hoping we’ll have that set up within a week though.The virtual goods have all been finished and are also just waiting for us to set up the distribution for them. Basically, we have a bunch of logistical stuff to sort though.

We’ve also began producing physical rewards, beginning with the map and poster. We’ve prepared the final art for that and are currently talking to a print shop. The Boxed copies will come later since we’ll need to take the final build and master discs from it. We also need to find someone to produce the box. That and omg, I need to write the Crate Story… that’s going to be quite a tale. ATTENTION: Don't worry, we will send out surveys for mailing addresses just before we are ready to ship.

Following release and whatever bug-fixing and polish work we still need to do, work will begin on future updates, modding tool release, Survival Mode (actual name yet to be decided) and the expansion. I’d be sad to see the end of Grim Dawn, fortunately, this isn’t the end. There is more Grim Dawn to come and also we may see the start of new things in the coming months.

It’s fantastic to come out of this with not only a complete game that’s bigger and better than I dared imagined it would be but also a team and company on solid footing,capable to launching new projects on our own. I sincerely and heartily thank you all for the part you played in making this happen. I hope you enjoy all of the hard work and passion that went into, not only completing this game but filling it with tons of details, lore, secrets and personal touches.

Until next time – good hunting

- Arthur and the Crate Team

Grim Dawn is Content Complete!

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Hail GD Backers!

At long last and with much excitement, we have released Build 29, making Grim Dawn content and feature complete! I have still not yet come to grips with the reality of this achievement...

There is still much polishing and bug fixing to go in the next month or so, leading up to the official release. We're expecting to move Grim Dawn out of Early Access sometime in February. We have a couple more exciting fit-and-finish things to announce next month that will make the game just that much better. ; )

Read more and see the complete change log on the forum!

Happy Holidays to those celebrating and see you in the new year!

- Arthur Bruno and the Crate Team

Release of Act4: Part1 and the Devotion system!

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Greetings Esteemed Backers,

Today we release the first section of Act 4 and the last big gameplay feature: Devotions with Build 28!

It's taken a long time, I know, but with this additional content, I think when the game is complete, we will have gone way beyond the scope of what we originally promised with an extra Act, extra class and this expansive new character customization system, among other things. The rest of Act 4 is also nearly complete already but requires a little more polishing and finishing the final boss encounter. So we're getting pretty close to the end - for the first release at least.

We expect to release the rest of Act 4, which will make Grim Dawn content complete, around the end of the year. After that, we will continue to listen to feedback, fix bugs, optimize, polish and wrap up loose ends. Part of that will be getting all the virtual items ready for the official release, which will happen around February, so we can distance it a bit from the big holiday releases. Then we'll produce all the physical goods and get those mailed out.

While some of us handle that, others will begin laying the ground work for the expansion and survival mode. Anyone who has been following development throughout the project will have seen that, thanks to our growth from 2 to 10 full-time developers, our pace has picked up quite a bit from the early days and future work should progress at a more reasonable rate. I think the quality of our work has also increased a lot and the latest build will show even more improvement. If you missed the post, we just yesterday introduced artist Scott Duquette, who previously worked on the BioShock series as an environmental art director. Some of his upgrades to architecture and various special touches to the details of the environments appear in build 28.

It is exciting but also strange for me to be nearing the completion of something that has taken up so much of my life and I thank you all again for helping to make this possible! Follow this link to the forum for further details and the B28 change log!

The end is near...

Shaman Class and the Final Act

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Greetings Esteemed Backers,

As many may already know, we've just released Build 27, which adds Shaman, as a sixth class, on top of the five originally planned. The build also includes numerous other fixes, balancing changes and improvements.

Act 4 content is well underway. The models for the final two bosses have been completed and are currently being animated. I think they're some of our creepiest, most epic bosses yet.

You will enter Act 4 through a mountain pass and descend through a series of walls and forts that originally guarded the northern frontier of the Erulan Empire. At the base of the mountains you will enter Fort Ikon, taken as a base for the Black Legion but now the scene of betrayal and slaughter. From there you will strike out to the Necropolis, where the Cult of Ch'thon seeks to resurrect the herald of Ch'thon and initiate the end of days, as was once attempted on a battlefield there long ago, now buried beneath the Necropolis. This monstrous harbinger of the end of times is the physical manifestation of the voice of Ch'thon, called the Loghorrean. It is said to speak a hundred dead tongues from a thousand screaming mouths... yeah... have fun with that.

We expect to finish Act 4 by the end of the year. Also coming is the much alluded to devotion system and higher difficulties. Further updates with details on these things will follow in the next couple months.

Hope you enjoy Shaman!