Mankind's digital paradise has become a cyber-Hell! Armed with your grappling-hook arm, engage in arena-style combat in service to the Overlord - your A.I. God-King. This innovative multiplayer game built around a grappling/swinging movement mechanic will test your twitch-shooter skills like never before!
All Reviews:
Positive (10) - 100% of the 10 user reviews for this game are positive.
Release Date:
Feb 13, 2017

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We are entering Early Access in order to engage the community in development. The multiplayer functionality of Grappledrome is implemented but we have decided to add a singleplayer campaign. There will be updates to the multiplayer side as work progresses but we will not ship until the campaign is complete. We are not using Early Access as a funding mechanism for the game so feel no pressure to buy. To put it another way: we'll take your money if you really want to give it to us but we will finish the game regardless. Please consider carefully before you buy and only do so if you're highly interested in the game and really want to follow development closely.”

Approximately how long will this game be in Early Access?

“Until the singleplayer campaign is complete. It is reasonable to expect this sometime in 2018.”

How is the full version planned to differ from the Early Access version?

“Through early access we will add weapons, maps, and game modes. We hope much of that comes from ideas generated by the community once they get a look at the game. The full version will also include the singleplayer campaign.”

What is the current state of the Early Access version?

“Grappledrome is fully playable with 4 multiplayer maps that support Deathmatch, Contagion, and Predator game modes. In addition to multiplayer maps, there are 4 singleplayer Time Trial maps to test your grappling skills for prestige on Steam Leaderboards.”

Will the game be priced differently during and after Early Access?

“The price will not change when we leave Early Access and will include the singleplayer campaign.”

How are you planning on involving the Community in your development process?

“We feel we have created a solid foundation for a great title. We are looking to the community for ideas as to how we build on that foundation with game modes, weapons, and maps. Reporting bugs is the easy part, helping us make a truly great game is the real challenge!”
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Recent updates View all (4)

October 21

October Update

Hello all,

We continue to focus on the opening of the singleplayer campaign. In our last update your saw some concept art of the eye stalks which are a part of an inspection tunnel the player will find him/herself in at the start of the game. Like any piece of entertainment it's critically important to capture the audience right at the start so we're spending a lot of time thinking through the game's opening moments.

Last update you saw an inspection tunnel and some ideas for the eye stalks you'd see along the path. We've done more along these lines and begun modeling the interior. In addition, we also some objects that you'll see at the beginning that we're calling "Hypercubes". These are very large structures that will give the impression of human souls marching to their doom in the Grappledrome...the eventual fate of the player!

These are meant to imply, in a surreal sort of way, a prison-like atmosphere. You'll never actually go inside one of these last not in a normal way. We want the spaces in the singleplayer game to have a distinctly surreal feeling and that includes how chambers connect with one another. In short, we want to "break the rules" a bit so the spaces in the campaign don't feel too much like the real world. If we do it right there will be a dream-like quality to it all (or nightmare I suppose since humanity is being tortured for all eternity in the Grappledrome).

As for other work, we are working on some new weapons which should be ready in a reasonable amount of time. They were sidetracked for quite a while but we've gotten back to them now. We will likely make the new weapons a part of a bigger update to the Steam build so you can check them out. We'll do some updates to the Multiplayer as a part of that build as well.

As for non-visual work...a lot of time has been put into NPC AI. Some of the underlying support for NPCs was done quite a while ago but we've built on that now and done some experiments to see what kinds of enemies seem right for the campaign. We experimented quite a lot with procedural animation which was pretty fun but ultimately won't be practical for all NPCs. You'll almost certainly see elements of procedural animation filter into the game as there were some fun ideas that came out of the experiments.

That about covers it for now. Back to work!

The Devs
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September 23

Update - Sept 2017

Greetings! We’ve spent the last several months in a long and steady process of reorganizing how we handle development for 800 North projects. For several years we worked pretty much exclusively on whatever game project we wanted to. This includes Dino D-Day and Grappledrome as well as some other projects.

Following the Early Access release of Grappledome – which didn’t exactly set the world on fire – we decided to return to our former careers and pursue game development on the side. If you’ve followed us for a while you may know that we previously worked in television production before embarking on Dino D-Day. The primary reason for this change is the new Steam store front. When Dino D-Day was launched the risk of financial failure on Steam was low. You could make a game, get front page, main capsule exposure for a week or two and feel confident that you’d at least make most of your money back. With the ongoing flood of games onto the Steam platform the risk equation is dramatically worse for developers. It’s quite difficult to get meaningful exposure on the platform without an existing title that is hugely successful (or a large, expensive marketing effort). Dino D-Day is a successful title for us but it was never a mega-hit.

In short, it’s too risky for us to hang our careers on game development alone. The times they are a-changing.

Let me take a minute to answer a few questions you may have:

Will you finish Grappledrome?

Yes, once we get this preamble out of the way we’ll lay out the plan for Grappledrome.

Sounds like Grappledrome didn’t work out. Can you even fund development?

Yes. Early Access release was never meant to be a funding mechanism for us. Money is nice of course and we hoped for a better response to the game but it's not a deal breaker.

You said you'd release the game in 4-6 months. What gives?

The plan has changed. More explanation at the bottom but pushing forward with a multiplayer-only title of this type from a small studio would almost cerainly end in failure. The Steam marketplace has changed dramatically, especially for developers of our size.

Why not make more Dino D-Day?

Good point. If the only thing we cared about was having a successful game development studio it would make sense to keep pumping out Dino D-Day content. For us though, we’re doing this primarily to work on projects we find fun and creatively challenging. While we love Dino D-Day, and always will, we put nearly 10 years of our lives into it and we’re looking for new challenges.

The Road Ahead for Grappledrome

We could have pushed forward with a multiplayer release for Grappledrome. As we thought about it though we felt that it was almost a certainty that it would simply disappear into Steam and be washed down the river. Competition for multiplayer players was always tough for small developers and it’s only gotten more difficult. With that in mind, we decided to pursue what has always been goal of ours: a singleplayer campaign.

We feel that adding a singleplayer campaign to the game will add a lot of value. It will also allow us to release Grappledrome on more platforms and ease our dependence on Steam as our sole source of revenue. We think players will be much more inclined to take a risk on a small game that has a great singleplayer campaign than a multiplayer-only title from a relatively unknown development studio.

We’ve got a lot of great ideas for a campaign and storytelling in general remains our primary creative passion. We’re excited by the storytelling possibilities Grappledrome brings to the table and we think we can put something together that will be really great.

Our work on the singleplayer side will feed into the multiplayer as well. So new maps, new weapons, etc. will be added to multiplayer as they are completed. Visual design ideas that we flesh out in singleplayer can, and likely will, influence maps in multiplayer.

Here is some visual development that our concept and environment artist Brandon Richard has been working on:

We're playing with a lot of ideas for the spaces you'll see in singleplayer. There are more experiments we'll show as development progresses. We want to kick the visual design of Grappledrome up a notch…move away from the Tron aesthetic and find something a little more distinct.

We’ve also done some work on NPCs. Look for video to pop up in the next few weeks with some explanation of what we’re playing with on that end.

Now that regular work is being done we will have more updates. Look for concept art, environment art when we have it, videos of prototypes and experiments, etc. Even if it’s not much we’ll try and get something out to you on a regular basis. When aspects of singleplayer are playable we will ship them so you can check them out. We will keep full singleplayer levels under wraps until they're nearing completion so you can experience the story.
The first major development goal for Grappledrome singleplayer is a vertical slice of the first 30 minutes or so of the game. We’re focusing heavily on the beginning of the game as a means of refining the visual aesthetic and working out some of the systems we’ll need for the rest of the game. We won’t do much aside from writing on the rest of the campaign until we’re happy with the introduction.

That about covers it. Thanks for your interest in our games. More to come!

The Devs
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About This Game

There is no life. There is no hope. There is only the Grappledrome!

In the future, mankind leaves the flesh behind and uploads their minds to computers. But their digital paradise becomes a cyber hell when the Overlord, a malevolent artificial intelligence, arises and enslaves them all. For all eternity they are forced to compete in the Grappledrome for his twisted amusement!

Grappledrome is a tense, fast-paced multiplayer arena shooter built around a grappling/swinging movement mechanic - it's Unreal Tournament meets Bionic Commando. Soar through the map looking for the ideal weapon pickup before ambushing your victim from on high. Make spectacular escapes, swing past obstacles and find new angles to re-engage your enemy. Delight the Overlord as you kill each other for all eternity!

Key Features

  • Fast-paced, multiplayer combat
  • Unique grappling/swinging movement mechanic
  • Jetpack to get yourself out of trouble
  • Open, clutter-free maps that test your ability to shoot on the run
  • Unique weapon set with more on the way!
  • Offline play available in the form of Time Trial maps. Compete for the top spot on Steam leaderboards!

System Requirements

    • OS: Windows 7 SP1
    • Processor: 2 GHz Dual-Core 64-bit CPU
    • Memory: 4 GB RAM
    • Graphics: DirectX11 Compatible GPU w/1GB Video RAM
    • DirectX: Version 11
    • Storage: 3 GB available space
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