
Enter an apocalyptic fantasy world where humanity is on the brink of extinction, iron is valued above gold and trust is hard earned. This ARPG features complex character development, hundreds of unique items, crafting and quests with choice & consequence.
Most likely between $28.3M and $80.2M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 93% | approximately $47.2M |
| GOG | $3.75 | 90% | #21 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2630 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h2]Beyond the Firelight[/h2] [i]Grim Dawn is one of those games that makes me feel like I have only just begun to scratch the surface.[/i] Cairn is broken, corrupted and full of things that want me dead, yet somehow I never feel tired of walking through it. Every road seems to hide something: a forgotten note, a strange ruin, a creature I have never seen before, or another piece of a world that existed long before I arrived... I love the feeling of leaving the safety of a settlement and stepping back into the darkness. For a while, [i]I am the ranger, the paladin, the cure for the plague.[/i] Then I return to the fire, hear the music, and breathe again. https://steamcommunity.com/sharedfiles/filedetails/?id=3594525467 The soundtrack deserves special mention. It fits the world beautifully, becoming quiet and haunting during exploration and absolutely feral when the fighting begins. I liked it enough to listen to it outside the game! Then there is everything waiting underneath the surface: dual Masteries, Devotion, countless skills, equipment, loot filter, crafting, resizable UI, and [b]an absurd amount of ways to make a character your own.[/b] Even the cursor can be made considerably larger, and my poor eyes are eternally grateful. Finding one ridiculous item can be enough to make me reconsider everything… [i]It can be overwhelming.[/i] Sometimes I die without even understanding what happened... [b]but every death leaves another little piece of knowledge behind.[/b] And that is probably what excites me most, friends! [b]I have finished the beginning.[/b] [i]I have not even come close to finishing Grim Dawn.[/i]
I been playing Diablo for like 10 years. I loved 2 and 3. I loved 4. I still play 4. I got into POE2 a while ago but I find the gamble like crafting system to be a bit much. I decided to give Grim Dawn a try because I see the love this game gets online. 25 hours in. What the hell have I been missing this game is awesome. I love the old graphics. I love the pacing. I love the build variety. I love the dual class system. The game throws wonderful loot at you early. I’m only level 38 and my Inquisitor / Demolitionist feels amazing. The constellation page is easy to understand and to the point. Took me maybe 15 min to understand the idea behind it. It’s “deep” but not complex. You can respec for practically nothing. You can play how you want and not be bothered with following guides. I’ve done a mage like Inquisitor and now I’m all out fire strike with lots of passives. Sometimes I go full flame build for the lulz. Got all the expansions too. What a great game!
I like it but it's a hard sell. Planning a build is complex for the sake of it. The devotion UI is a barrier, components are a barrier, augments are a barrier. You need a third party database to learn what build-defining items exist. Third party sites also help to learn which skills work together. It's not depth, just obscure knowledge. End game is the usual random farming but the shared stash is tiny, so you need a third party app or you will lose most items. You need to max out a ridiculous number of resists, and tough end game areas/bosses need some to be even higher. Multiple gear sets are the answer but there are no gear loadouts to keep track of them. End game items also have an essay of stats and effects to compare (seriously, 20+ lines). It's a lot of work even if the payoff is a big power fantasy. My friends all said "stuff that", so now we play other ARPGs.
[h3]Porque eu demorei 10 anos pra jogar essa caralha?[/h3] [b]Eu, a mais corna do Norte do Brasil, declaro esse o melhor ARPG do mundo[/b]
One of the best ARPGs I've ever played. The atmosphere is fantastic, each class feels different and the build variety is endless. I also love the devotion/constellation system. I think the biggest draw here is this game respects your time- no FOMO shop skins, no seasons (unless you want to participate in community ones), and you can play the game FULLY OFFLINE. That's right....in current year a developer made a game that doesn't need an internet connection. It's a classic that you can take a break from and always pick back up right where you left off.
Straightforward ARPG. No microtransactions, still active even tho its an old game. Its legendary. Plus its cheap.
The enemy level scaling killed this game for me after a certain patch/update. Playing on normal mode barely half way through a campaign, and enemies constantly spawning 3-10 levels above me, with plenty of 1-shots to go around, is extremely frustrating. Yes I'm a more casual player, and I've tried to read around about reversions or mods to revert it, and they're unfortunately not available if you want to be able to experience all the game has to offer in current version. I've noticed a lot of toxic/offensive defending of the scaling system online; wherein people effectively boil it down to 'get good'. The game was fine and playable and had areas you could use to level up beforehand. I'll not be playing this game anymore until there's a patch or mod that brings back the old set levels in areas.
brilliant game reminds of the old school dungeon siege 1 and 2 was just what i was looking for
Я начал играть в грим даун еще во время раннего доступа, в 2014, вроде, году. Тогда классов было мало, 4 или 5, контент заканчивался в середине второго акта, но играть было очень круто. Потом они доделали игру, добавили класс шамана и оставшуюся половину актов. Оказалось что акты 3 и 4 ушли от викторианского постапокалипсиса в сторону обычного фентези под давлением активистов на форумах, стало не так круто, но все еще прикольно. Потом было два крупных длц, с классами, лутом, картами, и всей фигней. Между длц, и по сей день, разрабы продолжали допиливать игру - тут подкрутят баланс, там поменяют механику зелий в пользу более современной, здесь чуток контента подкинут. В итоге имеем разнообразные билды, тонну локаций для кача и зачистки, режим арены, гору лута с разными модельками, гринд созвездий, гринд репутаций, рогаликовые подземелья, бесконечные подземелья, очень опциональных супербоссов, три уровня сложности и хз что еще. Помимо этого всего, от других арпг-дрочилен выгодно отличается старорежимностью: тут нет сезонов, постоянного онлайна, доната на косметику, ориентации на казуалов и прочих шедевров современной геймдизайнерской мысли. Длц с косметиков всего три штуки, стоят копейки, и предметы там настолько убогие, что берут их только чтобы поддержать разрабов. В общем, если хочется ненапряжного гринда или глубокого билдодроча - берите, не пожалеете, лучше все равно не найдете.
Grim Dawn is a game of sharp contrasts. It wraps top‑tier ARPG depth in an outdated engine. If you love theorycrafting and the thrill of loot drops, and can overlook its aged visuals and weak narrative, it may well become your personal masterpiece. But if you prioritize graphics, story immersion, and a gentle learning curve, it will likely frustrate you.