
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 →
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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
Scratched the IF itch!
I think this is a fairly solid modern equivalent to gamebooks like Fighting Fantasy, it takes a bit more advantage of being digital compared to the FF adaptations that exist on Steam. Thing is, I can only recommend this game [i]if you are already into gamebooks[/i]. You need to be willing to read passages carefully, experiment, make notes/maps on everything you've found, and then restart the whole game taking advantage of this info. Mercifully, past a certain point the game starts feeling more like an adventure game rather than a gamebook, so inefficiency just means taking longer rather than needing to restart the whole game. My main critiques against the game would be the somewhat lacking variety in encounters (a good chunk of the game will be spent clearing two separate arenas), how objectives typically only had one true path to advance, and the highly limited save system. In exchange it pulls out a few things that would be impossible or unreasonable for paper gamebooks to do, like [spoiler] stealth sections with guards moving on fixed paths. It's nothing crazy for games but it's something that'd just be an infinite pain with pen & paper. [/spoiler]
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 25 reviews with recorded playtime.
This is a short but very good text based RPG. It is fairly linear but still entertaining. Considering how cheap it is, it is well worth to take a look at if you enjoy narrative driven games. Took me 5 hours to finish the whole game, it is entirely possible to do it faster if you roll well in fights and realize where you need to go next sooner.
Absolutely superb
An atmospheric dive into a simple and engaging story that offers some fun challenges along the way.
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.
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