
A classic RPG set in a lawless tropical archipelago hiding a dark and sinister secret. Inspired by retro dungeon crawlers and tabletop classics, it blends turn-based combat, written storytelling and hand-drawn art into an immersive experience designed for quick ventures and long sessions both.
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About
Grim Tides blends tabletop RPG adventure, dungeon crawling and roguelike mechanics, and a classic turn-based combat system into something that feels equally like a solo tabletop campaign or a choose-your-own-adventure book. Detailed worldbuilding, abundance of lore and hand-drawn artwork make every run feel like a story in its own right.

"What is the price of knowledge? What is the price of power that comes with it?"
Welcome to Farhaven, a lone port in an exotic tropical archipelago of the Southern Isles. Far removed from the orderly confines of civilization, the town is a den of crime, decadence and debauchery, standing on the precipice of the unknown. Enter a condemned prisoner who's been offered a chance at redemption in this strange new frontier...
As major factions and powers that be converge around you, you have a tough choice to make: will you be a simple puppet involved in a sinister plot beyond your understanding? Or will you take your fate into your own hands? Whatever your decision, it could have consequences far beyond your wildest imagination, because the hidden depths of the Isles' ancient jungles hide a secret so terrible, it could spell doom of the world itself. 
"How far are you willing to go to earn your freedom? What are you willing to sacrifice?"
*** FEATURES ***
immerse in a rich fantasy world with its own history and lore
defeat enemies and fight boss battles in a classic turn-based combat system
customize your character in a classless system with many skills, spells, and perks at your disposal
experience the game world through a large variety of interactive, text-based events
manage your own ship and crew as you explore an exotic tropical archipelago
complete quests, collect bounties and find scattered pieces of ancient lore
play your own way, with 4 difficulty levels, optional permadeath and other adjustable settings

"The Mua-Ta of old have a saying: when the Dark closes in, your own mind is your worst enemy"
* Grim Tides is a standalone prequel to Grim Quest. No prior experience with the series is needed; it's a complete adventure on its own.
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
if you want a game to play in short sessions of 30-40 minutes, kill a bit, complete a few map levels, and then continue one or two days later without having to worry about uncompleted quests or complex mechanics, that is a good game that can relax you for a few days the game is simple, but in a good way: the map is simple because its a grid, the skills/spells can be learnt and forgotten (although some of those skills are tied to stats and your build), you go to areas that are leveling up as you finish them with monsters scaling as you level up (but each area is harder than the previous as you complete quests and unlock them), there are events based on your stats but failing the events do not penalize too much the game loop is repetitive but at the same time is relaxing, the game is not casual and sometimes a boss can surprise you (especially in the hard or hardes difficulty settings), but in general if you are well equiped and with items you should not have problems as in most rpgs the beginning can be brutal but as you progress you get powerful enough
Simple interface to learn with good depth of storytelling. If you don't like reading, this isn't the game for you.
Pretty Good. Grim quest is better IMO though.
Really addictive and very easy to play, super deep RPG mechanics, if you like pen & paper style fantasy or old school Ultima, you'll feel right at home. Super easy to drop in for 5 minutes or hours on end if you want. The solo dev behind the game is super nice and responsive to feedback too, lore is great and the music is nostalgic.
Love this game, easy to loose time in it
If you loved Grim Quest, you'll love this as well. While the core gameplay loop remains mostly the same, there are a lot of new features and improvements across the board, like attributes, perks, more equipment slots, ship and crew management etc. The story is technically a prequel, but works very well on its own, so playing Grim Quest prior to it isn't a must. And it's a well written story, offering heaps of interesting lore surrounding the world itself. There's a lot here that old-school RPG fans can appreciate.
Un RPG à old school qui vaut le détour ! Le prix est très abordable, ce qui en fait une excellente affaire pour la qualité offerte ! Le développeur est impliqué et à l'écoute de la communauté ! J'adore !
Reminds me of old school gamebooks with a touch of Warhammer.
I played this in 2024, after Grim Quest. This is a prequel to it, but it's basically the same game with a fresh coat of paint. The almost-identical mechanics and even reused text make it feel more like a remaster or remake than an actual sequel. I bought it under the expectation that I would get a new game, but this cannot be considered a new game according to any reasonable definition of the word "new." If it had been advertised as a remaster or remake, my tune might be different. Many events are identical, with identical text. What makes this particularly egregious is that the game has very low production values (like its predecessor) and instead relies on its textual material to provide value to the gamer. How hard would it have been to insert new writing into this game? To take a few hours to write some new material and insert it? Or at least to fix the English mistakes that were already present the first time around? One example (among hundreds:) "Reaching for the weapon at your hip, you demand that he hands over both his notes and his gold, or the lustrous Explorer's Guild will be to shipping his headless corpse back home in a bag. The man flinches for a moment, but than break into a laughing fit, all the while praising your sense of humour." Or my personal favorite, the "Gloves of Elemental Furry." Also, there are bugs that remain unfixed: 1. The daily wages button doesn't actually give you money sometimes. (The bug is intermittent, so I never figured out exactly what triggers it.) 2. I've gotten locked in the naval battle screen with no choice but to hard-quit the game more than once, which is painful after a hard-won dungeon run. 3. The Sage Erideus journal quest line was completely broken for me. The game kept telling me that I'd learned more about the man, but I had not found a single one of the 15 journal entries, and that is, according to the developer, a crucial part of understanding the narrative. Note that I skipped the optional end-game Arcane Realms content, because this game is already a massive grind and timesink, and not because of tons of substantive content; this is no Spiderweb game. I do want to shout out to the dev for addressing my posts in the Steam forums professionally, courteously, and in a friendly manner, including the bug reports. Kudos, and may other devs follow your lead. (My Steam time is about 95% idling; I know many Steam users like to pick on that.)
nice game:)
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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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