
THE ARCHMAGE IS DEAD. THE GRIMWAR IS FREE. MANA IS FLEETING.
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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 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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
This game has great music. That is the first and last nice thing I have to say about Grimwar. There is no separate how to play section where one is uninterrupted by text you aren't shown how to dismiss, nor can you rebind your controls. A problem when your use key is right next to the button that restarts a level. For the record, I have cleared the Dungeon and the Lab, and, frankly, I can't even [i] start [/i] the Core, because there is one major problem: [h2] [b] THE DEATH PLANE IS LEVEL WITH THE BOTTOM OF THE STARTING WALL RUN GAUNTLET. [/b][/h2] So let's get into the meat and potatoes on why I think this game has neither, just the gravy. [list] [*] The hitscanners are way too damn strong. [*] The floating books(?) are way too fast to the point where your (as far as I'm aware) [i] only [/i] hitscan doesn't do anything [*] Your base jump height simply is not enough to clear most basic obstacles; and before you say "well you should wall run to get more height, you can climb up the walls", that doesn't get you enough height either, and that strategy is foiled by lipped ledges. Of which there are many. [*] The speed mechanic is... horribly, horribly botched. Never mind that you have one run speed and no sprint button (Locking the player into a direction in one static speed dependent on your momentum [i] isn't a sprint, [/i] mind you.), you cannot clear the Lab unless you are Speed 2 minimum at the end. The Dungeon requires you to be Speed 3. [*] The wall climbing. This needs to be fixed as soon as humanly possible, because this [i] doesn't work. [/i] I can deal with holding towards the wall to stay on the wall, but while you are on the wall you can fire, sure, but forget aiming away from the wall; you can barely dodge, and even if you [i] could, [/i] it's not like you'd be able to hit anything afterwards anyway, because: [*] The autoaim doesn't turn off! And this one grinds my gears quite a bit because when you're playing a boomshoot, especially on PC, autoaim only does so much. Firstly, turning it off should be a binary, and secondly, turning autoaim off should turn it [i] off, [/i] because the attacks do not go where the crosshair is, even though I have those hitscanners dead center in my crosshair and somehow hit the wall behind them. [*] And of course, the most [i] obvious [/i] issue I can think of in a game where levels take 15+ minutes to complete and hitscanners shave off 1/4 of your health if they get lucky. [i][b] Where are the health pickups?! [/b][/i] These levels are way too long and way too fraught with encounters to not only not get health pickups, but finish on only half health upon respawning. Which in itself is a travesty. [/list] Do let me know if I'm going in too hard on a beta, but as is, there are glaring issues that need fixed before this game receives a price tag.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
yeah ive has fun playing. died a few time. shot a few flying books and shi yep. went fast as heelll and zooming around the rooms. ok google play dubstep gaming mix
holy hell this was a BLAST, and btw, that OST needs to be available for download or something, it's just wayy too good, the guy who made it definitely knows his way around the amen break lol
holy addicting
No mouse y-axis invert. ChatGPT shows it as 5 lines of code in Unity and yet so many devs ignore it. Oh well, next.
I love how the final(?) build came out! Gametesting this was already really fun and the finished game is even better. I really hope the OST is out there somewhere to listen to. I appreciate that with the high paced gameplay there isn't much punishment for dying, so you can really throw yourself into it. Can't wait to see what else Bookwyrm makes.
game is good & fun :)
Fell through the floor after casting a spell. 10/10.
пойдет
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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