When I was helping Petri to test the compatibility of save games made in different versions of custom dungeons, a stupid (and completely unrelated) idea dawned unto me. In this video, you can see the manifestation of the idea (I sincerely hope you can forgive me…):

It’s a step sequencer which is a technique used in many old and new drum machines and groove boxes for (mostly) creating drum patterns. It’s got three separate drum tracks, one bass track with three different sounds and, like any good piece of music hardware, lots of blinking lights! Even though having a drum machine in an underground dungeon, which usually is populated by nightmarish monsters, is probably a little silly, this is a good demonstration of some of the capabilities of the Dungeon Editor. And when I placed some monsters to jam there to produce the patterns, all sorts of ideas about generative music started popping into my head: branching paths that monsters would wander along lazily, hitting triggers that produce melodies in some musical scale or maybe even something resembling a TENORI-ON controlled by snails… I’ll have to see if I have the time to do something about it but I’m fairly confident it could generate some pretty cool ambient tunes.

Oh, and about the dungeon editor: we’ve reached internal beta! All the features and functionality is done, now all it needs is just a little bit of polishing and bug fixing and then we can unleash it into the wild. We’re getting close to the finish line, folks!


So, here’s a small video preview of how the dungeon editor works. In the video I go over the basic functionality of the editor and show off some of its features and try to produce at least partially intelligible English with my mandibles.

We can’t wait to see what you can come up with when you can get to work with the editor! Also in other news, we were nominated in the Best European Indie Game category at European Games Award and the entry with the most votes wins and we still have a chance to catch up with Minecraft’s votes! You know what to do!

Oh, and one more thing: as you might’ve noticed this and previous weeks’ updates have been on Wednesdays. This is because so we won’t always have a late Friday panic when everyone is trying to switch into weekend mode while there’s still some blogging to do! We’re gonna try out this schedule for a while and see how it goes. :)

PS. Today I learned that making screencasts is hard work.


Hi there! First a recap from this week in case you have somehow missed the big news: Pre-orders for Grimrock have now started with a discounted price of $11.99, that’s 20% off from the retail price. So be sure to check out the preorder page if you haven’t already done so. We are also glad to report that pre-orders are doing pretty good and if sales continue like this it seems likely that we’ll be able to continue making games in the future. A big thank you to everybody who have preordered so far!

A few people have been asking for a making of video and while we’re still too occupied with launch preparations to make a proper video we thought we could share something that might interest you. Thanks to our source code control system it’s possible to go back in time and see how the project looked at its very early stages. So, behold the first ever build of Grimrock!

The build has an epic title “Build 001″ and it’s from April 3rd 2011. It was done in a weekend for no particular reason other than for fun. The project didn’t really start for real back then because the outsourcing projects we were doing for other game companies were keeping us fully occupied. By June we had finished a bigger outsourcing project and we sat down to think about our next move. We dusted off the old build and it didn’t take long for us to get up to speed with our first ever game project. And the rest is history as they say!

Naturally all graphics in the video are placeholders but it already shows what Grimrock is all about: pure old-school gameplay, grid-based dungeon crawling, secret switches, locked doors and of course horrible, horrible creatures with moustaches that haunt you forever in your dreams! Observant readers probably notice that the player walks over a pit in the video – the prototype did not support pits and falling (hey, it could have been a fake illusionary pit! :-P )

Have a nice weekend!


Countless years ago Uggardiands were summoned by powerful mages to guard the tombs of old kings. But as centuries turned to dust and once thriving civilization faded into oblivion still the Uggardians guarded the collapsed and rotten tombs of nameless kings that no one lived to remember. Uggardians were trapped and couldn’t return into their own plane of existence because the ancient summoning magic was still strong and chained them into their duty. The Summoners had died ages ago and they were the only ones with enough power so summon or release beings of Outer Realms. Still to this day Uggardians roam the endless tunnels and passages of Grimrock allowing no one to disturb the eternal sleep of their kings.

Concept art:

Continue reading »


Ogre Animation RigHey, here’s a behind the scenes video showing how a lifeless lump of polygons is transformed into a moving creature! And in this case, a creature that likes to bash some skulls in! All you need is just a little animation witchcraft.




The first video for our game Legend of Grimrock.


Hi! This post isn’t actually game project related, but we thought it would be fun to share some behind the scenes footage. Enjoy!


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