Grim Dawn - From the makers of Titan Quest

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chrisrooR

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#201 chrisrooR
Member since 2007 • 9027 Posts
I'm intrigued. Will watch.
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Renevent42

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#202 Renevent42
Member since 2010 • 6654 Posts

Thought I'd post this...it's a excerpt from a RPS interview with the lead designer of Crate Entertainment. I think it hits home for a lot of people in how they view a lot of games/developers today and what they want to see instead (looking at you Diablo 3!). I realize (just as he does) that the direction many games are going in is actually what a lot of people want to see, but personally I am glad there still appears to be some high quality old school stuff on the horizon. Can't wait to play stuff like Legend of Grimrock, Grim Dawn, and many others :)

RPS: The action RPG seems to be becoming more popular of late, which is great news. How will Grim Dawn stand out – what makes it unique?

Bruno: I think we're probably unique just in the sense that, while most studios are redesigning their games to be more casual-player friendly, we're busy making Grim Dawn more complex and probably casual-player hostile. I think older, traditional PC games had a certain magic that has been lost in most modern games. Bethesda comes to mind as one of the few big companies left still making games with the kind of depth and magic that games had when I was a kid.

I mean no disrespect in saying this, but their games are sort of complex, clunky, and often rife with imbalance and exploit. The very sort of imbalances and exploits that I delight in discovering and abusing but not the sort that are so bad they ruin the game. They are the sort of complex but loose systems that leave the player wondering how far they can push the limits of what is possible, and where there are no hard caps obviously and arbitrarily restricting what they can do. I sometimes wonder whether this sort of thing is intentional or not. I certainly add some deliberate measure of this in my games where I can get away with it.

I love systems that are asymmetrical and chaotic, where the player can't easily see the tell-tale structure and patterns of deliberate, organized human design. The real world isn't always perfectly planned or sensible and I don't think game worlds should be either, otherwise you see the hand of the developers everywhere you look and it erodes the magic of feeling like you are in a living and unpredictable world. Exploration of game systems is all about the discovery of what is possible. When there is too clear a structure and pattern to the design, not only does it feel artificial but the player is much more quickly able to assess the limits of the system. Unfortunately, most of the industry is moving away from this sort of design.

There has been a growing realization in the industry, propelled in previous years by Wii sales and more recently by the astronomical success of social games like FarmVille and smartphone games like Angry Birds, that the vast scale of the casual market makes it a veritable goldmine. Publishers and developers are increasingly looking to boost their sales by attracting more of the casual market and increase their revenue by getting this larger audience to make a lot of small purchases. To court the casual audience, developers are simplifying game systems and minimizing the potential for inexperienced players to make bad choices. They're reducing the amount of time it takes to finish games, adding a constant stream of visible rewards for increasingly simplified achievements, and allowing players to pay for success when the effort of achieving it through the game proves too challenging or time consuming.

We've come a long way from my childhood, where failure in most games caused you to start completely over from the beginning, to a point where it is impossible to fail in many games and in some you can just pull out your credit card when you decide it is time to win. The sad reality though, is that this isn't some evil corporate executives have perpetrated upon humanity, it's what people want. At least, some people. Well, as it stands, it appears to be quite a lot of people and that is why the industry and gaming is largely trending in this direction. This is all anathema to what I love about games and is much of the reason that I've forgone earning an income the past couple years and instead slave away, with a few other dedicated souls, to create a game that we hope will embody some of what we loved about the games of yesteryear.

While the casual market is certainly large, the hardcore gaming audience has also grown tremendously over recent years. As the heavyweights of the industry move to grab a piece of the massive casual market I think this creates an opportunity for a smaller company like us. I believe many in the more traditional, core gaming audience are starting to become frustrated with the changes they're seeing to their most beloved games. They say you can't please all of the people all of the time and I think this is certainly true. Our belief is that we can perhaps better please some of the people most of the time by catering Grim Dawn more closely to the desires of that traditional, core audience (and ourselves).

So yeah, what are we doing that is unique? Moving backwards some might say… RPSInterview

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Sentinel112

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#203 Sentinel112
Member since 2006 • 571 Posts
He sure is hitting the right notes. Gives me confidence this game will turn out quite good.
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R4gn4r0k

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#204 R4gn4r0k
Member since 2004 • 48937 Posts

Interesting read, now I'm even more hyped

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fenriz275

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#205 fenriz275
Member since 2003 • 2393 Posts

I'm always up for a decent hack n' slash. I still Titan Quest and since some of the people from that development team are involved I'm hopeful. Since it's pre-alpha it's probably more then a year away.

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Gooeykat

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#206 Gooeykat
Member since 2006 • 3412 Posts
Started up a new character the other day in TQ. All this D3 hype is getting to me. The sad thing is, I don't D3 will be better than what I already have in TQ.
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DanielDust

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#207 DanielDust
Member since 2007 • 15402 Posts
Started up a new character the other day in TQ. All this D3 hype is getting to me. The sad thing is, I don't D3 will be better than what I already have in TQ.Gooeykat
It would be a sad day if Diablo 3 won't be able to be at least as good as the bottom of the list when it comes to this genre.
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Gooeykat

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#208 Gooeykat
Member since 2006 • 3412 Posts
[QUOTE="Gooeykat"]Started up a new character the other day in TQ. All this D3 hype is getting to me. The sad thing is, I don't D3 will be better than what I already have in TQ.DanielDust
It would be a sad day if Diablo 3 won't be able to be at least as good as the bottom of the list when it comes to this genre.

Mmm okay Daniel, trying to pick a fight are we?
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DanielDust

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#209 DanielDust
Member since 2007 • 15402 Posts
[QUOTE="DanielDust"][QUOTE="Gooeykat"]Started up a new character the other day in TQ. All this D3 hype is getting to me. The sad thing is, I don't D3 will be better than what I already have in TQ.Gooeykat
It would be a sad day if Diablo 3 won't be able to be at least as good as the bottom of the list when it comes to this genre.

Mmm okay Daniel, trying to pick a fight are we?

Nope, why, do you need to make it into a fight to prove something?
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Elann2008

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#210 Elann2008
Member since 2007 • 33028 Posts
There's no way Titan Quest will be better than Diablo 3. TQ is a solid game but nerds like to put it on pedestal in the absence of the Diablo.
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Gooeykat

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#211 Gooeykat
Member since 2006 • 3412 Posts
[QUOTE="DanielDust"][QUOTE="Gooeykat"][QUOTE="DanielDust"] It would be a sad day if Diablo 3 won't be able to be at least as good as the bottom of the list when it comes to this genre.

Mmm okay Daniel, trying to pick a fight are we?

Nope, why, do you need to make it into a fight to prove something?

I was minding my own business, you're the one who started it with that comment.
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Renevent42

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#213 Renevent42
Member since 2010 • 6654 Posts

For those who are interested they just released a "state of the game" post...looks like alpha ia about 6-8 months off with their current resources, although they are trying to get a kickstarter off the ground so maybe they can get a few more devs on board depending on how successful it is.



Figured I'd post something talking about where we are, where we have to go and when people can roughly expect various releases since it seems to be getting asked with increasing frequency and it would be better to just refer people to one place then continuing to respond to individual posts.

Where is the game at?

Gameplay:

As you can see from the Occultist video, the gameplay is well developed and already quite fun. Balance is fairly good for an alpha. Physics, pathing, and all of those sort of underlying systems are in reasonable shape but could use polish. Unfortunately, there just isn't enough playable or content to constitute an alpha quite yet. More on that below. Major UI is all working, although the art could use some love.

World

This is probably the single most significant effort left before we can release the full game. We have an area almost finished that would probably provide about 2-4 hours of gameplay that is probably sufficient for the alpha. There is a much larger expanse of world beyond that, which is laid out but in varying levels of completion. Finally, there are areas we've planned even further out that don't yet exist. I put together a quick little progress-map using a shot of the actual levels taken from the editor layout mode to help illustrate this.

The green areas are the mostly finished levels. This is probably about large enough for us to begin the alpha with once we finish adding the quests, close off the exits into unplayable area, and tidy it up. As I said, this is probably about 2-4 hours but could grow once it has some questing. It can also currently be replayed up to level 30 since I haven't put the enemy level cap on the starting area yet. The yellow area outlines levels that are semi-developed and wouldn't take too much work to finish but need revisions, final setup of enemies and loot proxies, and polish. Some of these areas though flow right into less finished orange regions and couldn't be opened up for the alpha until the adjacent orange areas were finished. The orange represents levels that range from partially completed but still needing a fair amount of work to barely started levels that need a lot of work but for which we have all or almost all of the necessary art assets. Red levels are basically prototypes that need more art before they could be finished.

Purple represents an approximation of the additional areas we want to build for the final release. For some of these areas, we already have all or most of the art needed. Others would need a larger amount of new artwork before we could begin building them. Undergrounds and "rift areas" are currently just set up as prototypes and need to have their entrances hooked into the world. We need a much larger number of finished undergrounds.



Skill Masteries

We have 3 of the skill masteries nearly completed (the other two being Soldier and Demolition). The other two masteries I've started are about 1/3 and 1/2 finished. We could go alpha with 3 masteries as we continue to work on the remaining 2. This is probably the biggest gameplay task left to finish before final release.

Enemies We have two major enemy sets that are basically completed with a large number of skills and behaviors that create interesting tactical situations. These are the zombies / aether corruptions and the grobles / dranghouls. We then have 3 minor enemy sets that include 2-3 enemy types and a couple solitary enemies mostly finished. In total we have 20 unique enemy models right now. Each of those has or will have 2-5 different "****" variants and hero monsters based off them. Of that 20 though, 15 are in-game while 5 have finished models but are waiting on waiting animation and design work to get them in-game.

Also in that 20 are 3 mini-boss / boss type creates but one is still waiting on animation and design work. Note that these numbers do not include human enemies, of which there are currently outlaws and cultists. About 6-8 more regular enemies and another boss monster would probably be enough to ship with but I'd be much happier if we had 12-15 additional enemies and 2-3 more bosses. There are currently no named hero versions finished, just normal and champion and the two bosses.

Loot and Economy

We have all of the common items in-game for normal difficulty. We have large number of magical affixes in-game too so that the looting feels fairly rewarding. There are almost no unique items in yet though. We have art for about 20 unique melee weapons and a couple pieces of armor but we obviously need much more. This is something we could easily outsource if we just had a full-time artist who could help managing the outsourcing and getting the returned items game-ready. The economy is in pretty good shape. It is actually refreshingly challenging to accumulate money and there is a good balance of finding items in the world vs. wanting to buy stuff off merchants.

Story / Quests

We have a good background for the game and a rough outline of what we want to do for the main quests. We also have brand new, much easier to use and more powerful quest and conversation editors. However, almost nothing is implemented here. We've have a few prototype quests set up in-game that will probably be in the final game but need polishing up, especially in the dialog department.

Stability

The game is running reasonably well for an alpha and I can often play for 30 minutes or more without any problems. There are a few major bugs and occasional crashes though, as well as little bugs that range from annoying to comical. This is all to be expected at this stage though and I think we're generally in good shape.

Feature / Code Completion

The game is nearly feature-complete but there are still various revisions and fixes that need to happen to some existing features and there is a lot of work that needs to be done to get multiplayer working. Our overhaul of pathing, physics and various systems broke multiplayer and the work needed to get it working again is difficult and could be extensive. That said, we could release the alpha without multiplayer and continue to work on it. There are a few things that need to happen before alpha.

Releases

Alpha Release

We're not far off from a minimalist alpha where players can replay a small chunk of the world that comprises about 3-4 hours of gameplay. With the enemy level caps off, it could be replayed up to level 30. The following is a rough list of the most significant tasks that would need to be finished:

Rough estimate is that this will take 6-8 months to complete with our current resources.

Beta Release

The time between alpha and beta will depend on whether we want to shoot for a real content-complete beta or more of a Minecraft or Path of Exile ****beta where the game is more complete than alpha but still in development. I'm thinking we're probably going to want to go with the work-in-progress ****beta. I think we would still want to aim to have a more significant level of content built out though and this could take some time. With our current resources, it might 4-6 months from the start of alpha but we won't know until we see how alpha goes.

Final Release

We can't really provide a good estimate right now given our current situation. Getting to the full release is mainly just a matter of filling out content though at this point.

medierra

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kozzy1234

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#214 kozzy1234
Member since 2005 • 35966 Posts

TQ is a solid game but nerds like to put it on pedestal in the absence of the Diablo.Elann2008

Or maybe those "nerds" (we are all nerds if we are on a gaming forum lets be real here) actually really liked Titans Quest as much as Diablo?

I know for me personally Titans Quest cant hold a candle to Diablo but I respect others opinions who like Titans Quest as much as Diablo or more.

I know plenty of people who's favorite series is Diablo but still ended up loving Titans Quest to.

Everyone has there own personal opinions, if some Titans Quest fans really like it more then Diablo then so be it, its there own opinion. I just don't see how TQ fans are NERDS because they enjoy TQ as much or more then diablo. Myself I think Diablo series destroys TQ, but thats besides the point.. everyone enjoys different things.

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Renevent42

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#215 Renevent42
Member since 2010 • 6654 Posts
I think overall DII is a bit more complete (closed servers, story/cgi, ect)...but I think TQ in many ways kicks Diablo's ass. Skill system is much cooler, awesome use of physics, enemies holding and using stuff the drop, and some other stuff. As for D3...currently in the beta and while it's very polished, fun, and the action is overall very good, the skill system is a joke in my eyes. Totally sucks a lot of the fun out of the game for me. Grim Dawn, on the other hand, is going in the other direction...which is taking the deep skill system in TQ and expanding on it, not making it simpler. Of course haven't actually played the game yet so who knows how it will turn out. I think the reality for me is while I am almost certainly going to enjoy both, Grim Dawn caters more towards my tastes.
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ArchonOver

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#216 ArchonOver
Member since 2010 • 1103 Posts
Something about the screenshots... Rubs me off the wrong way.
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lawlessx

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#217 lawlessx
Member since 2004 • 48753 Posts
Something about the screenshots... Rubs me off the wrong way.ArchonOver
video gameplay looks 10x better
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Renevent42

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#218 Renevent42
Member since 2010 • 6654 Posts
Added a new audio track Cult of Ch'thon: http://www.grimdawn.com/media_music.php
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Renevent42

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#219 Renevent42
Member since 2010 • 6654 Posts
New video about how they are creating the sound/music from the game: http://www.youtube.com/watch?feature=player_embedded&v=bKb5rX9_P1M Pretty cool, and they of course give props to Matt Uelmen as their inspiration, which I think is cool. Anyways the kickstarter is now at $215,000...almost there! http://www.kickstarter.com/projects/crateentertainment/grim-dawn
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Lach0121

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#220 Lach0121
Member since 2007 • 11815 Posts

New video about how they are creating the sound/music from the game: http://www.youtube.com/watch?feature=player_embedded&v=bKb5rX9_P1M Pretty cool, and they of course give props to Matt Uelmen as their inspiration, which I think is cool. Anyways the kickstarter is now at $215,000...almost there! http://www.kickstarter.com/projects/crateentertainment/grim-dawnRenevent42

Matt Uelmen is one of my favorite composers, and half of the reason I am waiting for Torchlight 2 to release.

Video game music is a big inspiration for my music, and Matt has always struck a "chord" with me ever since I heard his work on the Original Diablo.

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Renevent42

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#221 Renevent42
Member since 2010 • 6654 Posts
First hands on with the game from an outside source: http://pc.gamespy.com/pc/grim-dawn/1224555p1.html The guy playing the game seems REALLY impressed by it.
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-wildflower-

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#222 -wildflower-
Member since 2003 • 2997 Posts

The more I see and read about this game the better it sounds and I'm not even a big ARPG fan.

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Sentinel112

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#223 Sentinel112
Member since 2006 • 571 Posts
Path of Exile for the multiplayer and Grim Dawn for it's singleplayer. Diablo 3 is a distant memory. To be honest 4 years ago I would not even think we would be seeing any decent pc catered games anymore. Yet from 2011 onwards indies really can obtain alot of pc market share. This might be the beginning of the rise of new companies delivering games optimized for pc. The cycle restarts.
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adamosmaki

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#224 adamosmaki
Member since 2007 • 10718 Posts
Path of Exile for the multiplayer and Grim Dawn for it's singleplayer. Diablo 3 is a distant memory. To be honest 4 years ago I would not even think we would be seeing any decent pc catered games anymore. Yet from 2011 onwards indies really can obtain alot of pc market share. This might be the beginning of the rise of new companies delivering games optimized for pc. The cycle restarts.Sentinel112
the cycle actually restarted in 2007
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Renevent42

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#225 Renevent42
Member since 2010 • 6654 Posts
There's a new interview out...nothing too new in terms of info but some interesting stuff about the development and working with publishers: http://www.incgamers.com/Interviews/392/crate-entertainment-on-developing-grim-dawn-interview
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Renevent42

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#226 Renevent42
Member since 2010 • 6654 Posts

Updated main page with a couple new screen shots. Also just some updated info...the kickstarter was wildly successful generating almost $500K so they will now add a bunch of new features/content to the game. Also, they have been able to hire some folks full including an artist, a designer, and an animator...so the quality of the game should be even better. Some of them actually came over from (the now defunct) 38 Studios.

Anyways some stuff the devs been working on:

http://www.grimdawn.com/forums/showthread.php?t=4490

http://www.grimdawn.com/forums/showthread.php?t=4287

http://www.grimdawn.com/forums/showthread.php?t=4267

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Renevent42

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#227 Renevent42
Member since 2010 • 6654 Posts

Update on epic/unique/items. Their intent is that while these items won't rain from the sky or anything, you will start to find powerful unique/set items starting from around level 10. Basically same deal as Titan Quest. While uniques are not always guaranteed to be better than a great regular magic item, you should feel happy when seeing blue text on the ground because more often than not it will be an upgrade. They will also follow specific themes and beyond unique names will have unique art and attributes.

Also note, these are just the first teir of epics/set items...like Titan Quest in later difficulties entirely new teir of items (legendaries) start popping up.

http://www.grimdawn.com/forums/showthread.php?p=70866#post70866

Apologies for the delay to your regular broadcast. Those responsible have been tortured and maimed. Now back to the news:

Hello and welcome to Grim Misadventures! Zantai reporting with an update that is 105% (+/- 5%) elected by the community. With a majority that would make presidential candidates jealous, epic items won last weeks poll with 66.04% of the votes submitted. Epic items in Grim Dawn are the first tier of our hand-crafted itemization. These are powerful rare items with strong themes and some unique effects.

While they may not always be better than a rare quality item, seeing blue on the screen should be a moment of happy fun times. As of now, all epics planned for the alpha stage have been theorized, calculated, morphed, forged, teleported, and stamped. Thats good stuff! In case you are wondering, thats 81 delicious items ready to drop from just about anywhere*.

Epic items will begin at level 10, but you may see them drop sooner if the luck of the roll is with you. Without further delay, we will let the items speak for themselves. *Items will not drop just about anywhere. But they sure do drop all over the place! Disclaimer: the following names, stats, requirements, and more stats are work in progress and may not reflect the final product. Complainers will be thoroughly mocked. These items do not yet have their final art. You can hurt the slacker artists (Please dont hurt the artists. Theyre not slackers.).

developer

I would say they learned a lesson from D3 (as is, what not to do)...but honestly this is how it worked in Titan Quest so really they are just improving what they had already done in the past :)

Examples:

asdfasdf

asfadsf

asdfadsf

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Renevent42

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#228 Renevent42
Member since 2010 • 6654 Posts
Grim Dawn alpha releases tomorrow! Hell f'in yeah! http://www.grimdawn.com/forums/showthread.php?t=7158 [quote="medierra"] And so it was on the 1385th day of development that a messenger of the Lord appeared to Crate Entertainment and said unto them, You hath labored well and faithfully and now, at long last, thou shalt releaseth thy Grim Dawn Alpha upon the world, if it is good. And so then did Crate know that alpha should be released, for the alpha seemed good to the. And thus they issued forth emails to the people of Humble Store and to the people of Valve saying unto them Lo, I doth beseech you now to make good all preparations in accordance that Grim Dawn Alpha may be released with due haste! So yeah, it has been a long time coming but the release of Grim Dawn Alpha is nearly upon us! Let us rejoice in its coming and give thanks to the many supporters, both fans and volunteers, who made this possible. We have labored hard these last few weeks to resolve critical issues so that your first experience in Grim Dawn is not overly marred by bugs and stability issues; though certainly there will still be some less common crashes, various oddities and numerous smaller issues. Please remember that this is an indie title developed by a tiny start-up studio with a fraction of the developers and funding of major ARPG productions. We are not really trying to compete with the big boys, at least not yet, and our small budget means we do not need to sell a large number of copies for this to be successful. There are some limitations on what we can achieve in terms of features and polish, but we have poured our hearts and years of our lives into creating Grim Dawn and feel that we have created an enjoyable experience for those interested. I know what you are thinking now: cut to the chase and give us the release date already. We expect the Alpha download to go live tomorrow, May 15th. Short notice I know, but we were not screwing around when we said we planned to release it without further delay once we felt it was ready. We debated releasing next Monday to be safe but we know how eager you all are to get your hands on alpha and we are a fly by the seat of our pants kind of studio, so here we go! Steam keys for Grim Dawn alpha will appear in your Humble Store pages for Grim Dawn later today and the build will become available to download on Steam tomorrow between 10am and 12pm Eastern Time. To obtain the build, simply retrieve your Steam alpha key from Humble Store and then add it to your game library on Steam using Add a Game in the lower left under the game list. From there, select Activate a Product on Steam and a box will appear that will let you enter your key. The game will then appear in your library and begin downloading. Once the download is complete, you can install and play. The initial alpha release will be distributed through Steam because that proved to be the easiest way to provide an exclusive alpha for backers and put out patches while we are still actively developing the game and fixing issues. Other download options may be rolled out later depending on how long alpha lasts / what we are able to manage. We realize that some people have a hatred of Steam and hope that it will not upset anyone excessively, but it was the fastest and best solution given the complexity of trying to set up our own authentication server due to the numerous different pre-Kickstarter / Kickstarter / post-Kickstarter reward tiers with different levels of access and numbers of keys, partnering with Humble Store to handle all the key distribution and not having given out keys that were uniquely tagged to each reward / game tier. ***No matter when you purchased Grim Dawn, whether it was before or after Humble Store, all keys will be distributed through them now. For alpha, you will be given a new key that is specifically for Steam activation. Your original Grim Dawn keys will be used with the final game if you choose to install it without Steam. To claim your Steam key, go to Humble Bundle, create an account with the same e-mail address you used to buy your original GD key. When you log in, go to your library and click the Claim Past Purchases + sign. You should see GD there. Add it to your Humble Bundle account. If you have trouble retrieving your key or have changed email since the Kickstarter or your original puchase, you can contact Humble Store Support and they will help get you straighted out.*** To be absolutely clear: there will still be a DRM-free, Steam-free final release for those who desire it, as we promised. However, if anyone just has an absolute aversion to Steam and does not want to participate, we will provide you with a full refund. To be fair though, we did say Alpha would be exclusive and did not say it would be DRM-free; but we also did not say it would be on Steam, as we had no idea at the time how we would actually release it. Up until recently, we were not even sure if we would be able to have the alpha on Steam for the people who wanted it, but it actually proved to be the easiest option for us when we started looking into it. So I apologize to any die-hard Steam haters. If this party is not for you, just email us at support@crateentertainment.com with the subject alpha refund and we will make it so. For the rest of you, we cannot wait to hear your feedback on the alpha and will be setting up new sections on our forums for people to post alpha discussions and to report bugs. Thank you all again for your patience and continued support!

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Lach0121

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#229 Lach0121
Member since 2007 • 11815 Posts

Pretty cool!

I was wondering what ever happened to this game, I was interested in it. Good to see its still around, and progressing. 

Would really like to see what it is like at launch!

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Renevent42

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#230 Renevent42
Member since 2010 • 6654 Posts
Well it's just the alpha, so keep that in mind. With that said people are already planning to live stream it: http://www.grimdawn.com/forums/showthread.php?t=7157 So it will be pretty easy for folks to see it in action if they weren't part of the alpha. There's no NDA, either, so it's all good :)
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attirex

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#231 attirex
Member since 2007 • 2529 Posts
Necro! Thread!
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Renevent42

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#232 Renevent42
Member since 2010 • 6654 Posts
Who cares? It's relevant to the topic and pertains to both the game the thread is based on and an event that is current (alpha release).
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R4gn4r0k

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#233 R4gn4r0k
Member since 2004 • 48937 Posts

Well it's just the alpha, so keep that in mind. With that said people are already planning to live stream it: http://www.grimdawn.com/forums/showthread.php?t=7157 So it will be pretty easy for folks to see it in action if they weren't part of the alpha. There's no NDA, either, so it's all good :)Renevent42

Good to hear the game is coming along nicely and the enthousiasm of the fans. I will watch some alpha gameplay when it's out.

Necro! Thread! attirex

Not in this case. This is a genuine update with new info :| 

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Postal_Guy

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#234 Postal_Guy
Member since 2006 • 2643 Posts

Holy crap, this game is looking better and better by the day. Can't wait to get my hands on it

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Lach0121

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#235 Lach0121
Member since 2007 • 11815 Posts

Who cares? It's relevant to the topic and pertains to both the game the thread is based on and an event that is current (alpha release).Renevent42

I would have to agree, a justified necro of a thread.

I, for one, am glad you did so. Its good to hear the game is coming along.

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ssvegeta555

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#236 ssvegeta555
Member since 2003 • 2448 Posts

My body is ready!

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Renevent42

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#237 Renevent42
Member since 2010 • 6654 Posts
mine too, though I have to work all day so can't check it out till later :(
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Justforvisit

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#238 Justforvisit
Member since 2011 • 2660 Posts

Looks like an interesting and fresh, unused setting for an ARPG, the pictures have a vibe of S.T.A.L.K.E.R. to it, just with more film noir atmosphere

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R4gn4r0k

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#239 R4gn4r0k
Member since 2004 • 48937 Posts

18 minutes of alpha gameplay :D

Graphically looks close to or even better than Diablo 3 which had umpteen times the budget this game has.

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Cwagmire21

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#240 Cwagmire21
Member since 2007 • 5896 Posts

Kinda looks like Diablo 2.5. That's not necessarily a bad thing.