One more week of work behind us, yay! That means that we’re one week closer to a finished game and to celebrate it, here’s a new desktop background image for you all! It’s a wider crop of a picture we teased you with a while ago.
This week’s update will be a refreshing mixture of a bulleted list straight from our version control’s changelogs and some of my freeform rambling! But I’ll keep the bullet point list rather brief this time by including only a single quote from the file commit comments:
“- Added bugs (LOL)”
Oh Juho, you’re so funny! ![]()
Anyways, besides adding bugs, we’ve been eliminating them aplenty this week. A lot of nasty ones too. For example there was a brief moment when all of our monsters were immortal but since it made the game a little too difficult, we had to fix it. Oh, and regarding difficulty, the game now has a setting for combat difficulty! If you feel like you want to concentrate more on the puzzles and adventuring and just glide through the combat, just switch it to easy! Also, keyboard bindings should work now pretty universally across any sort of keyboard, language or key and if you accidentally hit caps lock during an intense combat it won’t be a problem. The fabled “oldschool mode” that disables the automap was implemented and we’ve also added a little more spice to the spells and the key art of the game is looking mighty fine too!
Of course we’ve had steady progress on the animation polish work too and the levels have also been on the receiving end of some additional lovin’. Iteration, iteration, iteration! That’s what video game development is about!
In addition to the “routine” work, we’ve been kept busy today by a lot of mails and interviews, thanks to positive coverage on Reddit. We unfortunately don’t have time to reply to you all individually but your feedback really means a lot to us and we’re really humbled from all of the positive comments people have left on Reddit, this blog, our e-mail and elsewhere. Thank you!
Oh, and now we finally have an e-mail newsletter you can subscribe to. You can find it here, on the sidebar to the right. So if you want a reminder when the game can be bought, subscribe!



sending...
Petri, working on Grimrock must be wonderfull experiance. Can you describe the dialy routine of team Grimrock in just five words?
5 words? work, work, work, work, sleep (repeat until done)
S L E E P ? ? How dare you !
I belive he is testing the lvl 1 crowd controll spells. I hope they got off-site backup before testing high level combat pyromancy …
I looked to ome videos from game and t some screenshots. It looks like game I must buy. In the video, I see there ‘hidden button’ to open hidden wall. Please is it possible, to make hidden buttons more hidden? To make dungeon more harder?
pls make the game extremely hard and also very long for hours to play with lots of enemy types and puzzles..this is gonna make it pure classical remade of the classics…oh god ! may those were the days come back again !
ALL agree with frealus
the game must be very, very long
it should be a challenge to reach the end
dungeon master when I was a child I took several months to complete
the legend of grimrock must be such
I’m talking about a team of developer even if the development has to take 2 or 3 more months it is worth it but the games must be very long to see the end !!!!!!!!!
Please enlarge level when the difficulties with a very progressive and the games will have to leave it as a dungeon master in our memory forever !!!!!!!!!!!!!!!!!
The hope being heard
yeah peter
i meant exactly what you said..
we have well informed here about game dynamics and have estimated very much and always will.
besides , developers must consider this holy game as to be a reincarnation of the old days in today’s silly sandboxie droning game world..so it has to be unique as well with ;
- its difficulty
- longevity
- replayability
after so much hankering.
it must be paragon of dungeon crawling !
we believe the team !
yes the most important point for me are:
a dungeon with very high level and many levels that the player must take a long time
especially a problem with a game very very very progressive
begin game met with a simple kill enemies and protects equipment and weapons that can be bottom of damage and later equipment that protects ever more such small armor and armor more and bigger that protects growing at the foot of the head have more advance in level the enemies are a lot of damage and are more resistant up in the last level find weapons of legends such sacred sword and ax ……..
see divine armor like that with all the facilities
For me, the most important point a difficulty very gradual start to finish in early prisoners do not have high and later seen in the last level of the games are very strong as prisoners was ka in the dungeon master apprentice at the beginning and the end master
here I think the recipe to make a brilliant game
I don’t agree making the game “extremely hard”. Sure, its always difficult to find the perfect toughness parameters but at very first order a game must be fun! Sure, some like it hard, some others just challenging. If its too easy ppl might not like it very much. Some ppl have endless time playing a game but I think those who feels set back to the time of good ol’ dungeon crawlser are a bit older than 20 and don’t have endless time to play games. For me a game is not “better” if its extremly hard. I would say: make it challenging.
I agree. Remember, gaming is an entertainment, not a job. Gaming should be fun, not a form of suicidal activity or masochism. How about giving difficulty levels? From very easy, easy, normal, medium, hard, very hard, ironman or something? Those who want to have fun games can do so. Those who want to torture themselves will be satisfied. Those who want just a bit of challenge can have it, etc.
Remember, games should be fun, not frustrating.
So this game is like demise. Is this game as long and is there as much to do as in demise.
Looking at the “Legend of Grimrock” I felt like I went back to the 90s to the “Dungeon Master” on the Amiga. I keep my fingers crossed for “Legend of Grimrock” and I hope that the game will be as good as it looks. Can’t wait to play!
i agree with peter recipe.
this game is the succesor of DM. rebirth of it..
and john yes the right word would be challenging(not extremely hard, i stand corrected)..
well, the game very likely will give difficulty levels..in my opinion every difficulty level choice, before the game start, must bring about a gradual penalty accordingly..for example if you choose normal, you wouldn’t save game or rest near enemies.if you choose hard, something will change in the game harder etc..on the other hand ,developers should come a long way..and i feel they are very exited to show us the result when the time comes.
btw, i wonder if the creators of the game implement any fog-dust-particle/light-shadow effects from place to place or deep in the dungeons to make atmo more stunning, captivating and startle us ?
petri , any clue ?
I again agree with frealus
the effects of light from the torches must be at top
the light of torches which is projected on the walls of the dungeon must be of the highest quality possible and when the torches burn also the effects of shadows, all the atmosphere of the games depends
Oky, I dare now to ask what no one dared to ask before. It takes all my bravery to ask. I figured out all day long how to ask and now the big question:
WHEN!!!???!!!
very good daring question indeed !
speaking for myself , many moons have passed since i left the “legend of darkmoon” behind me.
i have really been waiting this game since 1993 !!!
i need to become lost in murky passages in company with distant screaming voices and to feel the evil around the corners which i myself have once been to with my portraits whose i am a part of…
hope to embrace LOG asap !
Wow – looks great ! Can´t wait for the finished version
I´m justing waiting for a while for a good dungeon crawler game (last really good played was dungeonmaster
).
I just recently found this game through Kotaku and their article about you guys putting in the direction arrows in for a disabled gamer who requested it. I want to give you guys a huge double thumbs up, both for that (the directional arrows), and for creating a game such as this in the day and age of free movement first person shooter style RPG’s. Watching the game play videos and looking at the screenshots have flooded back some of the best memories I’ve ever had of playing video games.
I look forward to being able to crawl through Grimrock!
~Kal
alors il sort quand ce jeux ????
pas de reponse !!!!
I would prefer that the development of games take a few more months but the game is more comprehensive and bug-free finish
I’d like you to relive the style dungeon
Give birth could all have a gender and then give ideas to other developers
Please, almighty gods of Mt. Grim. It is with high hopes that I come to you in regards to a small tidbit, a morsel, even a slight nudge of information to which you bequeath us with a release date. Will you honor this request?!
I really, really hope you guys will get the huge success you deserve. It would be just sad if all the dedicated work won’t pay off. And besides, if you succeed, there might finally grow a niche market for dungeoncrawlers again
To team Almost Human, just a thought. I was thinking on the replayability after one beats LoG if you have put any thought into a second play through with the prisoners that the player built up in the first go around but with a harder level of hit points on the creatures in the game and using only 3 of the prisoners then after that play through 2 prisoners then of course 1 prisoner and the hardest setting of hit points on each creature. Maybe you could give achievements out for going through each game.
As a kid who grew up playing Dungeon Master and Eye of the Beholder, one of my favorite noises ever was the War Cry in Dungeon Master. EHHYAAAAAAAAAAAH
Any chance for an easter egg?
SPOILER ALERT: Do not watch if you don’t want to see the last boss of Dungeon Master for the Amiga(or whatever you played it on)
http://www.youtube.com/watch?v=6XGg4Z1xfJ4&t=0m29s
I hope to see in the last level of the dungeon opponents who are very afraid of demons or when such death knights as it was in chaos strick back
Dear LoG Team,
I have been following this blog for months and months now, each update eagerly awaiting exciting new news about this upcoming game that is easily in the top 5 most anticipated in my long love of gaming.
I am so excited to get my hands on this game and I have no doubt countless others are too.
I would just like to say, while fully supporting your efforts to make LoG the best it can be and understanding your desire not to cut corners or release an inferior product, I am left becoming a little tired of this seemingly endless development.
Someone above dared to ask the difficult question, which is the same question as mine, and lots of others I suspect who decide each update to wait one more week or so before asking… please…
When will you be releasing this title, or even when are you thinking of releasing a date of the release date?
Let’s show us some love and inform us (please), as currently we are all still left more in the dark than the deepest darkest corner of your beautiful dungeon.
With respect and undiminished anticipation,
One eager LoG fan
Hi JJ! We totally understand the frustration. The release date is not entirely up to us but we’ll tell you right away when we know the date. We’re doing our best, sorry to keep you waiting.
8 months doesn’t seem like “seemingly endless” devtime at all. On the contrary, they’ve been progressing pretty quickly.
Give ‘em a break, man.
Hey Mr. Brown-nose – I was nothing but polite and supportive there in my asking for some indication of a release date.
hellos there are two small question there from the shadows behind the enemy when it moves into the dungeon ??? I think it would be more realistic example see a shadow at the end of a hallway or a corridor intersection would increase the rate of fear and anxiety in the game and surprise to wonder what kind of enemies he might have even recognize it with the shape of the shadow of what it’s enemies
can have like dungeon master crush enemies under the doors??
Paul you are great !!! that was exactly what i’ve thought all along.
i mean the first part of your question about shadow to the end of the hallways is a sublime idea ! and is a must ! this will totally make the game much more IMMERSIVE, ENCHANTING, MADDENING for us..This game does not deserve to have SHADOWLESS, CLEAR, COMMON hallways..
I hope dev team add this magical touch at the end of the hallways of the game before it was released..
Torches on the wall cast shadows. So in some places you get to see monsters’ shadows before you actually see them.