
Legend of Grimrock 2 is a dungeon crawling role playing game with a modern execution but an oldschool heart. A group of four prisoners have shipwrecked on the secluded Isle of Nex. The island is filled with ancient crumbled ruins, mysterious shrines and a vast underground network of dungeons.
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Like James K. Polk, who won one election, accomplished everything he set out to do, and peaced out without seeking a second term, or filmmaker Elem Klimov, who retired after Come and See, having already made the greatest movie he could imagine, Almost Human decided that The Legend of Grimrock 2 was the apotheosis of dungeon crawlers and *poof* vanished. As much as I'd devour a third installment, I can't fault that philosophy. This game improves every aspect of the already wonderful original. The maps are bigger, the environments and enemies more varied, the character creation and progression deeper. On hard, the combat, while a bit repetitive, is mentally engaging. Unexplored areas demand prepared vigilance. The unwary will be beleaguered by enemies lying in wait and waylaid by fair but subtle traps. Both evoke Dark Souls. And the puzzles. *Chef's kiss* Just look at my library; I play more puzzle games than your next jamoke. Even if said jamoke is a puzzler. So with self-appointed authority, I assert that this game's puzzles, especially the optional ones, would hold up in any classic adventure puzzle game. I've read the infrequent negative reviews from the hack-and-slash-focused crowd, lamenting difficulty, bemoaning lack of hints. To that, I sheepishly borrow from the most toxic corners of gamer-dom: "Git gud." Or, if you prefer: please, let us puzzling nerds have this one. Is it perfect? No, but who cares? I dreamed about it when I was away. I caught myself superimposing it on my waking life. I embrace its flaws as one embraces a lover's. If I can't give this, a game masterfully tailored to my precise taste, a ten, then my scale is meaningless. So, I will. 10/10
The game is a very good sequel to the first game. A huge number of things have been improved and expanded. The game is quite difficult, with an "old school" feel. Four tips: 1) If the map doesn't launch, add compatibility mode. 2) If saves sometimes crash, there's a 2GB to 4GB fix online. 3) When you start playing, having a character with Concentration 1 and Water Magic 1 (the requirements for Dispel) will save you a lot of trouble with elementals. 4) After finishing the base game, the Guardians mod is PHENOMENAL and VERY expands the game by adding a full campaign—longer than the base game.
One of my all time favorite games, so I might be a wee bit biased. I happen to have a thing for Dungeon Crawling, Puzzles, and Character Roleplaying/Customization. So this was practically made for me. [h3]So let's start out with why you'll probably bounce off.[/h3] [b]Controls:[/b] So what you need to understand, is that this game is a Blobber. (Which is a First Person Party based Dungeon Crawling cRPG w/ [b]Grid Based Movement[/b]) Specifically, a Real Time Blobber. If you've never played one before, then you're going to have a rough time at first because the control scheme takes quite a bit of getting used to. You will need to be able to move and turn on a grid while enemies are trying to surround you and you are attempting to control the attacks/spells of four adventurers with your mouse/steamdeck trackpad. It can get awkward fast if you're not used to it. However, contrary to popular belief, the Grid wasn't a technical limitation even when Dungeon Master first came out. The Grid does two things, incentivizes character positioning/awareness, and allows the player to chart out the Dungeon using graph paper (can be turned on/off with Old School Mode). [b]Puzzles[/b] If you hate using your brain, then this isn't for you. All the puzzles are solvable without a guide, but there are a number of them that will halt your progress. Furthermore, several will have answers in a separate area so you need to think of the whole island as a giant puzzle. If you thought going in that you were going to have a nice relaxing guided adventure w/ minimal analytical thinking, then you can go ahead and unthink that. The game world is, canonically, trying to test your wits, and you need to know that going in. [b]Lack of Character Customization[/b] Compared to most Turn Based Blobbers, this game doesn't focus on your characters class/progression as much. It's still important, but the focus is more on the execution. The Real Time element opens up fun things like environmental damage, True Ranged Attacks, Stealth/Backstabs, Force Field tactics, and yes, Square Dancing. That said, the character classes/customization is nowhere near as interesting as something like Wizardry 7 or 8. We lack things like Summoning magic, trapped chest minigames countered by your rogue/bard/ranger/ninja's Disable skill, multiclassing, persuasion/hide/identification/climbing/swimming skills, or Item based classes like Bard. Enough backhanded compliments, time for normal compliments. [h3]So what's to like?[/h3] [b]Level Design and Environmental Interaction[/b] Switches, pressure plates, traps, hidden buttons, secrets, buried chests, underwater paths, galore!~ Of the classics, we're only really missing Illusory walls. Dense areas with interactable objects really helps the experience. Even if this hadn't been a RPG it would have made a good Adventure game with the amount of exploration and traversal challenges present. [b]Engaging systems[/b] Combat is difficult enough, enemy variety is high enough, magic is useful/interesting, character build matters but still offers player freedom, narrative/story/worldbuilding are subtle but present, etc. This is just generally a well made game. [b]Extensive content[/b] Weird section that I'd usually not bring up, but this game includes a level editor and workshop support. And so my fellow grognards have created a bunch of new dungeons, sometimes with new magics and mechanics, and they're as easy to download as hitting subscribe on the workshop and then clicking it from the in game "Custom Dungeon" tab on the menu. There's all kinds of dungeons/adventures out there with different design philosophies and styles. Magic system overhauls, Endless Roguelike mode, Quest based Adventures, Survival focused, etc. It's not quite Neverwinter Nights level, but there's some high quality stuff there. Think of it as a very in depth and extensive Post game. Overall, 9/10 for me. Probably a bit lower for most people, as this just so happens to hit a niche that I love.
Game often crashes when I try to save, wiping all progress since the previous save. A quick google search suggests this is not a unique experience. It seems like it would be a fine game, if it functioned properly.
It's good. you may now make Grimrock 3, please it's been over a decade.
The wide variety of beautiful sceneries and dark dungeons makes this game one of my all time favorites.
Incredible game. Best dungeon puzzler in existence.
what a great adventure. puzzles are very good, and exploration and attention to details is rewarded. one of its kind, and the greatest dungeon crawler since Eye of the Beholder
the game lacks controller support even though it says steamdeck verified I could not even break free of the cage at the start of the game! There is no tutorial on what to do. Just a brief description of mouse keyboard controls on main screen. I thought they would have fixed this by now, Playing on a Win Mini handheld. I may update my review after I have more time to tinker with the controls.
Legend of Grimrock my beloved, may a worthy successor be born.
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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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