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Enter an apocalyptic fantasy world where humanity is on the brink of extinction, iron is valued above gold and trust is hard earned. This ARPG features complex character development, hundreds of unique items, crafting and quests with choice & consequence.
Release Date: Nov 5, 2013
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What the developers say:

“We're still working on expanding content and features for Grim Dawn but it is already very playable and the core gameplay is fun and relatively polished. The first two acts are currently available and most players have reported their first run taking between 12-24 hours and some have already logged hundreds of hours with replays and item farming. We still have significant content to develop and some features, such as multiplayer, are not yet online. Join us as we roll out new content, features and continue to refine the gameplay experience based on your feedback.

Grim Dawn is a passion project by a small team of experienced developers. Please be aware that we do our best to maintain a stable, enjoyable experience but because the game is in active development and things are constantly changing, problems do sometimes arise. You may also find that our pace of development is not as fast as larger teams. If you're looking for a polished gameplay experience right now and / or would be upset by delayed releases or slow updates, then you'd probably be happier waiting for the final release.

Look below for more detailed information on the current state of Grim Dawn and what's to come.”
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Recent updates View all (4)

Build 17 Hotfix v0.2.3.4 is now live!

March 7th, 2014

You guys have been busy with Act II, and we have been busy making sure your experience is as smooth as possible

In light of this, we just released our latest patch for the game, bringing Grim Dawn to v0.2.3.4!

This hotfix includes corrections to several issues players have observed since Act II went live, as well as some balancing adjustments to gear and masteries.

You can read the full patch notes here.

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Act II Released!!!

February 26th, 2014

We are pleased to announce that Act II, roughly the second third of the full release, has been released to the public!

This release should just about double the available content and raises the level cap to 35. There are many general improvements, including the redesigned HUD, some graphical enhancements, loads of new items and insidious quests.

In summary, you can look forward to:
106 New Items!
23 New Bosses and Mini-Bosses!
17 New Quests!
10 New Enemy Types!

We hope you enjoy and look forward to your feedback. :)

You can check out the changelog here

28 comments Read more
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“Grim Dawn’s the action RPG I’ve enjoyed most in quite some time, and I’m very keen to try the later chapters as they’re released. More so than Torchlight 2, which was a bit too much of a sugar rush experience for me, and certainly more so than Diablo III”
Rock Paper Shotgun

“Grim Dawn has earned my trust in a viable future; its foundation--the refined action and rock-solid character progression--is so sturdy that from moment to moment, there’s little to remind you that you’re playing an unfinished game.”

“If acquiring loot, battling monsters and progressing a character to amazing heights is your thing, then, again, Grim Dawn is a great game to look into.”

About the Game

Enter an apocalyptic fantasy world where humanity is on the brink of extinction, iron is valued above gold and trust is hard earned. This ARPG features complex character development, hundreds of unique items, crafting and quests with choice & consequence.

Crate Entertainment is a small indie studio founded by the lead gameplay designer of Titan Quest. Join the Grim Dawn community and provide feedback on the ongoing development of the game. Be among the first to experience our growing world, new features and make your mark by participating in polls and discussions on our forum.

Key Features

  • Dual class - combine any of five distinct skill classes each with multiple skill trees in which to specialize. Advance your class mastery to unlock over 25 powerful skills and synergistic modifiers per class. Soldier, Demolitionist, Occultist and Nightblade are currently playable with the Arcanist on the way.
  • Augment your class build with a diverse array of unique skills granted by items and components.
  • Collect hundreds of items in common, magical, rare, epic and legendary classes of loot.
  • Quests with Choice and consequence mean you will face tough decisions that leave significant impacts upon the world. Strangers on the road, desperate families and even entire villages may live or perish based on your actions.
  • Recruit survivors who will lend their services to augment your power. Upgrade the town to improve the lives of human survivors.
  • Gain favor with different NPC factions to unlock additional quest lines and earn perks like merchant discounts. However, aiding one faction could turn a rival faction into your enemy.
  • Fast-paced tactical combat with enemy blood spatters, ragdoll physics and satisfying enemy death effects. Smash in doors and fight house to house, leaving a path of demolished furniture in your wake.
  • Rotate the camera if you choose to survey the full beauty of the world and always fight from the most optimal angle. Levels are still designed so that players are not forced to rotate the camera; it is purely optional.
  • Test your hero against over 100 named hero monsters, hand-configured with their own unique arrays of deadly skills.
  • Explode obstacles or repair structures to open new paths.
  • Descend into special "challenge dungeons" where enemies levels increase as you progress.
  • Dynamic Weather brings the world to life with region-specific climates and a variety of weather effects. A sunny day can cloud over with mild rain showers that builds into a booming thunderstorm. Variable wind gusts blow grass and affect objects like windmills.
  • Connect with old friends or make new allies in glorious multiplayer. Multiplayer encounters will put your teamwork to the ultimate challenge. (multiplayer is not yet available but is expected in early 2014)
  • Collect item recipes that allow you to combine salvaged components into unique crafted items and then, later, use those basic crafted items with higher-tiered recipes to complete items of unprecedented badassness. (still in development but almost ready to roll out)
  • The ability to spend money to reclaim skill points alleviates the fear and frustration of having to make early, uninformed decisions that could permanently nerf a character.

Development Roadmap

You can currently play the first two "Acts" of Grim Dawn and up to character level 35, with some additional higher level secret areas to be found beyond the main story content. While content is still in development, the core gameplay is already fairly robust and a lot of fun. There is quite a lot of replay value between trying different classes / builds and collecting items. We're still refining gameplay based on player feedback, adding requested features and working to deliver the remaining content and additional slated features. Most players report that the current build is fairly stable with mostly mild bugs and we're always working to fix bugs as they come up. Here is some of the stuff we plan to roll out in the coming months:

  • Currently in development:
  • Continued optimization and bug fixing
  • Item crafting coming in spring 2014
  • Additional difficulty modes and multiplayer should become available early to middle of 2014
  • More questing and NPC interaction involving factions
  • 5th player class, the Arcanist, should be ready early to middle of 2014
  • Additional big content releases in mid to late 2014

We expect the final game will provide about 30-40 hours for a first-time play-through on normal difficulty, depending on level of exploration / clearing. This is our first game as a studio and we intend for Grim Dawn to be a continuing franchise, not just a one-off game. So it is important that we put in the time and effort to create something we're proud of, that will help us to earn a loyal fanbase for the future. We hope you'll come be part of this experience and help us to forge a strong new addition to the ARPG genre.

System Requirements

    • OS: Windows XP / Windows Vista / Windows 7 / Windows 8
    • Processor: x86 compatible 2.0GHz or faster processor
    • Memory: 1 GB RAM
    • Graphics: 512MB NVIDIA GeForce 6800 series or ATI Radeon X800 series or better
    • DirectX: Version 9.0c
    • Hard Drive: 5 GB available space
    • Sound Card: DirectX 9.0c compatible 16-bit sound card
    • OS: Windows 7
    • Processor: x86 compatible 3.0GHz or faster processor
    • Memory: 2 GB RAM
    • Graphics: 1.5GB NVIDIA GeForce 500 series or ATI Radeon 6000 series or better
    • DirectX: Version 11
    • Hard Drive: 5 GB available space
Helpful customer reviews
215 of 236 people (91%) found this review helpful
39 products in account
5 reviews
85.1 hrs on record
Pros: Rough around the edges, but still an excellent value. If you loved Diablo, Torchlight, & Titan Quest then this is the game for you. Combat is solid, the story is well presented, monster design is top notch. Spiffy animations. Art direction takes a few cues from Fallout 3 & Borderlands. A few shout outs to H.P. Lovecraft. No crashes for me & almost no bugs. Very stable game!

Cons: has pretentions to being a 'Ye Olde Skool' hard core ARPG game. Thus the game lacks modern rpg conviences like quest markers. Expect to wander lost for stretches at a time. Game balance is nightmare. Playing a caster is easy mode. Loot drops are a bit sketchy, but it is getting better. Crate employees are swell & willing to listen to feedback. Crate fans on the other hand... Well, let's just say they are a bit defensive. Saying that there are flaws with Grim Dawn is tantamount to calling their baby ugly. The Crate Forums are going to be very interesting when the final product ships...

In conclusion: post apocalyptic, low fantasy that doesn't pull any punches. Some of the game design choices are real headscratchers, but they're being ironed out. Crate entertainment is a pretty decent indie outfit & deserve support. It's a work in progress that takes you on fun, brutal journey. 8 out of 10, Above average. B+ Four Stars out of Five.
Posted: November 25th, 2013
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75 of 81 people (93%) found this review helpful
75 products in account
1 review
565.7 hrs on record
First of all, this game is inspired by Titan Quest. However, it is NOT Titan Quest, don't be fooled with the title. I will compare it with TQ time to time but basically just to show differences than similarities.

Is it good or bad? Neither. It is just another game. It inherits many features from TQ - the same engine (that's what makes some people to think the game is just a masked TQ), dual mastery system, basic skills ideas, itemization principles, inventory management and others. However, gameplay and overall feeling is not the same. I wonder why some people look at Grim Dawn as at skinned TQ because it feels very different in terms of pace, combat, quests, athmosphere. It is... err... faster. It's the best description I can imagine. Everything happens quite fast in the game. You start to feel your character powerful relatively fast - pretty since the first level. Many things support this feeling - from the actual raw power to hits animation which makes you feel impact on most of your hits. It could get boring soon if you would not unlock new skills with levels so you still will have something new to play with :)

Basically, it's the game about doomed and dying world where mankind was pretty much eradicated by two powerful magical races. You're one of few remnants survived the just happened Apocalypse and trying to establish themselves in the changed world. So there are lot of remaining ruines and lore in the world. I actually like the way Crate has placed world information and story in the game - it does not come in forms of long quest dialogs but as pieces of paper here and where which you can read if you are interested or skip if you are not interested in learning the story and want just to kill things. I tried both and must say the story is very well-written which is rare case for ARPG genre. Just try to read that diary of the dead child... The world is also well-detailed with many small pieces adding the feeling of doom pretty everywhere. Overall graphics is probably not that detailed and eye-catching as it was in TQ but I guess TQ had it somewhat excessive while GD looks just fine for the fast-paced game where you won't pay too much attention to details most of the time anyway. It is still look fine when you stop for a while and zoom in to see details like a doll on the stairs. So the graphics is just fine on my taste. It looks much better with AntiAliasing and AnyzotropicFiltering turned on though ;) Overall story and graphics is much more mature than TQ with some of dark humor and some serious emotions it causes but much less pathetics. Bad guys actions are basically better reasoned and logical based (if you bother to read the story pieces).

Quests. They are various enough to not get bored. You will meet those "kill X monsters" and "collect Y pieces" things along with exterminating big bad guys, securing areas (the last looks quite stupid with the monsters respawn but anyway), finding lost people and even uncover the treachery... or cover it. Yes, some quests seem to have several endings. Crate promises that you will meet consequences of your decisions later. Quests aren't necessary to finish the main story except first few ones which you will need to complete to get access to the stash. You can do even without them though - in my first playthrough I have got that access only after finishing the act as I just did not found the way to sewers to complete one of these quests :) Basically, if you have done what the quest requires already and then got to the quest giver, it will offer other dialog and accept the quest. Quite a reasonable system on my taste. You can just go forward and kill everything on your path and once you get to the end you will complete most of quests - just get back to the town and talk to people.

Advancing the game. GD has other ways to advance than TQ had. First of all, the game is not linear. You have a single base and move in various directions from it but still return there for supply and rest. Second, directions you move are not a narrow long path but quite wide areas where you can just move along the road skipping pretty much about 60-70% of content or go exploring. In the last case you will find many optional areas some of which offer significant rewards. So you are free to advance fast from riftgate to riftgate or stop in the every area until you find everything in it. Or you can advance fast and then return to the areas you've been already to explore them in details. The last way has the hidden benefit related to monsters level scaling. You can find new more dangerous monsters in the previously explored areas.

Monsters scaling. Monsters have limited scaling their levels with player in GD. So you can either advance to next area or just re-run the same one to find monstes have higher levels and you still get enough exp and better drops to advance in levels. Some people find it good, some blame the game for it. I personally think it is good because scaling is not infinite and if you run the same area for 3-4 times you usually will outlevel monsters there. So you still can feel yourself a stomping giant in you want :) Or you can just move forward as fast as you can - monsters will be either equal or slightly higher level than you. The system looks very well balanced and entertaining.

Monsters. What can I say... incredible. Especially considering this is only Alpha (close to Beta already) and the first act of the game. Monsters variety is amazing. You will find about 8-10 basic types of zombies and other Aether corruptions (almost every type includes 2-3 variations with distinct look and properties), the same amount of mutated animals types (again, with several distinct variations inside every type), two semi-inteligent races, two types of human enemies and two types of Chaos creatures (all of these type groups have several variations as well). There are lot of hero monsters (they exist for every monster type in the game) with unique abilities which offer much greater challenge with an increased reward (sweet loot :)). Believe me, combat never feels boring and you never will think "ahh, these zombies again..." - GD has almost infinite surprises to you :) Moreover, as I said above, if you return to the area you've been already when you get 3-4 levels you most possibly will find new monster types there. Some of these types are unique to particular areas and don't meet anywhere else in the game. So if you want to see all enemies be sure to revisit areas you've met every unique monster type when you get max level.

Combat. It is quite fast-paced but yet is quite controllable and leaves enough time to think your actions. Impact feeling is great due to various animations and screen shaking on crits. Crate has entertained new feature opposed to potions spamming - out of combat health regeneration (OCH). This feature is still questionnable and perceived differently by players. Some praise it while others blame. What does OCH mean? When you not get hit and don't hit for 2-3 seconds your health starts to regenerate rapidly and get to the max in 4-5 seconds. Some players are against it because think it can be abused and make the game too easy. Others argue that if you want to play reckless you can just continue hitting mobs instead of running around and avoiding hits. Anyway, this system really makes potions an emergency solution and rare used. Besides that, there are many ways to replenish your health during combat. I myself love this system and was upset when it was nerfed once already. However, we'll see what it will look like in the end of development. Comparing to TQ, combat looks ages ahead. Ah, I almost forgot about the new targeting system! Be sure to uncheck "Classic targeting" option in the game menu and try how it feels. I can't return to classic system now. The new one is pretty much the same you could get in Diablo 2 with right mouse button. Well, I could say more but seem to run out of space :)
Posted: January 14th, 2014
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86 of 99 people (87%) found this review helpful
59 products in account
3 reviews
112.6 hrs on record
After 30+ hours of playing the first act i'm still having loads of fun! Plenty of replayability due to experimenting with different character builds, tactics, and the awesome dual class system. From what i've seen in act 1, the difficulty is good: A gimped character will die alot, as well as players rushing head long into the fray. Graphics are awesome, although carts on fire still eat up all my frame rates...
Definitily buy this game if you are a fan of TQ, or if D3 wasn't enough to satisfy your hunger.
Posted: November 23rd, 2013
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70 of 97 people (72%) found this review helpful
703 products in account
8 reviews
2.3 hrs on record
Grim Dawn is Incredibly well done. With an old school Diablo like feel but with a more modern asthetic. Personally I'm not a big fan of Steam Punk in most games. Grim Dawn however does a great job making it feel like a part of the world and not just ham fisted fan service. There is a great grit to the world that helps make it feel all the more real and in depth. Grim Dawn is yet another in the recently flooded ARPG Market but it sets itself apart with it's beautiful visual style and incredibly immersive world. If you're looking for something to fill the void left in your heart by the ARPG classics of your youth, this is it. Enjoy.
Posted: November 25th, 2013
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104 of 162 people (64%) found this review helpful
731 products in account
24 reviews
85.3 hrs on record
This game is more diablo then Diablo himself.
Highly recommended.
Posted: November 5th, 2013
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