
Small in scope, detailed, gritty text-based fantasy RPG. Recreates the gameplay of the old gamebooks. Simple battle system and hassle-free inventory management.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Greymarsh is a text-based adventure game. RPG-style battle and inventory management are combined with a branching story. Atmosphere and dialog are important aspects. You will get intimately acquainted with the bustling city of Greymarsh. There are abandoned ruins, arenas where you can fight for money, and streets where shady characters are waiting to trick you.


Give Greymarsh a go if the following statements ring true when you play RPGs or adventure games:
* You like to read, as opposed to just skimming the text
* You like your fantasy to be dark, mature and gritty rather than a funhouse of goblins, elves, knights and trolls
* You put large emphasis on story, coherent world building and atmosphere
* When you spend lots of time optimizing your stats or tinkering with your inventory, it feels like a necessary evil that you could do without
You should probably skip this game if your gaming persona is better described by this list:
* You value replayability and "finding all the endings"
* You like your game world to be expansive and sprawling
* You have an attention span not suited to long swaths of text


The main game loop is exceedingly simple, and purposely so: the player reads what happens, and then gets to choose from a small number of actions to progress the story. Most locations can be revisited and fast travel is available through a map.
There are just four stats parameters to consider: hit points, strength, armor and fighting prowess. That's it. In addition, the protagonist keeps an amount of gold and some items, including weapons.
The fighting system is turn-based, like everything else in the game. Despite the basic battle loop, there is room for tactics.
A started session is associated with just one save slot, meaning permadeath in theory. In practice, this is circumvented through an in-world mechanism that is akin to the bonfires of the Souls games.

Greymarsh was heavily inspired by the gamebooks that were so popular in the eighties. One of the most appealing features of this form of solo adventuring was the small scope: rarely did these books consist of more than 500 situations in which to choose from a small number of actions so as to further the story. The battle system and inventory management were rudimentary and designed to be mastered immediately. That way, the action could start right away.
The meticulous tinkering with inventory items and stats optimization so popular in games these days... there was rarely much of that.
And even though the interactivity was low with today's standards, the reader/player still had the illusion of agency, of having the power to affect the miniature world conjured up within the gamebook's pages.
Greymarsh strives to recreate that feeling.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Greymarsh is a seriously addictive text-based adventure game with RPG battles and an epic story. The atmosphere is so immersive, and the characters and places in the bustling city feel totally real. Your choices matter, the descriptions are detailed, and it's just a wicked mix of storytelling and battles that had me hooked!
I've only played one storyline but I am very keen to come back and discover where other choices may lead me. I thought the game was very engaging, and I particularly liked the art style and music which set the tone and atmosphere of the game. I love the portals and the fast travel, it made it very easy to move from place to place once I discovered the map for each area. Fun side quests which i'd like to see more of if the developer is still working on this game. When I saw that there would be dice rolls in the game I thought I was going to be able to roll the dice myself and see the outcome but no matter. Overall a fun adventure, I would recommend it.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 25 reviews with recorded playtime.
Greymarsh tiene una pinta espectacular, por eso me ha molestado tanto lo torpe que es. Tras una introducción interesante, el juego te permite guardar la partida justo antes del primer combate. Consigues ganar el encuentro (en el que dependes exclusivamente de la suerte de los dados) y, a continuación, tienes que cruzar las puertas de una ciudad. Hay montones de opciones. Puedes intentar convencer a los guardias, pelearte con ellos, escabullirte entre la multitud, esperar al atardecer, hacerte pasar por mercader... y todas esas opciones hacen que te maten automáticamente, se termine la partida y tengas que volver al punto de guardado justo antes de la pelea. Podría haber probado tres o cuatro opciones más para descubrir cuál de ellas es la correcta, pero francamente, se me quitaron las ganas tras tener que repetir el mismo combate inicial seis veces.
简单的文字冒险游戏,质量对得起价格,值得一试。 缺点是剧情相当平淡,没有什么吸引力。 死亡惩罚大,初见选错剧情杀会比较难受。 剧情几乎全部是线性的,打完一遍所有事件都遇到过了,每个事件只有对错,没有不同选择导致的分支,没有重玩价值。 文本可以多给些提示,帮助玩家减少卡关,竞技场打木桶很容易卡住。
Now that it's been revamped it's a much easier to enjoy experience. Worth every penny (and more!)
I wanted to enjoy this game, but there is a lot of misleading language in the game. "Checkpoints" are actually save points; I had to repeat the fight on the road least 10 times because I failed to get in the city so many times and then when I was in the city, some children killed me. I figured moving into Chapter 2 would be a "checkpoint," but it wasn't. I am a big fan of text based adventures, but this was not fun to play or read. There were also several instances of inconsistencies in the writing. For example, the purple stone was said to be around our neck, but now its in our pocket, but now its in our hand, and now it is implied its back around our neck. Or basement and cellar being flip flopped in a scene. Much of the writing was bloated and needed heavy editing to be steamlined.
Very good game.
Se ogni azione è sbagliata non si può mai procedere.
Greymarsh is very much inspired by the gamebooks of yore, and as someone who grew up reading/playing a lot of those, I was cautiously optimistic. I'd say Greymarsh is closest to the famous Fighting Fantasy series, which is both a good thing and a bad thing. The good is that it has a certain nostalgic familiarity if you know those books, and presents a classic romp around a perilous city (in the vein of something like City of Thieves or Kharé: Cityport of Traps). The bad is that it eschews the elaborations on the FF formula introduced by other series like Lone Wolf, Way of the Tiger, or Cretan Chronicles. Even a number of the FF books themselves added further, more complex, mechanics (Black Vein Prophecy, how overlooked you are). Greymarsh is, mechanically, pretty basic. That doesn't make it not worth playing, though. It certainly makes it pretty accessible for someone who didn't grow up with dozens of those books. I mentioned that it follows the City of Thieves type of format, where you roam a city filled with hazards and treasures, and often no way to tell which is which without trying them out. Fortunately it's more forgiving than the infamously punishing gamebook classics. For one thing, it often allows you to backtrack and revisit locations you've already been to. That was very uncommon in gamebooks (probably because of the difficulty of implementing it in an actual physical book) - the only one I can think of right now is Scorpion Swamp, which is seldom mentioned but stands out in my memory for exactly that reason. This means that it's often possible to go back and look at a thing you missed, or take a different exit. The other thing that makes Greymarsh relatively forgiving is that it has a save system of sorts. You can't freely reload to an earlier part of the adventure, but if you get killed you can try again from your last save - a feature common in videogames but not built in to gamebooks (though many of us did it anyway but just flicking back to the previous section). It does need this save system, though, because there's a whole lot of trial and error in here. Sometimes taking the logically sensible choice will work out for you, but as with the classic FF books, a lot of the time it's pretty arbitrary which options in any given situation will get you killed and which won't. Without a reasonable ability to save, the game would become very tiresome very quickly. On the whole I found Greymarsh had interesting enough encounters and an engaging enough setting that I didn't mind having to brute force my way through some of the trial and error. It's not long, at about 3-4 hours, but that feels right for this adventure. It would have been nice to see some more involved mechanics, but maybe in a future game. As it is, I liked most of my time with Greymarsh and I'm curious to check out later games from this developer.
You speak to the innkeeper. You have died. You try to enter the city. You have died. You enter a shed. You have died. You speak to some children. You have died. The game seems just full of "gotcha" moments with little to no foreshadowing. Play Roadwarden instead. It's the better game.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Grid Ranger | $3.1K | 51 | 84% | $2.67 |
| Hitler My Friend | $3.1K | 112 | 81% | $0.99 |
| King Pins | $3.1K | 106 | 86% | $1.49 |
| They Are Hundreds | $3.1K | 186 | 53% | $0.99 |
| Gravity Quest | $3.1K | 103 | 73% | $1.99 |
| €100 | $3.1K | 226 | 76% | $0.99 |