Information about Grimrock 2 has been a little scarce lately so it’s about time we unravel some of the mysteries. Let’s get going!

The events of Legend of Grimrock 2 will happen on the Isle of Nex, a secluded island faraway from civilization. An island is a perfect place to setup an unforgettable dungeon crawling experience because we can mix indoor and outdoor locations seamlessly while still maintaining that atmosphere of mystery and danger, and the density of interesting things that is at the heart of Grimrock. If you think about it, the island is the perfect microcosm, where the party may explore dark woods, misty swamps, underground tunnels and ancient ruins without need to travel great distances. For us, an island is the perfect “dungeon” with a welcome variety of different types of environments.

At the start of the game, a party of four prisoners has ended up on the island against their will and start to explore the island. Pretty soon they will realize that they are not alone on the island and that the island is not an ordinary island at all… What are the mysterious towers on the island and who built them? Why is the island full of puzzles and traps? The story of Grimrock 2 will not be a direct continuum to Grimrock 1, but will be a completely new story with new characters that will expand the Grimrock universe.

A big part of Grimrock is, of course, the brain-teasing puzzles and for Grimrock 2 we have been busy developing new types of puzzle mechanics. Talking about puzzles is a tricky subject to discuss. We believe that the less you know about them in advance the better. So without ruining the surprises ahead, let’s just say that you’re not the only one stuck in the puzzles…

One of the few things some reviewers criticized about Grimrock 1 was monster behavior in combat. We have attacked this problem directly and rewritten the monster AI entirely. As a result monsters are now smarter and they know how to use their larger numbers to their advantage. The repertoire of tricks they know has been expanded greatly. For example, some monsters can call other monsters for help and can use group tactics against you. Of course the behavior of monsters depends on their intelligence so the most stupid and most fierce monsters are still, well, fierce and stupid as they should be. And talking of monsters, there will be lots of new monsters with some of the old, familiar faces making an occasional appearance for old times sake.

As explained in an earlier blog post , the character skill system has been completely redesigned and replaced with a perk-buy system that allows for more flexible character skill development. The design goal is make each level up meaningful and at the same time contain a tough choice. At level up, each character gains only one perk that changes the character in some way. Every perk gained is important. There are no in-between levels.

Tied to the skill system is the item system, which has also been expanded. Many items now have secondary powers that can be triggered by holding down the right mouse button on the action icon. The powers consume energy and range from special attacks to non-combat actions. In contrast to Grimrock 1, primary actions of items can be most often used by any character but the true powers can be used by a character with the right skills.

Potions can now be mixed directly in hand without going to inventory.
Spells can be cast using mouse gestures with less mouse clicks.

We have also improved the spellcasting and potion crafting systems to reduce the required number of mouse clicks. Potions can now be mixed without going to the inventory. Using an empty flask in hand will open up a miniature potion crafting panel (see screenshot) which you can even use in the middle of combat much like the spellcasting interface.

The new spellcasting panel allows mouse gestures to be used to cast spells. Spells are cast by holding the mouse button down while doing a swipe with the mouse on the correct sequence of runes. Talking of magic, the Mage character class has also been redesigned. The requirements to cast spells of different schools have been relaxed so that mages can cast larger variety of spells. In Grimrock 2, mages need not be one trick ponies.

Of course, Grimrock 2 also has new spells, a new playable race (with portraits to go) and a new character class. These combined with over a hundred new items, 22 new monsters, new environments, day to night cycle, plus as much more as we have time to crank in, means a lot of new stuff to have fun with!

In other news, we also have a big reason to celebrate today. Legend of Grimrock: The Series from Wayside Creations, the makers of Fallout: Nuka Break, has just been successfully funded on Kickstarter! WOOHOO! Wayside did a fantastic job with Fallout so we are super excited to see how Grimrock will translate to the new medium. Naturally we will assist Wayside and make sure the series will be true to the lore of Grimrock. There are still 4 days remaining on the Kickstarter, so if you want to take part in the development of the live series, there’s still time!

This post is getting rather long already, so let’s stop now to oogle at these shiny new screenshots!

  24 Responses to “New screenshots and a list of features!”

  1. Wonderful, wonderful job! Go on with this guys (and girls), this is really great!

    Old school LoG II rocks!

  2. Great to hear that the game will take place on a standalone island, so that even the outdoor parts can still feel ‘dungeony’. I think that’s definitely best with this sort of engine.

    The visuals look absolutely stunning. Love the outdoor shot with the lizard man – both the water and the sky look brilliant and I can’t wait to explore the Island of Nex when the game is released.

    Intrigued to try out the new spell system and the overall improvements to the GUI system look like they will streamline the game nicely.

  3. Can’t wait to play this game! It’s looking gorgeous and sounds like it will really improve on the game play from the first. Very excited to see how the group tactics change the game.

  4. The weakest link in GR1 was the monster AI. I feel very strongly about this.The game was beautiful and the puzzle and atmosphere were excellent. But combat was quickly mastered when you learned how to move around sluggish opponents and flank them or stab in the back. Most of the time I would defeat monsters without even taking a hit. The only time monsters became an obstacle in GR1 was when there were many of them, or you were forced to face them head on with no room to sidestep. I really hope that AI will be given the most effort in GR2. It really is a gamebreaker.

  5. Don`t you guys think that It would be better If each Character have a Back Story ( Player choice ) and also How he ended up in the island ( Player choice ) ( It will give some special skills for each choice ) instead of just prisoners .

    To me it`s so much better and add so much horror & mystery if each of the four character has his story of how he ended here and met with the other ( Like one was a the captain of a cargo ship and crashed here , The other is looking for ancient treasure , one is an outlaw who was hiding in a Ship and got kicked by force or ship crashed …etc ) .

  6. Did anyone noticed the big toad on background? :D

  7. Awesome! I loved the puzzles in Grimrock 1, and I can’t wait to see the new ones + other features that Grimrock 2 will have.

    Can you say if the game will be a bit more open-ended than the last one? Or is it still relatively linear?

  8. Holy crap! Legend of Grimrock was my very first dungeon crawler and I was totally hooked playing it, and now you guys put it outside too!! I am so excited for this game and I can’t wait, keep up the great work guys and hurry hurry I can’t wait!.

  9. I should buy a boat…

  10. So very excited for this game. It’s been a long time since a game had me playing for hours a day and any other moment I had a few minutes to spare…the last time that happened was with Legends of Grimrock.

    I really really loved the leveling system from the first one…I loved the excitement as I was working my way up to a particular skill bonus. I also liked the hard decisions you had to make for a magic wielder, though I can appreciate some leniency here. Here’s to hoping that this is being streamlined in the right direction!

    And I don’t mind streamlining…if it doesn’t reduce the complexity of the game mechanics. Take for instance Storm of Zehir. They streamlined dialogue beautifully to make conversations a group affair, but they did not do so by removing aspects of the game, but by truly refining the interface to allow people to make easier and better use of those abilities (like intimidate and Lore and such).

    That said…always good to see the game moving along…I’m enjoying MMX:L, but I’d rather be playing LoGII.

  11. Looks fantastic as usual. Great to have more precise news at last, and island “idea” is neat for what Grimrock 2 is intended to be design-wise.

  12. Great news, can’t wait to play this. One question: with this new spell system can I still write spell formula by clicking instead of sights? My mouse could be very laggy and I could make strange moves)

  13. Great news about a great game. Are you thinking about some turn-based battles or some possibility to pause game during fights? It was really frustrating to click all the characters in the party and especially the mage…

  14. Awesome, can’t wait!

  15. all looks good but are we still gonna have to run around with 10+ scrolls so we can look up spells or wait for someone to make a website with them all or write them down? or are we gonna have a spellbook?

    with the rune system they could light up the onces we need for the spell we wanna cast fx. also I is the swipe system gonna be mandatory because I do not like swipe and would rather just click. it would be cool to see the num keypad being implemented to cast spells like someone suggested for LOG1

    • You could just take a pen and write them all down in 30s than than throw away scrolls… half way through I had all spells memorized anyway.

  16. Looks awesome and improvements seem great! Biggest gripe for me about the first game (which also was awesome) was of course the combat system where you could use hit-and-run tactics way too successfully, but the spell system was also quite dull. Mouse gestures are indeed improvement to this category. Also I’d like to see spells visual effects enhanced per spell power Lands of Lore style. Small but effective increase in immersion. It was a while ago when I played the first game trough but I remember being unimpressed audio-visually with the spells and the casting system itself. Character interactions suggested above seems like a great idea too.

    Can’t wait for the final product!

  17. Amazing I just can’t wait… announce release date, please!

    To everyone else, I liked the cick here requirement for all actions… I was ‘on-purpose’ mechanic that made combat more involving by adding skill requirement. Clicking runes was just perfect mechanic for mage. If it was any bit easier/faster You could see parties of 4 mages just wreaking everything before it even made a step.

  18. I am a huge fan of the first legend of grimrock , I loved every single aspect of it, except the End which I did find not fun at all…..

    The fresh news are AMAZING, …I was hoping for a lot of new monsters , and it seems we got them, the screenshots look FANTASTIC, and I hope the mechanic of the game stays the same.
    I still remember when the Lands of Lore Team ( one of the best dungeon crawler game ever created ) tried to make a step longer than the leg…producing an awful sequel….a sequel having nothing to share with the original.

    I have to admit, so far so good….. I will pay ANY Price to play this game , no doubt about it… I will enjoy every second of it, hoping to get lost in some amazing puzzle !!!

    Thank you Almost Human……
    Now if you guys can let us know the approximate release date, (at least the period) we will be the happiest men alive !!! Thank you Again !

  19. I am still going through the first one but this is a great game. My only chief compliant is that the first game basically forces a balanced team. I am wondering if this new game will be more open….say two rogues, two mages, three rogues one mage, one fighter three mages, etc. I would like to see a more open party system that allows more character diversity. So far my favorite play through was a barehanded fighter with one mage and two rogues.

  20. I am checking this page already two times a day for new updates..

  21. very good!

    vibram

  22. SHUT UP AND TAKE MY MONEY!

  23. Why are you still talking just take our money!

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