The Riches And Patches Of Grimrock

Nothing to see here.

Happiness is a cold, dank dungeon filled with traps, giant poisonous spiders and not enough food. Legend of Grimrock has proved to be a welcome and surprisingly modern-feeling bearhug from dungeoneering’s past, and as well as being such a source of joy for old men like me it’s also proven profitable for devs Almost Human. “The development costs of the game have now been covered many times over so the future of the company seems pretty secure,” they claim happily in a new bloggington, which hopefully also bodes well for the future of the game. It’s the sort of thing that could potentially make the very best of a big fat synringe full of extra content. First things first though, a new patch for some of the issues in the launch version is incoming. Hidden somewhere in this post is a switch you must find and activate in order to continue reading.


  1. Hentzau says:

    This news post = best news post.

    • frightlever says:

      It really was on the button.

      • jonfitt says:


        • Fumarole says:

          Why so crabby? Anyone can spider button up there.

          • PacketOfCrisps says:

            It’s a nice switch from the news posts that we normally see.

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  2. Lobotomist says:

    Delightfully hardcore

    • Lars Westergren says:

      Yes. The constantly declining food gives a wonderful sense of urgency lacking in most modern games. I just reached lvl 6, and enemies just became *significantly* tougher. If you haven’t found lots of secrets in the earlier levels so you have high armor and some poison/elemental resistances, you are toast. This game is a fiendishly difficult puzzler masquerading as a hack&slash dungeon crawler.

      I’m starting to feel the pain of not having min/maxed my characters correctly though. I have 2 warriors, 1 rogue and 1 mage and my back row rogue is pretty much worthless, I had to spread skill points between ranged, assassin (to get “reach” since ammo is so scarce) and dagger, so he only does ~5 damage with each hit, and even low level monsters have hundreds of hitpoints now.

      I think I should have gone with 2 specialized mages at the back to gain more high level spells instead, and put the rogue in the front next to a warrior and maxed out his meelee and evasion skills.

      • PodX140 says:

        I personally found food to be an immense burden, rather than an urgency. I only once or twice was down to “less than a bag”, and maybe you could call that low, but it’s not that bad.

        Then again, my party was 2 humans, an insectoid, and a lizardman, so no minataur eating everything.

      • LTK says:

        I guess you’re not like me, because I compulsively reclaim every throwing knife, shuriken, arrow and quarrel that I shoot. It made specializing in missile weapons worthwhile because they accumulate after a while. I had 22 crossbow quarrels at the end which I had to keep enchanting with fire.

      • Ajh says:

        A fighter, two rogues and a mage here. (I’m also on level 6)

        One of the rogues has only points in missile weapons. (Maxed out str, head hunter minotaur. Unfortunately one of my skulls vanished.) I have 8-12 arrows and 8 bolts. I often keep his window open when fighting so I can move out the bow or crossbow. I also dart forward and pick up my projectile weapons whenever I can. He IS my heavy hitter. Him and my mage. But I forgot to rename him so he’s New Prisoner the minotaur. i figure the rest of my party and myself just couldn’t pronounce his real name.

        One mage is more than enough for me. I’m horrible at putting in spells during battle. I do love my lightning bolt. This is one of those games where you really want to specialize it seems.

        As for everyone saying they looked up tips..I’ve looked up a spell list and a bestiary. I wanted to know what the tentacles that attacked me were called. Turns out? Tentacles. I’m sure this all means I’ve missed a bunch, but using a guide is for playthrough 2.

        • ilves says:

          I’m also running a minotaur on full strength and ranged. Question though, I’m on level 4 of the maze, and so far I haven’t found a bow or crossbow. Only knives… I’d like to specialize in missile and not throwing weapons, but so far haven’t had the opportunity. Did I miss any or do they just not show up early on?

          • neems says:

            You’ve missed a bow I think, and it’s round about that point that I got a crossbow- there are more later on though, so not to worry.

          • DevinH says:

            You missed the sling on Level 2 and the Short Bow on Level 3. There’s another Bow either on Level 4 or 5, I think, and the first Crossbow shows up shortly after that.

          • Lars Westergren says:

            Hah, the dungeon design is full of these nods to Dungeon Master. In DM, there was a sling hidden in one of the very first rooms, which made the first levels much easier.

      • ChainsawCharlie says:

        Same happened here. That must be the default pre-selected team. Only at floor 6 got by first bow for my rogue. By that time had already invested good amount in throwing weapons. Got like 6 shurikens and 6 throwing knives. Works wonders.

        • bfandreas says:

          You then missed a bow very early in level 3. There was a puzzle with two trap doors and a pressure plate. You had to find a hidden switch to remove a wall so you could throw stuff over the trap doors onto the pressure plate to claim your prize.

          I restarted the game because I also had a rogue with reach/dagger and went for missile instead. Also, a mage with ice magic is VERY nice since he often freezes stuff in place. You’ll get lots of views down spider throats that way.

          The spiders are the scariest spiders I’ve ever seen in a game. They are not cannon fodder in any way shape or form.

      • Askeladd says:

        I played the game on hardcore right from the start without min/maxing setups like some people have to do for whatever reason.
        I went with a minotaur with max starting dex and vit plus a lil bit of str Headhunter and Rage Trait.
        Some lizardman meele rouge, human ranged throwing rouge and a firemage. Throwing weapons were just rediculous on my human… most dmg of them all because they always hit and they have nothing to do with dex (my human was max dex…). Later you get throwing axes. Imagine that with a minotaur with str build+gear+5skulls+headhunter trait.
        tl:dr -> forget your puny bolts ! Double shuriken-axes all the way :)

      • Slinky MCPunchfist says:

        Don’t worry my rogue sucked for forever too but once you get armor piercing, crit bonus’s and increased attack speed they kick ass also there’s a lifesteal dagger.

        • Askeladd says:

          Yeah, but somehow my point is:
          I don’t care. The story is over. I fund most of the interesting stuff and I had much fun.
          To go back and start a new game doesn’t feel real to me, because there is no dugeon anymore.
          It blew up. My story is over.

          Really, I had more fun with this game than with Skyrim/Shogun2/Fallout3+ or any other game I have played.

  3. brulleks says:

    Excellent news, and the patch is very welcome too – particularly the item ‘Esc will now close inventory menus’.

    However, this wound scored across my face by the claws of a particularly unfriendly grizzly may never heal.

    Also, I have only got as far as level two, so don’t worry about your lack of progress. In my elderly dotage, I keep getting attacked by The Fear before playing.

    • Kaira- says:

      >Excellent news, and the patch is very welcome too – particularly the item ‘Esc will now close inventory menus’.

      Especially this. I’ve just reached second level myself, but hot damn is it irritating that Esc goes to menu instead of just closing the inventory/character sheet.

      • Kdansky says:

        Press ‘1’ instead. That will either switch to the first character’s inventory instead. Then you can press ‘1’ again to close it. In the end, you press ‘1’ until everything is closed. That’s easy to memorize.

        • Kaira- says:

          You’d think it’s easy, but ESC just comes from muscle memory. Well, luckily they’ll patch it.

          • Max.I.Candy says:

            razer naga and tap the 1 key twice, its awesome for all games even BF3.

    • rawrty says:

      My thoughts exactly! I don’t know how many times I hit escape to close character sheets and then fumble around pressing number keys until they close down. Yay :D

  4. Kdansky says:

    I solved the puzzle before actually reading about it, and was surprised when something happened.


  5. LTK says:

    That’s pretty good for a game that had about a dozen people working on it, isn’t it? I was rather surprised when the credits only took up about one and a half screen heights. Well done, those Almost Human guys.

    • RedViv says:

      If “not quite half a dozen” is “about a dozen”, then you remember correctly. Unless you count testers as “working on the game”, which might or might not figure into this.

      It’s even more astonishing that it only took them a single year to create this. Previous industry experience does allow for some very tight development, it would seem. Makes one hope for more former industry indies.

      • daq says:

        It actually took them a decade, this was supposed to be a fangame called Dungeon Master 2000 at first, later renamed to Escape from Dragon Mountain which then ended up being this – a commercial game. Refer to this thread for the humble beginnings, it even has an ancient demo in there (the OP is the main developer of Grimrock, I believe the rest of the team has changed for the most part though):

        link to

        • Makariel says:

          I just love how he says… “Moreover I don’t see it could be a commercial success being kinda old fashioned and all.” :-)

        • RedViv says:

          That’s the fan game made by one of the designers, which is quite a bit different except for the fundamental gameplay, and the premise of the background story.
          Grimrock was made from scratch by the Almost Human team. So yes, it was made in one year.

      • Kaira- says:

        Sinche when was 4 persons “about a dozen”? :)

  6. f1x says:

    The game is superb, its like (obviously) playing Lands of Lore again but with modern graphics, it dosnt have the charisma of Lands of Lore I and II companions but its not really a problem

    So I’m very happy that they are performing well on sales, also because you can get it DRM free from GoG

    • trjp says:

      or even better, buy it from the devs and you get a DRM free copy AND a Steam Key!!

      It’s cheaper than Steam – same price as GoG – I assume they may get a BIT more of a cut but I’ve no idea about that really…

      • f1x says:

        probably they get more yes,
        I regret getting it on steam then, it was 10% discounted for release so steam was best choice

        • trjp says:

          In UKP/GBP the developer is a LOT cheaper than Steam – £2 which is almost 20% in-fact!!

          No idea on other currencies but the UKP/GBP rate on Steam is a ripoff…

          • f1x says:

            I have no idea about Steam if you refer to Pounds vs Euros
            But before going pretty much full digital I used to buy all my games in Game UK, (I live in Spain) because it was way much cheaper buying in pounds (paying the conversion in euros) than buying directly in euros in spain, which was somehow surprising
            for steam I dont know, but I do know Spain is one of the countries in EU with the most expensive software prices, but I think for Steam is quite normalized, for example legend of grimrock with the discount was 10,43 euros I think, isnt that the price for all of the euro zone?

        • Max.I.Candy says:

          i regret getting on steam too. i saw afterwards that it was $13 which is cheaper then £10 right? but really its that i would rather almost human got more from my cash.
          fantastic game,i played for 12 hours straight until i finished it, and ive not done that since half life games

      • theleif says:

        “I assume they may get a BIT more of a cut but I’ve no idea about that really…

        I’ve been wondering about this myself.

  7. Grayvern says:

    The V-Sync is good news before I turned it on my 560ti was making shogun 2 noises which was causing existential angst.

    Great game finished It there were only 4 things I looked on the internet for and 2 of them I knew the solution to I just needed to try/ throw harder.

    Yes I feel dirty for looking stuff up, but you have to get your kicks somehow.

    • AmateurScience says:

      Ah I noticed my 560ti similarly complaining vociferously with it’s ‘too much AA’ caterwauling. This worried me for a time.

    • Tyrmot says:

      Ah of course… v-sync! I wondered why it was making so much noise…

      • Grayvern says:

        The problem with mine specifically is that it should be quieter, a gigabyte 560ti soc, but one of the fans generates a rattle at top speed can’t not hear it when I notice it.

    • MattM says:

      If you aren’t a fan of v-sync but still want to limit fps, there is a new feature in Nvidia drivers. You need Nvidia inspector to access it, but there is fps limit option that has worked in every game I have tried it in.

    • Eclipse says:

      agreed, every game should enable it by default, or at least have a damned in-game option and not hidden in a .ini file. vsync is the first thing I check when I launch a new game.

  8. The Sombrero Kid says:

    I’ve not bought it yet but I pretty chuffed for them, if something this niche can be profitable it bodes well for diversity.

  9. Larington says:

    Ahh yes, you’re at about the same point as me then, sadly I’ve found I’m getting tired of the puzzle side of the game rather quicker than I initially expected and started looking at solutions as well.

    (I don’t think it’s a fault of the game, I’ve noticed I’m a bit tired of any kind of puzzle where it’s not entirely clear what the consequence of a move is, like a combination lock where you don’t get an audible click at each correct entry of part of the combination)

  10. Was Neurotic says:

    Brilliant with the clickness Alec, brilliant!

  11. CaspianRoach says:

    >- bug fix: inanimate objects can be backstabbed
    I reported that! Now I feel special :>
    Awesome news post, it needs more secrets though.

    • Wisq says:

      Wait, the bug was that you could backstab inanimate objects … or that you couldn’t?

    • Highstorm says:


    • Fumarole says:

      My favorite bug is that dead mages can mix potions.

      • Tuco says:

        Actually, everyone can mix potions, as it’s not associated with any character, and when you do it with a mage you are just using his inventory as room for alchemy stuff, not using him to mix the potion.

  12. Ysellian says:

    Glad to hear them doing well. :) Was really surprised by how fun this game was.

  13. Malk_Content says:

    On floor 9 now so I will probably finish it when I have a free hour or two this week. So happy that there has been a game in which I’ve had to get a separate piece of paper to work a couple of puzzles out. Accidentally forgot to name my minotaur (every one else I named) but I’ve grown on him being merely New Prisoner as if it is a title that defines him more than his name ever did.

    Really looking forward to the patch (every time I want to leave inventory I instinctively press ESC) and really want a level editor soon, I feel so long as more and more custom dungeons are made this will be a game I come back to whenever releases dry up, much like how I come back to Civ many times over a year.

    • PodX140 says:

      Blade for my sword fighter, Basher as my maceman, Knowledge as my mage, and … Stinger as my archer -_-

      I wasn’t sure what element my mage was going to be so I just said screw it and named him generally :D

      • Malk_Content says:

        Fabulously efficient naming system, whenever some levels up I bet you know exactly which character sheet to look at. I’m always like, “Who was Maria again?”

  14. Commander Gun says:

    “- pressing ESC closes character sheet”
    Pure win, somehow i try this every time. it is one of those game automatisms i guess.

    Furthermore, i am so looking forward to the editor. I assume that we will be flooded with new content, not to mention remakes of DungeonMaster I & II, Stonekeep, etc. This will be a very live community.
    I’m wondering, are there lots of players who played this and haven’t played the classics? For me at least, the fact that i did played them was argument enough to buy this game without reading any reviews and such and i am not disappointed, although i have less patientce for puzzles now.

    • g1ngerfreak says:

      I didn’t play the classics, although I did have a go on Eye Of The Beholder at my mate’s house many years ago. I am thoroughly enjoying Grimrock, although I detest the spiders and now find myself checking every wall I walk past..

    • arccos says:

      It is kind of surprising for how many people this is their first crawler. I’ve probably played most of them, and Grimrock is definitely one of the best tile movement ones.

      The puzzles are interesting, automap is nice and doesn’t ruin most of the puzzles, the creatures look amazing, and combat is satisfyingly hectic.

      I wanted them to add an “all attack” button, but the more I play, the more valuable it is to time each of the hits to stagger the enemy while the other chars are on cooldown.

  15. jalf says:

    I’m currently on level 3 or maybe 4, and all those poisonous spiders are starting to annoy me.
    I’m wondering if I’m missing some obvious trick. At the moment, I’m killing a couple of spiders, get one or two guys poisoned, and then I head back to the nearest crystal to revive the poisoned guys, who usually die on the way.

    As tactics go, this one feels kind of exploity. It works, but it makes me wonder if I’m doing it wrong. Is there some other trick I’m missing to survive poison attacks, or am I really just supposed to jog back to the nearest crystal every goddamn time I face a spider (I believe I can make cure poison potions, but haven’t bothered with them yet because I can see how quickly they’d run out at the current rate)

    • Post-Internet Syndrome says:

      There are ways to fortify yourself against poison beforehand. It’s not 100% effective, but I believe it reduces the damage taken.

    • trjp says:

      You should’ve already found the alchemy bag which contains the basics/instructions for potions – but yes, you’ll run out of them pretty quickly. I’d assumed that freezing the spider would reduce it’s change to attack – or that poison resistance was a realistic aim but so far neither of those is actually a viable tactic.

      It’s part of the ‘hardcore’ aspect of games like this that you have to juggle rare resources/guess at upgrade paths/balance the choice of backtracking/trying to press-on without a team member tho.

      It’s one of the things I’d rather they’d actually modernised a bit – I think we could have had an old-school dungeon-crawler without the ‘Resident Evil limit ammo’ bullshit and the ‘guess which skills you’ll need around the next corner’ bullshit – but that’s just me, perhaps.

      The only thing which really irked me otherwise was the moving teleporter (which I managed to ‘pass through’ once so spent eons trying to figure out how I did it when it’s just a bug) and the way the ‘dreams’ repeat in a game where you’ll die a lot (that’s really a schoolboy error surely??)

    • Malk_Content says:

      Have you been making potions? The game gives you loads of ingredients on the way down there and you should find a pestle and mortar as well as a scroll telling you the combo about the same time you find spiders. This isn’t like in most RPGs in which you end up storing 99 of each potions. Your weight allowance wont handle it and you are expected to use them. You get the flasks bag from potions you use as well so half of the ingredients you need are recycled for you.

      I also never took to fighting spiders in a place I couldn’t effectively dodge. Also put my mages up front with their slightly better poison resists and gave my other characters spears for these fights. Not getting hit and mitigating the negatives when you do is alot of what this games combat seems to be about.

      • trjp says:

        You don’t always seem to get flasks back – my first 2 pots the flasks disappeared and I even reloaded and retried that bit and they STILL disappeared…

        Given that I’ve found the sum total of ONE flask other than the 2 freebies, this is a bit of an issue really…

        • Malk_Content says:

          Oh that is a shame, I must have just been super lucky and then assumed. I’ve drunk 6 maybe 7 potions and got the flask back each time. Maybe your Minotaur should stop smashing the glass in a manly manner after chugging a potion :)

          • trjp says:

            What can I say – he’s Greek…

          • PodX140 says:

            You SHOULD get the flask back every time, there’s assuredly a bug going on here.

            Played though the entire game, and never lost a flask.

          • kavika says:

            ^ What he said. It is most assuredly a bug. Maybe there is some sort of logging or way to send your save game to the devs?

    • Lars Westergren says:

      Try facing them in an space at least 2×2. Then you can strafe, hit, strafe away. When they move, be ready to strafe again so you are standing diagonally from them where they can’t hit.

      It feels a bit cheap, but I think this is a strategy you are intended to use.

      • Fumarole says:

        Called the Beholder two-step, it’s practically the only way to survive on the lower levels.

        • FunkyBadger3 says:

          Awesomely, Crabs are immune to this.

          Also, is there a quicksave button?

          • adammtlx says:

            Crabs are most certainly NOT immune to this. I do it to them all the time, but some enemies are trickier than others. Some enemies you can strafe to and hit and strafe back, others you have to wait for THEM to move in front of you, hit them, and move away. It slows down the fight but it keeps you alive.

            The other tried-and-true strategy? Find a door or gate, keep them on the other side, open it, hit them, close it before they can counter attack. It’s slow but trust me, it’s really the easiest (only?) way to survive certain encounters.

          • kavika says:

            You can get hit whenever you miss a strike when doing the poke-through-a-door trick. But at least you only get hit by the one enemy, and you can usually rest afterwards. You can even sleep through status effects if you have to.

            It may seem cheap, but I burned up way more food and time on the spider-rific level by using this tactic than I would have if I had let one out and strafed around it.

    • Strange_guy says:

      Resting should generally outheal poison damage, though you should make sure to be in a safe place.

    • Grayvern says:

      One thing to remember is that ranged attacks are determined by strength not dexterity and that mages work best with 10-18 in spellcraft for casting speed increases. Past that only diversity from main spell element for mages that is worth it, is the points necessary to get Ice bolt.

    • PodX140 says:

      Don’t quote me on this, but you may permanently be handicapping yourself, as I believe you can only ressurect so many times. A much better tactic is to get a 2×2 square, and strafe and attack as they’re moving. Just keep turning and backpedaling, and getting in single or double hits on them. They go down quite easily like this, as spiders never strafe, they only move forward.

      • Grayvern says:

        I’m pretty sure it’s unlimited , I think the note was just flavour text.

    • CowTsign says:

      I’ve found that in a few places where there are lots of spiders (at least on level 3) there is an door (well portcullis) that you can stand at, open when you want to attack and close when you want to heal. This means you can even rest mid battle. The spiders thankfully don’t seem to heal.

  16. Apples says:

    I like the way they’ve phrased these so that it sounds like the bug is the fix. Can’t backstab inanimate objects? Arrows never phase through things? BETTER FIX THOSE BUGS

  17. andytizer says:

    If you’re looking for fixes to a number of issues on Grimrock, check out this page: link to

  18. Maxheadroom says:

    One thing i was very dissapointed to see didnt make it over from Dungeon Master is being able to lure monsters under doorways and drop the door no their heads

    • Post-Internet Syndrome says:

      Doors are pretty op in Grimrock, since you can open, get a few fast attacks off and then close again before the enemy has time to to anything.

      • trjp says:

        Beware – I slammed a door on a spider last night and it killed me THROUGH it – seems doors are spider-attack proof in every case…

        • PodX140 says:

          Poison? also: Just because a door is closing or opening doesn’t mean the polygon wall is immedietly errected. You can be attacked or attack while it’s still a third open or so.

          • trjp says:

            One of my guys was poisoned and so he died and I wasn’t surprised – but the other front-line guy wasn’t and he died after I’d closed the door and started to look at stuff like health and the map to backtrack to a crystal (so quite a few seconds later).

          • Hoaxfish says:

            and for player mistakes… a half open door is not always open enough. Do not throw a fireball on a door that’s not quite open enough while standing directly in front of it.

      • PodX140 says:

        Beware that doors do not mean complete saftey, some enemies will be able to open them!

    • Malk_Content says:

      On the other hand I fell down a pit to squish the enemy below. I have started doing this on purpose against harder enemies when I have manipulatable pit traps.

    • Ajh says:

      so I fell down a pit and saw destruction and the bony splat of a group of 4 skeletons. This was around level 5. I looked at the 4 shields below me. “Cool!” And have since then managed to use enemies to cushion my falls a few more times.

  19. Maldomel says:

    This post totally proves that Alec doesn’t need the rest of RPS.

    (but seriously, you guys should do more posts with secrets. When I say more, I mean all the time!)

  20. Kits says:

    Never had any problems with any of the things that are being patched, but nice to know progress is being made and the map editor is getting closer.
    Really enjoyed it..and even found myself backtracking through every floor hunting secret switches I missed.

  21. zipdrive says:

    Alec, can you disclose what magic you used to turn part of that picture into another button?

  22. Premium User Badge

    Bluerps says:

    Nice. Though I would like to have some kind of slider for the volume. The current on/off toggle for music and sound is not really satisfactory.

    Also, a “+3 defence against bear attacks” doesn’t really say that much, without knowledge about the underlying system. I mean, it could be that you shouldn’t attempt to attack bears anyway, unless you have a “defence against bear attacks”-value of several thousands.

    • PodX140 says:

      Your protection and evasion stats are listed in the character inventory screen, to the left IIRC.

  23. Strange_guy says:

    I’m on level 9 with three of the level sections cleared, but I don’t even know where to start to get to the fourth one. This could end up my third time looking for help, the first being floor 4 when I was convinced I had the right statements matched up only to find all but one was wrong, and the next being the pillared hallway. I should have came up with the answer, but I didn’t and even if I had I probably would have implemented it wrong, starting on the wrong square. I decided to create some new unarmed only (once I have reach anyway) prisoners to get the secrets I missed, but I feel I’ll probably miss them again.

  24. rocketman71 says:

    Still can’t believe John didn’t know how to use the resurrection stones. It even explains them in a scroll!.

    I’m in level 6 myself, and this is fucking fantastic. A real gift for those of us that loved EoB and LoL so many years ago. I hope they keep releasing more games like this one.

  25. MeestaNob says:

    Fantastic news that they’ve made their money back! At only $15, it must have sold REALLY well.

    I hope they do a random dungeon generator add-on, or more levels DLC.

  26. ru_disa says:

    The game overheats the GPU, making it almost unplayable for some (including me). There’s a thread about this issue on the official forum:
    link to
    although we haven’t heard from the devs yet…
    Is any of you guys having this issue? If so, please make your voice heard on the official forum.

    I was looking forward to playing this game, but now I can’t play it for fear of frying my video card!

    • theleif says:

      Turning vsync on should solve the issue. The patch enables it by default, but you can edit your config file to enable it manually.
      Go to: C:\Documents\Almost Human\Legend of Grimrock\grimrock.cfg and change the line: verticalSync = 1 to verticalSync = 2.

      Courtesy of

  27. MattM says:


  28. AltF4 says:

    this is the greatest game of the year so far, they do a kickstarter sequel and im dropping $100, $15 for this was criminally low.

    • arccos says:

      Agreed. I think they under-priced it. But they didn’t know how it would be received, I guess, and better this than overpricing and risking terrible first week/month sales.

      Now with their success I assume we’ll be getting more crawls from both them and other developers! Woo!

  29. Navagon says:

    Probably the best news post about a patch since The Daily Bugle reported that the lord mayor of Blathersby finally had his trousers repaired some six years after he literally tore the arse off of them by bending over too fast.

  30. Xzi says:

    I practically squee with joy for every free second that I have to enjoy this game. The last time I felt this way about any AAA title was probably way back with Vampire The Masquerade: Bloodlines.

    I’m still astounded by the fact that I was able to pay only $12 for LoG, and that it was made by only four people. Almost Human could very well become the next CD Projekt. And if they do happen to start earning scratch on that level, then EA and Activision might actually have to start, *GASP*, making decent games with new and polished mechanics in order to compete. Between so many rising stars in the indie scene and what we’re seeing now in kickstarters, we might actually have an opportunity to retake the progress gaming as an industry had made before all this Dragon Age 2/CoD mindless bullshit came along.

    Now, this isn’t to say that kids and teens don’t have the right to play their Michael Bay-esque adventures if they want to. But there is a very large gaming niche which has yet to be filled. That is, gamers who want to find a little bit of maturity in their games. Not maturity as in extreme violence and sex scenes, but maturity as in thoughtful games. Games that require some semblance of progressive problem solving skills in order to complete. Narratives in games not written by people who think that Twilight is the epitome of romance novelization (COUGH Bioware COUGH). Games based on BOOKS. GOOD books.

    Would I play an RPG based on something by Stephen King? You bet your ass I would.

  31. Kamen Rider says:

    How about this for something to do with their money. Remake Decklins Demise with this engine. I’d buy the game then.

    • Xzi says:

      You could do that yourself with the upcoming map editor if you wanted. I’ve read about planned projects to recreate other classic dungeon slogs in LoG once it drops. I’m sure we can expect new dungeons to come from the developer themselves in the future, as well.

      Not to make any excuses for the game as it is now. It doesn’t need them. It’s a FANTASTIC 13-15 hour play through for $13, where most AAA titles these days give you 7-8 hours for $60. They could have charged much more for this game and it still would have been well worth it.

      Buy it if you haven’t already. Not for my sake, but for your own. I have yet to hear anyone tell me that they regret LoG as a purchase.

      • Kamen Rider says:

        I would have bought it in a heartbeat, but Decklins kinda spoiled me with its online play as silly as that may sound. Online play and dungeon crawlers isn’t a common thread by any stretch so I shouldn’t hold that aspect so high, but I do. Like I said I was spoiled. So I’m gonna hold offf on LoG for now, but I do plan on getting it eventually.

  32. adammtlx says:

    Great game. But there REALLY needs to be a way to reallocate skill points.

    Just make it a special stone (like the blue stones) on level 5 or something. I wasted my first 8 points on one of my characters thinking I’d get a bow before level 3 but I didn’t and in order to survive had to dump the rest of my points into throwing weapons. I understand making skill point decisions is important, but this is just needlessly handicapping players before they’ve had a chance to see what they really want or can do.

    • Memph says:

      I think the idea is to always make the best of what you’ve got. Attributing points to bows when you have no bow was an error of optimism, not so much a fault of the game design. Granted it would be pain to get so far and have buggered your chances completely, but others would argue that’s part of the amiable hardcoriness.