Greenlighted on day one
The ultimate classic style turn-based fantasy roleplaying game!
After more than 20 years of development, the greatest roleplaying game of them all is fnally ready for release! Grimoire is an homage to the classic dungeon blobbers and is inspired by Wizardry, Might & Magic, Lands of Lore, Anvil of Dawn, DungeonMaster and the Eye of the Beholder games!
600 hours of play possible in a single game
Lush Colorful 2D Hand Drawn Artwork
Retro style MIDI music and 8 bit sound effects
244+ Maps in the game to explore!
Turn-Based strategic combat
Multiple Beginnings, Multiple Endings
144 context sensitive magic spells
14 races, 15 professions, 50 skills
64 intelligent NPCs with 8000+ Words in Vocabulary
Full Sentence Communication with NPCs
240+ monsters each with special powers and defenses
1000+ items, Carry Containers, Global Party Inventory
30 conditions, from Confusion to Disease & Lycanthropy
Automapping, Autowalking, Autohealing
Global Map Atlas With Position Marker
Quest Journal, Hint Prompting, Help Facility, Mini-Quests
Complex LockPicking Interfaces for Doors & Chests
Challenging Puzzles and Rich Interactive Dungeons
Browsable Character Library for up to 100 characters
Up to 12 Commented Postage Stamped Savegames
Multi-themed GUI and customizable screen layouts
I've run 6 marathons and an ultra-marathon in my life and trust me an ultra-marathon is a game of hopscotch compared to how long I have worked to finish the game. Once I got it to a certain level of quality there was no question of chucking it out only half-polished. I had to take it through to the end even if it meant another decade of work - and it did. I kept dreaming of the day I would have completed a job that even 20 people couldn't do by myself and it would be my own unique product, no compromises.
I was trying to sum up the reasons it took 20 years to make. Remember, I'm not sitting in a games development office with 40 other people and 4 million dollar budget. It's just me sitting in my study until 3 am in the morning when I am not working to feed my family or commuting 4 hours a day. I didn't expect it to be easy but most people cannot imagine what kind of hard work for how long we are talking about. Only a game developer who has worked on a similar title about a quarter the size could understand what sort of Herculean task is being discussed. The accompanying 40+ complex data editors were also written by me, mostly in Borland C++ Builder. This is gehenna pits of fire type development for two decades. I wanted it to be an experience that would immerse the player completely for a long, long time. I love Crusaders Wiz 7 but it all ended too soon. I wanted a game that would be much bigger.