41 responses to “Legend of Grimrock teaser”

  1. SLP2000 says:

    First of all – it looks amazing, I will definitely buy it asap.

    One question – when the game will be released? Is it 2012 first/second half or later? Any predictions?

  2. ErikBauer says:

    A definite buy for me!

    The “burst” step movement looks very very cool!

    PS: What are the minimum requirements for PC version?

  3. SillyHollow says:

    Dudes, this game is an INSTABUY! Reminiscing games like Dungeon Hack, Stonekeep and Anvil of Dawn…

    Ps,

    I don’t know how you guys are regarding the ‘funding’ deparment but have you thought of:

    http://www.kickstarter.com

  4. Max333 says:

    This looks awesome! The old school first-person dungeon crawlers really seem to have faded into obscurity nowadays. I’ll definitely be following this project closely, and look forward to hearing more about the game mechanics and features. Best of luck to you guys!

  5. Joe Robins says:

    Great work guys, keep it up! looking forward to seeing the results

  6. uri pelz says:

    Thanks for such a special game

  7. clatoo says:

    Love it, love it, love it !
    It’s a sure buy for me on the mac.

    Keep up the good work and don’t shy away from emailing me with update !

    Thank you for catering to my special needs…

  8. Jani says:

    Will movement speed be limited by encumbrance (ie DM style) – and also in reverse, where if you are light you can move pretty much as fast as your fingers can hit the keys?

    • petri says:

      Actually we haven’t decided yet whether the game should have encumbrance or not. What do you think, would you like to see this implemented and why? ๐Ÿ™‚

      • JF says:

        I could live without. There are more important elements I’d rather see implemented that could easily make the game more complex than you intend it to be: fatigue, food&water levels, item durability, secondary skills like climbing, repair, identify. Perhaps even a rune-based magic system like in DM. Hard to tell without knowing how much depth you guys are aiming for.

      • Jani says:

        I’d prefer encumbrance – in DM it added that ‘certain something’ . EOB and their ilk where movement is limited to steps of specific speed regardless just feels slow. I loved that in DM you could run around dragons in circles once you learned how – as long as you remembered to dump your excess stuff to the floor first. I also have fond memories of dumping stuff as I ran away from mobs to gain to be able to flee ๐Ÿ™‚

        On a similar topic, I hope you include the ability (and requirement) to eat and drink. Take a page out of nethack for this – allow players to try to eat pretty much anything at their own peril ๐Ÿ™‚

        • ErikBauer says:

          I’m with Jani about this. The beauty of Dungeon Master was also in little details like Encunbrance and Eating/Drinking separately. Those things were not in EoB and in Black Crypt and this made a difference in favour of DM

          • JF says:

            Black Crypt did, in fact, have stamina/food/water gauges – trivialized by spells that took care of all three, but that’s a different matter. I think many people, me included, are worried that this game might be even more simplified than BC was in that regard, what with the planned iOS release.

  9. SLP2000 says:

    One more thought about the game – not so long ago I bought Trine, and I it’s really nice game, but the lack of different enemies is tremendous. So please don’t hesitate from creating variety of creatures. I’m sure you know this, but better safe than sorry.

    • petri says:

      At our current pace it takes about 2 weeks to add a fully implemented monster with animations, special effects, scripting and sound effects to the game (creating a creature that meets todays high quality standards is a lot of work). We’re just picking up the speed so we expect the time to go down a bit with work flow improvements. Of course it’s impossible to give an exact number of creatures, but we’re doing our best to crank out as many unique monsters as we possibly can without lowering our quality standards.

      • SLP2000 says:

        Didn’t know it takes that much time.

        Anyway, you can always make an expansion later. And of course do what Alex wrote.

        I’m really hyped about LoG, can’t stop talking about it.

    • Alex says:

      Don’t be afraid to use good ol color and size variations. Just make them look good and be relevant to their surroundings of course, we don’t want no tiny pink spiders crawling up our faces. But the occasional Giant Venomous or Steelweb Goliath or whatever other fantasy species could work well, using the same model and animations with a tweaked skin and dimensions, and of course a reliance on a different special attack for each. Venomous Bite for one, Entanglement for the other, etc. Maybe such special types could be sort of pack leaders among normal spiders. Just an example. Oh, and if you have humanoid (humans, skeletons, orcs, bipedal lizards, whatever), those should be easy to make many different types of, just arming them with slightly different armor and weapons and spells and adjusting their stats and attacks accordingly.

  10. Dmitry says:

    Looks very promising!

  11. Neil says:

    omg omg omg omg, Take my money now!

  12. Cool says:

    Hello,

    I was wondering is there any chance of a PS3, Xbox 360 or PSVita version?

    • antti says:

      The chances are there but they are slim, I’m afraid. If those platforms are going to be made, they probably won’t happen during initial launch either. ๐Ÿ™

  13. Clocknova says:

    So, am I to understand that the movement is grid-based, similar to games like “The Bard’s Tale,” as opposed to fully, er, whatever you call the movement style of an FPS? Not that I’m necessarily opposed to this (in fact, I can almost guarantee you’ll get my money for the Mac version) but why go with this rather than the more free-form approach? The steps are even fully animated, unlike the classic games of the genre. And the game does not appear to be turn-based, which would seem to be a natural fit for a game with grid-based movement. How will this work?

    • petri says:

      Hey there! I’m sorry it took so long to answer your questions! We have actually experimented with free movement in the past, and we think that attacking and moving with 4 heroes is just too messy with it. You would have to use the mouse to look around and select attacks for the heroes at the same time. Also, grid-based movement works better on mobile devices. Turn-based vs. realtime: in our opinion turn-based doesn’t really add that much to the experience and it makes timing and tactical movement elements less important.

  14. RAF says:

    hello all the team, I think you should make your play a game as much as possible like a dungeon master at both monsters why not incorporate it into your game the same monster in dungeon master such as mummies, ghosts and golems and stone giants rat scorpions most of the creators of dm, all I did agree with petri when he says that dungeon master is a clean and beautiful game a masterpiece, the atmosphere of those games is huge why not work a lot with the above very nice lighting effects when the player takes a torch is essential in the atmosphere is kind of games mining underground dungeon I saw your first video of the spider Oitu giant very similar to the DM EXCELLENT texture of your wall is very much the slab on the ground and also the door as the sound of opening and closing as those games could become a truly exceptional games if you really stay in the mind dm, I will support in project

  15. RAF says:

    hello it’s me again, I created a dungeon with rtc called dungeon master forever click the link and watch the presentation http://www.dungeon-master.com/forum/viewtopic.php?f=31&t=28157
    I was only designed with all elements of a dungeon master, the other elements of Dungeon Master I especially love it when I find the armor was more solid happiness.

  16. Peterson says:

    Gentlemen, why is this game not in my library yet?

  17. SamppaV says:

    Looks very cool, loved Eye of the Beholder back in the day. You got my money.

  18. Valaki says:

    Haha I was like “Oh shi-” when the spider attacked. The game looks amazing.

  19. Jc says:

    Wow, after all these years, a 2011 EOB2, like experience is coming, thank you

  20. Hmm says:

    This looks excellent, I hope the game won’t turn out to be simplistic though… If you’re going back to old dungeon crawler design to the point you’re even bringing grid based movement, please make the game deep. Stats galore, cool gameplay mechanics, various character builds to try out etc. Also, it’d be cool if stats had an influence on things like lockpicking, trap disarming and so on. ๐Ÿ™‚
    How varied will the dungeons be in terms of looks and design? Can we expect things like minecart riding, for example (Lands of Lore 1)? Multiple floors, elevators?

  21. RAF68 says:

    hello guys I have a question when the game is complete there will be a level editor with it ??? so that players can build themselves their own dungeon.

    • petri says:

      Maybe. Our number one priority at the moment is to make a playable game but we’ll definitely keep this in mind.

  22. Es says:

    can’t wait, I’ll find time for it, somehow

  23. LonePaladin says:

    Eagerly awaiting more news about this one.

    Might I suggest contacting the people at Valve, to see if this can be added to Steam’s catalog? Dungeons of Dredmor recently turned up on there, and the reception is surprisingly good.

  24. Raspoutin says:

    This looks absolutely brilliant guys. Keep up the good work. Finally, a new party based, RPG. They don’t make any of those anymore!

  25. arnold says:

    love it love it! it looks amazing.
    I am very excited by your project.
    Like EOB or Dungeon master . Really good idea ๐Ÿ™‚ ๐Ÿ™‚ ๐Ÿ™‚

    Perhaps you may add a compass in bottom of the screen like eob ๐Ÿ˜‰
    is there a auto-mapping system/spell ?

    Best regards

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