Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
THE ARCHMAGE IS DEAD.
THE GRIMWAR IS FREE.
MANA IS FLEETING.
GRIMWAR is a fast-paced platform shooter with an emphasis on movement, playstyle customization, and low-poly graphics.
You are the THAUMATURGE, a spellcaster trapped in the ancient and feared GRIMWAR. When the Archmage succumbs to the power of the tomb, you are freed, only to find yourself trapped within his dark tower.
Using an arsenal of deadly spells strewn across twisting passages, you must escape the tower and defeat the GRIMWAR -- fighting your way through waves of enemies and wall-running across obstacles.
Use 4 Different Spells to traverse the tower, with each featuring 2 unique casting options.
Fight your way through 4 Different Enemies, and their variations throughout.
Jump, Slide, and Wall-Run across challenging platforms.
Explore 3 Different Levels of the tower
Test your skills in the never-ending Arena mode, with 3 unique maps.
Genres
Stats
Languages: English
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My friend who I play CS2 with said if I post a review on Grimwar and it gets 50 likes and 30 Awards that he will buy me a RTX 4060 and 1 Kilo of Lemon . So im just gonna leave this here. Help a brotha
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this game is life changing in many ways. once I started playing my wife took me back and I finally made my kids proud to call me dad. THEN I got a job offer with a starting salary of $100,000,000. Finally I figured out how to cure cancer and ended all hate in the world.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's like if wizards did meth. My mind has been forever altered after playing this game. I don't think the devs made this game planning for someone as bad at video games as me to play it. But ♥♥♥♥♥♥♥♥♥♥♥ I had a good ♥♥♥♥♥♥♥ time. The art. The music. The rush you get when it finally clicks and you fly around blasting ♥♥♥♥ like it's second nature. From the moment you open the game you can feel the love and passion that went into it. Masterpiece.
The game has a ton of potential, but unfortunately it falls short in many aspects. It is not apparent which surfaces you can/can not grind on. There is little to no explanation of what your current objective is. Some maps have "Ghost Hands" that point the way, others are empty of any clue. You can spend 20+ minutes looking for something you passed up, but never knowing WHAT that was. The art style is great, the spells are fun, the combat is atrocious with little to offer, the music is amazing, but again it falls short in so many places. Worth a try, but not worth playing for more than a few hours. You WILL get frustrated by the walls not working (walls that you should be able to grind on just don't let you at times), bumps on walls pushing you off, living when you fall to areas that should reset the run, etc etc. Definitely needs work.
не плохой экшен, на пару часиков сойдет
GRIMWAR is a fun time if you enjoy movement shooters! I'm personally horrible at them, but I still had a fun time playing the game. The art style scratches the PSX-style itch in my brain, discovering new spells and ways to use them is exciting, and the music is incredible!! Definitely worth checking out 🫶
THE ARCHMAGE IS DEAD. THE GRIMWAR IS FREE. MANA IS FLEETING.GRIMWAR THE ARCHMAGE IS DEAD. THE GRIMWAR IS FREE. MANA IS FLEETING.GRIMWAR THE ARCHMAGE IS DEAD. THE GRIMWAR IS FREE. MANA IS FLEETING.GRIMWAR
GRIMWAR is a compact first-person action game that combines fast movement, precision platforming, magical combat, and a grim fantasy atmosphere. Developed and published by BookWyrm, it places players in the role of the Thaumaturge, a spellcaster trapped within the mysterious GRIMWAR. Following the death of the Archmage, what initially appears to be an opportunity for freedom instead becomes a dangerous journey through a twisted tower filled with monsters and supernatural threats. The narrative is intentionally straightforward, providing enough context to establish the setting without interfering with the game's emphasis on speed and mechanical execution. Movement is one of GRIMWAR's strongest qualities. Players are expected to jump, slide, and run across walls while navigating environments that frequently turn traversal into a challenge of its own. These abilities give the game considerably more energy than a traditional corridor-based first-person shooter. Remaining mobile is not merely useful for reaching new areas because movement also becomes an important survival tool during encounters. The combination of platforming and combat creates situations where players must simultaneously consider positioning, momentum, enemy locations, and the safest route through an area. Instead of relying on conventional firearms, GRIMWAR builds its combat around magic. The player gains access to four spells, with each spell offering two different casting methods. This gives the relatively small selection more versatility than its number initially suggests. Learning when to use each casting option becomes part of mastering the game, particularly because mana is an important resource rather than something that can always be spent without consideration. The system favors understanding a focused collection of abilities instead of constantly replacing equipment with increasingly powerful weapons. Enemy encounters complement this approach with four primary enemy types alongside variations. The roster is not especially large, and this is one area where the game's modest scale becomes apparent. However, encounters gain additional complexity from the environments in which enemies appear. Fighting while negotiating platforms or maintaining momentum can make familiar opponents considerably more dangerous. The challenge therefore comes from the interaction between enemies, movement mechanics, magic, and level geometry rather than sheer numerical variety. The main journey consists of three levels set within the dark tower. This makes GRIMWAR a relatively concentrated experience, and players expecting a lengthy campaign may find themselves wanting considerably more content. At the same time, the smaller scope allows the game to concentrate on its central mechanics without unnecessary distractions. The environments support the sinister medieval fantasy concept, while the low-poly visual presentation gives everything an intentionally rough and retro appearance. Rather than pursuing realism, the art direction prioritizes readability and atmosphere while complementing the game's old-school action influences. Replayability receives an important boost through the endless Arena mode. Three unique Arena maps allow players to continue testing their combat and movement abilities outside the main levels. This mode makes sense for a game built around mechanical mastery because the enjoyment of wall-running, sliding, jumping, and spellcasting does not necessarily depend upon discovering new story content. Players who enjoy improving their execution can use the Arena to push themselves further after completing the primary stages. Another advantage is how lightweight the game is compared with many contemporary PC releases. Its stylized presentation and small installation footprint make it suitable for relatively modest hardware. The technical simplicity also matches the overall philosophy of the project. GRIMWAR is not attempting to impress through enormous environments, cinematic presentation, or photorealistic graphics. Its attraction comes from immediately understandable mechanics that become more satisfying as the player learns how to combine them efficiently. The greatest limitation is ultimately the amount of content available. Four spells, four main enemy categories, three campaign levels, and three Arena maps provide a solid foundation, but the mechanics are enjoyable enough that a larger selection of environments and opponents would have strengthened the experience considerably. More spells or additional movement challenges could also have expanded the possibilities. The existing material nevertheless feels purposeful rather than overloaded with unnecessary features, and the endless mode helps extend the game's usefulness beyond a straightforward campaign completion. GRIMWAR works best for players who appreciate movement-focused shooters, challenging first-person platforming, retro visual design, and magic-based combat. BookWyrm has created a game with a recognizable identity despite its limited scale, particularly through the combination of wall-running and spellcasting inside an ominous fantasy tower. Its campaign may be brief and its selection of enemies relatively modest, but its movement system and alternate spellcasting mechanics give players enough room to experiment and improve. As a focused action experience, it delivers an entertaining mixture of speed, precision, supernatural combat, and replayable challenges without pretending to be larger than it actually is. Rating: 8/10
A lovely and exciting fast paced game. Movement is satisfying and fluid, aesthetic is on point and it all really comes together nicely. It does what it wants to do very well
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $0 | 11 | 91% | Free | |
| $164.3K | 577 | 90% | $11.99 | |
| $5K | 13 | 62% | $15.99 | |
| $686 | 7 | 71% | $3.99 | |
| $0 | 0 | — | Free |