A fantasy Action RPG, playable by yourself or in co-op with up to three friends! Features an unrestricted skill system, fluid and challenging combat, and an engaging story. For additional value, there's also a fleshed out, challenging roguelike mode to truly put your ARPG skills to the test!
User reviews:
Very Positive (62 reviews) - 80% of the 62 user reviews in the last 30 days are positive.
Overwhelmingly Positive (1,961 reviews) - 95% of the 1,961 user reviews for this game are positive.
Release Date: Jul 13, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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?

Please read all the Early Access info before buying!

For a long time we've been involving the community into our development through our weekly devblog, forums and beta testing. It has been a tremendous help in shaping and improving the game, and now we'd like to invite the Steam Community to join us in creating the best game possible!”

Approximately how long will this game be in Early Access?

“Until the game is finished! Our goal is set: Secrets of Grindea should maintain its high level of quality for the duration of the entire game. We've already put a lot of time into this title, and we'll keep working hard until it's the game it deserves to be!

This Early Access is best suited for people who want to be a part of the game's growth, show support towards the development, and is happy with playing what's there now. If frequent updates and/or a determinable release date is very important to you, we advise you to wait for the finished product!

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

“We already have a stable and nearly feature complete foundation for the game, so from now on content is king for us.

Basically, we need to:

  • Finish the Story Mode content
  • Add more floors to the Arcade Mode (roguelike)
  • Flesh out the Arcade Mode features even more
  • Add the housing system, where you can furnish your player home with fancy loot
  • Make sure every part of the game is of a consistent, high quality
  • Add Steam Trading Cards

What is the current state of the Early Access version?

“The Secrets of Grindea beta is highly representative of how we envision the final product, but it lacks much content. In other words, what's there is very playable, but a lot of things isn't there. Basically, you can't play the whole game yet, almost similar to an episodic title that hasn't released all episodes.

The game is separated into two modes: Story and Arcade.

Story Mode takes you through the game's main story, and is the "core" experience. In the current version it takes about 4 hours to complete if you skip most of the side content. If you want to do everything currently in Story Mode, expect to invest at least 10 hours.

Arcade Mode is where players usually put the majority of their time. It's a procedurally generated dungeon system, with limited healing and permadeath. For most people, developing the skill it takes to beat this mode takes dozens of hours, often even more! It's not unusual to spend 50+ hours on beating Arcade Mode, despite it containing only 12 out of the 24 planned floors.

Everything in the game is playable in co-op with up to four players! You can connect directly through Steam, or use IP based networking if you prefer that (when playing with non-Steam users, for example).

Stability wise, it's good but not perfect. The majority of players never run into crashes, but it does happen, so if 100 % stability is important to you keep that in mind.”

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

“The price of the game won't go any lower than it is now, and we're not planning on raising it either! If the market were to drastically change, though, we do reserve the right to set a higher price further down the road.”

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

“We're constantly asking our community for feedback and suggestions, be it regarding new features or making changes to already existing content. Your feedback is invaluable, and we plan to continue asking for the Community's advice until the game is finished, and well after release as well.”
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Recent updates View all (13)

December 9, 2016

Patch 0.675a is out on Frontline!

Frontline only! Click here for Frontline instructions

Patch Info


A ton of quality of life additions, changes and bug fixes! These things were done with programmer down-time while waiting for all the graphics needed for the last part of Tai Ming. In other words there's no new story content, just core game changes!


Okay, so the third and final Tai Ming zone is pretty stacked with animations for Fred to churn out, so I took this opportunity to add a bunch of things from our list of improvements we wanted to add. A lot of these things are a direct result of player feedback and suggestions!

So no new story, but presumably a ton of juicy bugs, which is the reason this patch comes early and was not bundled into the final Tai Ming patch.

Here are the biggest changes:

World Map Completion: Based on a suggestion on our forums, we've added completion tracking for the World Map! It tells you how many cards, drops, fishes, quests and secrets you have yet to find in any given area. This should help people figure out what it is they're missing for that juicy 100 % completion! Note that the Achievements and Crafting completion is still tracked via their own menus.

Damage Numbers: The new default setting for displaying damage numbers is "Composite", which turns your damage into one big number per enemy instead of many small numbers. We did this change mainly because some builds dish out so many hits that the old damage numbers cluttered everything, and in multiplayer this happened pretty much regardless of builds. It also makes damage over time a bit more readable, as well as how much damage a flamethrower or blade flurry cast actually does in the end! For people unhappy with this change, there's a "Classic" option that mimics the old style, as well as an even more streamlined option called "Minimalistic", and of course... an option to turn off damage numbers completely!

HP Bars: Enemies now have HP bars above their heads by default. These appear after an enemy has taken damage, and fade away after a while if no new damage is taken! Also, low HP allies in multiplayer also have their HP displayed above their heads. Both of these types of HP bars can be disabled, or set to always appear if an enemy or player is below full HP.

Full Patch Notes

  • A flashback orb has been added to Mana's house in the second zone of Tai Ming
  • You can now find and craft the Monkey Ears and the Banana Hat
  • Added an NPC that will sell you treasures you missed (at high prices) after beating a Tai Ming zone
  • Details have been added to make the water in Tai Ming Zone 2 look more alive
  • Predictive loading has been added to Evergrind City and Tai Ming, which should decrease loading times during linear play significantly
  • A new damage display system has been added, compositing combo damage into a single number
  • There's now an option for changing the damage display between the old version, the new version, a minimalistic version, or disable them completely
  • Non-boss enemies will now display a small HP bar above their heads for a while after taking damage
  • HP bars will appear over the heads of low HP allies
  • An option to alter where and when HP bars appear has been added to the Options menu
  • Translators can now choose to use elite enemy prefix titles instead of suffix titles
  • The (currently rather uneventful) area north of Evergrind Fields: West can now be accessed
  • The Shady Merchant now acts as a buyback store, selling you items you've sold (after this patch)
  • To replace the accessory function of the Shady Merchant, a new merchant and her family has moved into Evergrind!
  • It's now possible to bind actions to mouse buttons
  • On gamepads, it's now possible to move the attack and shield buttons to Y or B via the equipment menu
  • A quest update indicator has been added to make quest progression more noticeable
  • It's now possible to translate a few more menu options into Chinese, Korean and Japanese
  • You can now see each area's completion progress on the World Map
  • The drop rates for the Slime Hat and Rabbit Foot have been adjusted
  • The monkeys in the Puzzle World Key challenge has returned from their bootcamp with better judgement and wallhack
  • Archie the Archeologist has helpfully cleared the way through the first zone of Tai Ming!
  • The Puzzle World got a new theme (the old one was a placeholder!)
  • The EP Regen stat now affects the EP depletion rate of Berserker Style
  • Wisp projectiles no longer lock onto players who are hit invincible
  • Things can now hit your shield even during your post-damage invincibility
  • Changing directions while chaining basic attacks should now feel a bit more responsive
  • 'Talk to X' quest objectives now gets updated after the dialogue, instead of at the start
  • Perfect guarding the Queen Bee's dive attack will now let you defeat her in two cycles
Bug Fixes
  • [Translation Tool]Using 'Next Unsaved' when translating to Chinese/Korean/Japanese should now work much better
  • The Season Hydra name bars should now be rendered in their proper locations again
  • Kailan, the engineer in Tai Ming, is no longer confused about his own name
  • Tai Ming received some optimizations that will hopefully help when playing on older machines
  • Fixed a visual bug making the rocks surrounding some floating blocks appear above blocks in front of it
  • The chest in Puzzle World can no longer be opened diagonally
  • It's no longer possible to enter the time rift on the bridge's edge from below in Tai Ming Zone 2
  • Fixed a metric ton of spelling errors in Tai Ming Zone 2
  • Exiting the game and reloading while in the Giant Thorn-Worm battle now repairs the courtyard
  • After finishing Tai Ming Zone 2, Faita should no longer hide inside Kinton
  • A statue dying while a monkey is carrying it should no longer make it immortal
  • Spirit Slash and Chain Lightning now target each part of the Giant Thorn Worm individually
  • Monkeys knocked into the air while lifting or throwing things should no longer become immortal
  • Fixed a bug causing chilled boars to enter new actions much too quickly
  • The Statue Mask is now correctly marked as a mask and will appear in both head slots
  • You can finally talk to Anita after getting the quest to find turkeys
  • Interrupting the Bossling with a knockup during his snowball barrage no longer locks his AI
  • Marino should no longer faultily render above players while being chased
  • Fixed bug where shielding correctly against the Giga Slime spin sometimes didn't work
  • Defeating the Enraged Toy Machine will now always mute the darn alarm bells
  • Talking to someone while an accessory quick equip prompt is available no longer equips the item
  • Mr Plott should no longer hysterically yell out 'string_not_found' when you compete in the Festival
  • The /respec beta cheat command now resets talents properly, removing the need to reload the save

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

Vilya and Fred are creating the art assets required for the final part of Tai Ming! The third part is much smaller, but will have two bosses (or four, depending on how you count), so as usual we've managed to give ourselves a handful!

As soon as we've got that place playable, we'll give it for the Frontliners for testing and then... it's Stable Update Time!

47 comments Read more

October 29, 2016

Patch 0.670a is out on Frontline!

Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: 18-20 for the intended experience


What's slower than a tortoise climbing a mountain? Three ferrets making a video game! *badum-tish*

Anyway, the second zone of Tai Ming is here, giving ~60-90 minutes of added playtime, depending on play style!


Copypaste disclaimer: This is one of those real Frontline updates, meaning the polish level is at maybe 80 % or so. Place holder sounds, some missing effects, etc! Old timers know what to expect!

Also note: Just like with the crafting recipes, the items sold by the shop NPCs will be changed a bit later on! We'll definitely add some new baseline equipment, and some new hats.

Anyways, here it is, the second zone of the Tai Ming "temple", a.k.a the Inner City! I think most people will get something like 60-80 minutes of playtime, and those who enjoy looking around and talking to people will probably get 90+ minutes.

The zone is pretty complex compared to what we've usually put out there, so let's hope there aren't too many sequence breaking bugs!

We're very interested in hearing what you think of the "temple" and its enemies/inhabitants so far!

Speaking of opinions, we'll gladly take your feedback on the patch right here in the thread! If you want to provide feedback for enemy encounters etc, please provide your character level and primary skills used!

/taiming2reset will reset the second zone and Puzzle World only, except for non-story chests
/taimingreset will reset the entire temple (both zones as of now)

Here are the tiny, tiny patch notes:

  • The second part of Tai Ming is now playable!
  • The cherry trees in Tai Ming now drop petals according to trope law!
  • The knockback of some of the Cursed Priestess' attacks has been adjusted, to help prevent chained damage
  • You can now undo the /shutup command with /speak to allow Naniva to talk again
  • Statues now glow in the eyes and mouth when awake, and flicker out when they become unconscious
  • The Lumber Axe is now Toy Axe and give slightly different stats
Bug Fixes
  • The Cursed Priestess boss can no longer be stunned
  • Summons created right before fighting the Cursed Priestess should no longer bug out for clients
  • The game should no longer crash when creating and then immediately leaving a multiplayer lobby
  • Pet bonuses on multiplayer clients no longer gets applied twice
  • Fixed an obscure crash bug when catching a Rabby after already having acquired a pet
  • Fixed a bug where the Meteor's additional effects would sometimes not be applied
  • Fixed a crafting bug where one could craft infinite amounts of an item, and also drop items when stack was at 0
  • Marino no longer bugs out in multiplayer if he kills a player with a dash attack
  • Dying during the festival no longer resets the teleport disable

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

After we've got feedback on the update and fixed stuff for the second zone, we'll continue working on the last part of the temple (Vilya is already creating the environment art for that place). The third part is much smaller, but will have two bosses (or four, depending on how you count), so as usual we've managed to give ourselves a handful!

As soon as we've got that place playable, we'll give it for the Frontliners for testing and then... it's Stable Update Time!

47 comments Read more
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About This Game

Hey there! Glad you found our store page! Be sure to read the Early Access information above so you know what you're buying!

Secrets of Grindea is an old-school Action RPG with co-op support for up to 4 players. It is a tribute to and sometimes a parody of the old SNES games so many of us grew up with and loved! Journey through fantastical lands and battle tons of different enemies and bosses in your quest for truth, friendship and, above all, finding the world's rarest treasures!

Intrigued but not sold? Try out the demo!

Want to get some insight into development? Visit our DevBlog!

Key Features

  • Character customization. There are no class restrictions, which gives you precise control over how your character develops! A flaming ice mage smashing faces with axes? Sure thing! On top of this, there’s a wide variety of haircuts, hats and head gears that will make your character look unique as well.
  • Co-op support for up to four players! Bring your friends on the adventure by inviting them directly via Steam!
  • A story filled with mystery, laughs and suspense will take you through dungeons and fields of all shapes in the rich and varied world of Grindea. A ton of side quests and hidden content will keep you busy for hours after finishing the game!
  • Arcade Mode features a unique experience of procedurally generated Action RPG madness, truly putting your skills to the test. Help build the town of Arcadia by rising to the challenge of this extremely tough and replayable mode!
  • A pet system that makes sure you never have to be alone, even when playing by yourself. Catch any of the cute tameable animals and have them accompany you on your adventures while also boosting your skills!

System Requirements

    • OS: XP/Vista/Windows 7/Windows 8
    • Processor: Dual-core processor (Intel Dual Core 2.0 GHz or AMD Athlon X2 5200+ 2.6 GHz)
    • Memory: 1 GB RAM
    • Graphics: DirectX 9.0c compatible
    • DirectX: Version 9.0c
    • Storage: 300 MB available space

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