
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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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?
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"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?"
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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
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.
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
Fun game, satisfying progression so far.
Written at 3hrs played. Fantastic game for people who enjoy a dungeon crawling experience reminiscent of something between D&D and darkest dungeon. Really scratches that itch for old school fantasy RPG's. They have random events that i think really makes you want to play into whatever that event currently is (for example, all items sold are sold at a higher value). If you are like me, you can start a round on permadeath setting to really get attached to your run, to just die 15 mins later.
Peak
It has a simple and solid core but needs a lot more love and polish to make it a fluid and entertaining piece of software. Against all the nuisances there's a spirit and a heart working hard to immerse you in a grim fantasy setting. I hope the developer makes a sequel and takes things to the next level. If you feel like losing a couple of hours it's definitely worth the few bucks, especially so when it's on sale. Here are the things that bothered me: -The incessant clicking to walk is annoying. There's no meaningful navigation and the entire crawling experience could be automated. Not saying it should be automatic but saying that it just falls flat with what it is now. -The ingredients with which the player can make potions can be automatically suggested instead of looking up the table and trying to mix and match; I found this super boring. -There are some skills and abilities that aren't explained in the tutorial and it's annoying to read things like "+%10 blarping" No idea what it is. -The pacing is too slow in the beginning. -The lore bits and pieces found during crawling are sometimes interesting but often too irrelevant and generic: "Such and such year was the golden year of the empire; they made a lot of money; life was great..." This has 0 impact on anything and has already been kind of mentioned at the start.
好玩的,很消时间,喜欢简单的文字游戏的话应该很适合玩。 直接打的最高难度,boss的话还是得稍微练点级配道具才能过的。目前玩了回复和毒,没试过其他流派,都体验一下应该要挺久的。 教大家一个小技巧,适合有耐心的人哦:打不过可以刷完怪直接撤退,一直赖着不去下一层,退出只扣点金币还是太仁慈了哈哈。可以一直跑刀刷经验刷钱。
Um jogo totalmente imersivo e tático com as escolhas, e com uma temática sombria, com uma história bem envolvente, vários aspectos dentro do jogo que torna a game-play única desde da criação do seu personagem, até mesmo dentro do menu do próprio jogo, faz você pensar bem em que vai levar para as masmorras, em que você deve investir seu ouro e até planejar alguma estratégia quando a cidade for invadida, já joguei ele no mobile e depois de um tempo decidi comprar ele no pc e não me decepcionou.
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.
这款游戏对我很有吸引力,但是糟糕的英语水平使我无法正常游玩... 希望能推出一款中文语言补丁,这样我就可以尽情享受了~~
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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