
A dark fantasy RPG blending dungeon crawling, turn-based combat and roguelike mechanics with hand-drawn art and written storytelling. Part solo tabletop campaign, part choose-your-own-adventure, it offers an immersive experience designed for both quick ventures and night-long sessions.
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The United States storefront in every case, so this compares stores and not countries.
About
Part dungeon crawler, part choose-your-own-adventure book, Grim Quest blends turn-based combat and roguelike mechanics with the kind of written storytelling and worldbuilding you'd expect from a solo tabletop campaign, all the while respecting your time. If you love getting lost in dark fantasy worlds, this one has plenty to get lost in, even in short, bit-sized sessions.

"When the Dark closes in, your own mind is your worst enemy..."
Welcome to Ashborne, an ancient city teetering on the brink of destruction and madness. Take control of one of its many hired mercenaries, and shape the city's destiny alongside your own.
Explore the ruins of a fallen civilization and, at the same time, plumb the hidden depths of your own mind to face your inner demons. Uncover sinister secrets of the Dark, a mysterious force that ended an era of prosperity. What will you find amidst all that horror and desolation? Do you even know what you're looking for?
"
"Mundane human failings eat at the core of Ashborne from within, just as the hordes of eldritch horrors, shaped by subconscious thoughts of its own inhabitants, besiege it from without."
*** FEATURES ***
immerse in a rich dark fantasy setting with its own history and lore
defeat unique enemies and fight boss battles in a classic turn-based combat system
manage your character's sanity or suffer unexpected consequences
customize your character in a classless system with more than 50 skills and spells
select one of 27 character backgrounds that each affect gameplay in a different way
experience the game world through a variety of interactive, text-based events
manage defences of a besieged city, endure raids and other calamities
tailor your experience with 4 difficulty levels, optional permadeath and other adjustable settings
play at your own pace, completing a single dungeon run in a few minutes, or sink into hours-long sessions

"Can you bring a glimmer of hope to a decaying world gone mad... and at what cost?"
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Indonesian, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America +7 more
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99 | 156reviews | 92% | — | $22.3K |
| Free | 89.8Kratings | 94% | — | $9M |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I played the demo of Grim Quest a couple of years ago but found it didn't grab me. Then, earlier this year, I impulsively picked up the second game, a prequel by the name of Grim Tides, and really enjoyed it. That was enough to prompt me to give Grim Quest another go. Like the prequel, Grim Quest is essentially a 2D dungeon crawler, with interludes back in the local town allowing you to improve your abilities and restock on stuff you need. You can definitely see how the second game improved on what was established here, though. Where Grim Quest has a sporadic minigame where you have to defend the town by blindly guessing which type of enemy is attacking (arbitrary guesswork is neither engaging nor satisfying), Grim Tides replaced it with an arena and ship-to-ship combat. Where Grim Quest (appropriately for its title) has a gloomy, oppressive, almost Dark Souls-ish doomed fantasy setting, Grim Tides opted to move the action to a tropical archipelago. Grim Tides, then, is definitely the better game. The differences are relatively minor, though. They do make a difference, but not enough to make or break a game. The core gameplay is consistent across both titles, and while Tides is better, Quest is a solid minimalist dungeon crawl too. There's very little plot here, though you do get a certain amount of flavour text and there's story progression of sorts. It's repetitive and grindy, but in a way that works pretty well. Each dungeon delve is fairly short, with returns to town coming frequently, which means it's easy to pick up for quick play sessions. It does suffer a bit from excessive length though - for how simple and repetitive the gameplay is, 20-ish hours is just too long; 12-15 would probably have been ideal. This is exacerbated by the pace of the late game, where you find yourself in combat every 2-3 steps, which really drags things out. I enjoyed most of my time with Grim Quest, but if you're only going to play one of these two games, the prequel is the one to go for. The story (though still sparse) is better, the setting is more enjoyable, and the some of the activities between delves just work better. On the other hand, if (like me) you enjoyed Grim Tides and feel like more of roughly the same, Grim Quest is still pretty solid in its own right. Too long and a bit too grindy, but a decent minimalist dungeon crawl.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very good, get it here or in mobile for free.
i don't know what it is about old school rpgs that i'm drawn to so much, and i also don't know what it is about grim quest in particular that i love so much. more than anything, i truly enjoy that i have something else i have to mansge outside of health, something that could be even more debilitating if not watched. really like the sanity feature and, even more so, how it alters encounters (outside of manifestations). the world is not just about you, hell it couldn't really care less for the most part (pre glacial pass). the world is active. when killing the prince of thieves, there's a massive drop in sieges on the city, but especially raids from humans. i really like that difference; feels like it really adds extra wiehgt or meaning behind slaying him
GOATED
I used to play this game on mobile back when I was doing my military service (because it's free on mobile and it's good for a mobile game). I really liked it back then so I decided to reward the creator with 5 bucks on the Steam version. Turns out it wasn't just "good for a mobile game", it's actually good - I sank a few hours on PC too! It's a very good game, especially considering it was an effort by 1 guy.
Great Game.
I REALLY WANT to like this game. I'm trying, F-ing trying. Even playing on mobile. This game has no chill, it will continue to get harder even if you're struggling to advance your character. There is no option to grind, or to level up before progressing. I was doing the same dungeon level, without exiting (which progresses the dungeon's level), in an attempt to fortify my character. Surprise, the dungeon (same level) got harder and just started killing me anyway (as did an adjacent dungeon I was not even leveling). F this F-ing game, give me a way to grind or advance. A game that feels like being shoved off a cliff in slow motion is not fun.
Grim Quest, developed and published by Monomyth, is a dark fantasy turn-based RPG that pays homage to the design sensibilities of old-school dungeon crawlers while weaving in psychological tension and Lovecraftian atmosphere. The game places you in the cursed city of Ashborne, a place where crumbling walls and lingering despair define daily life. As a mercenary sent to investigate the ruins beneath the city, you must balance the demands of exploration, combat, and sanity management while uncovering grim secrets about the world’s descent into ruin. It’s a game that thrives not on spectacle but on mood—its slow pace, textual depth, and heavy reliance on imagination give it a haunting and immersive identity rarely found in modern RPGs. At its heart, Grim Quest is a game of choices and consequences. Every decision—whether to press deeper into a dungeon, retreat to recover, or risk madness for greater rewards—carries weight. The core loop revolves around venturing into procedurally generated dungeons, fighting monsters in turn-based encounters, collecting loot, and managing resources. What makes it stand out from standard dungeon crawlers is the inclusion of a sanity mechanic that reflects the psychological toll of your expeditions. As you spend more time underground, witnessing horrors and battling grotesque enemies, your character’s mental state begins to deteriorate, leading to hallucinations and reduced combat efficiency. This adds a layer of tension that transforms what could have been a routine grind into a constant balancing act between ambition and survival. The game’s mechanics feel meticulously crafted for strategy-minded players. You begin by selecting a background from dozens of archetypes, each offering unique starting traits and flavor, and as you progress, you unlock a wide range of skills and spells. These systems allow for a surprising level of customization, letting you craft characters suited to offense, defense, or hybrid playstyles. Combat itself is straightforward but deliberate—each turn demands careful resource management, with mana, health, and sanity all serving as finite lifelines. Death can be punishing, particularly on higher difficulties or in permadeath modes, but this challenge lends weight to every victory. Combined with the minimalistic interface and textual storytelling, the game channels the spirit of classic roguelikes where imagination fills the gaps that graphics do not. Visually, Grim Quest employs a stark monochrome aesthetic that perfectly matches its themes of decay and hopelessness. The art design feels hand-inked, emphasizing silhouettes and texture over detail, allowing the player’s imagination to interpret the horror. The limited color palette, paired with a foreboding soundtrack of ambient drones and melancholic melodies, reinforces the sense of despair. Instead of dazzling visual effects, the game relies on atmosphere and tone to create immersion. The text-based events—describing ominous whispers, glimpses of strange idols, or the oppressive silence of the ruins—read like passages from a grim fantasy novel. The writing, though minimalist, captures an ancient melancholy that fits seamlessly with the setting. Outside of combat, the game features a robust city management layer. The city of Ashborne serves as your base, where you can craft equipment, research spells, heal wounds, and fortify the city’s defenses against encroaching threats. These elements bring a sense of progression beyond personal character growth; the fate of Ashborne itself becomes part of the player’s ongoing narrative. There’s a rhythm between expedition and reprieve that creates a satisfying cycle of tension and relief. As the game progresses, the line between your survival and the city’s stability blurs, fostering a sense of responsibility and immersion. While Grim Quest succeeds in crafting a compelling dark fantasy experience, it isn’t without limitations. The gameplay can become repetitive after long sessions, as dungeon structures and enemy encounters start to follow recognizable patterns. The minimalist visuals, while effective, may not appeal to players seeking cinematic presentation or variety in environments. Likewise, the game’s deliberate pacing and reliance on text-heavy storytelling might test the patience of those accustomed to more immediate gratification. The interface, a remnant of its mobile origins, occasionally feels constrained on PC, though the transition remains functional overall. Despite these constraints, the design remains cohesive—its simplicity complements its tone, creating a consistent experience that rewards focus and introspection. For fans of retro-inspired RPGs, Grim Quest is an evocative and rewarding journey. It succeeds not by reinventing the genre but by distilling it to its essential elements: strategy, risk, and atmosphere. It invites players to slow down, think carefully, and immerse themselves in its bleak world. Each dungeon dive feels like a descent not just into physical danger but into the psychological erosion of the protagonist’s mind. Its writing, systems, and tone harmonize to create a sense of grim beauty that lingers long after the screen fades to black. Grim Quest may be modest in presentation, but it embodies a rare purity of design—a dark, methodical, and haunting RPG that captures the quiet dread of venturing too deep into the unknown. Rating: 8/10
very nice classic grimdark quest rpg 9/10
um dos melhores RPGs simplificados que já joguei
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