Grimoire is a multiplayer mage FPS where unique spells put a twist on classic shooter action. Scorch your enemies, vanish into thin air, or turn to stone with dozens of powerful spells at your fingertips! WARNING: This game will be Free-to-Play after Early Access please only purchase to support.
User reviews:
Very Positive (76 reviews) - 81% of the 76 user reviews for this game are positive.
Release Date: Feb 4, 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?

“With the help of our amazing alpha testers we have created an intense and exciting core game. At this point, it is well known that a disappointing Early Access can permanently sour players to a game and so we have delayed releasing in order to deliver the best possible initial experience. We still have many more features to add and are very excited to collaborate with the community to build the ultimate wizard shooter! Please do not purchase unless you are excited to play an early version of the game.”

Approximately how long will this game be in Early Access?

“Grimoire will be in Early Access for at least six months, possibly longer. We have a list of must haves that we expect to take up most of that time, but we also have a list of features that we want the community's input on. Once we determine what people want most in Grimoire, we'll know how long we need to complete it.”

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

“The full version of Grimoire will be Free-to-Play and will include more spells to customize classes, more maps, and more magic. Most especially it will include a large amount of polish to existing content. These are the features we would like to have in the completed game:

6 customizable wizard classes with 12 spells spread over 4 slots for each class.
At least 6 maps for each multiplayer game mode.
A single-player wave survival game mode
Extensive Player Stat Tracking
Destructible objects/buildings
Matchmaking/Ranked Matchmaking
Awards And Achievements/Prestige System

Keep in mind all features will be dependent on both our development resources and the interest of our community. None of the features on this list are guaranteed to be in the final game, and purchasing Grimoire now in Early Access only guarantees access to existing features. That said, we have developed Grimoire thus far on a very meager budget and are confident we can deliver an incredible, polished game given enough time and resources.”

What is the current state of the Early Access version?

“Early Access Grimoire contains the following features:
  • Three game modes (Conquest, Safeguard and Deathmatch)!
  • Six wizard classes each with four unique spell slots and one unique passive ability. Customize each class by choosing from twelve different spells.
  • Twelve fantasy-inspired maps including medieval cities, dark caverns, and towering cliffs.
  • Further customize each class with eight inventive mobility and utility spells that range from teleportation to summoning unbreakable walls.
  • Safeguard - a simple but challenging single-player wave survival game mode.
Safeguard (wave survival) game mode with 3 difficulty settings.”

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

“Grimoire will be discounted throughout early access. In the first quarter of 2017 Grimoire will transition to a Free-to-Play model. Early supporters will then be automatically granted full access to all paid content as well as additional bonus rewards.”

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

“There are three ways we want to include our community in the development process. First we want their ideas for new spells, new classes, and new maps. Second, we want their feedback on everything already in the game. Finally, we want their input on what we should work on next. With these three avenues of communication we believe Grimoire can be one if, if not the most, collaboratively designed shooter ever created. Join us on Discord today!

We will have regular design ideas forum threads/public discussions. Whenever we release info about the design direction for a class or map tileset we’d like to hear from the community on what they think would be the coolest way to achieve the design goals we’ve set. This will allow us to maintain a cohesive overall design while at the same time incorporating ideas from the community for specific abilities.

The spells, locations, and modes we’ve already added to Grimoire will shine in some areas in lack in others. We want our community to do what gaming communities always do: complain about stuff they don’t like. In addition, we want to incentivize players to do something they don’t always do: post about stuff they do like. We understand that different players want different things and that we can’t make a perfect game for everyone- so we’ll be clear on who we want different classes and modes to appeal to- and then make sure we’re actually making those people happy by reading their feedback.

The Grimoire community will be directly included in the development process through voting on upcoming features and weekly Dev hosted playtests. There is a bunch of content to get in before release, but the order that content gets added to the game is up to our fans. This will ensure that people who get Early Access will get the content they want to experience as soon as possible. Its our way of rewarding the people who are supporting the development of Grimoire.

We believe Grimoire can be the pinnacle of wizard games. Gamers who enjoyed classics like Magestorm and Wheel of Time - or who simply yearn for a truly unique shooter - we’re here for you.”
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Recent updates View all (76)

May 10

Patch Notes: v0.9.9.8 - May 10, 2017

Today’s patch includes performance fixes for the Safeguard maps, balance changes to spells, and bug fixes. In addition, four spells got some big changes, like Lightning 1A Shock which can now heal allies at short range making it possible to have support spells in all slots. Another change is that Earth 4B Bedrock will now explode after 2-5 seconds dealing massive damage nearby. Lightning 1B Chain Lightning can now bounce 4 times and it can hit the same enemy more than once. The last big change to spells is that Fire 1B Ignite is now a single cast spell instead of sustained or channeled casting which makes it great to throw into a AOE Fire wizard’s spell rotation. In case you missed it last week we also just added new website.

Follow us on Twitter and Facebook for the latest news and updates. Join us on Discord for insider updates, Q&A, and twice weekly Dev playtests on Wed at 6 PM EST & Sat at 3 PM EST.

-FFA_Ruins - Added more spawns to FFA Ruins. Fixed some minor layout issues and cosmetics.
-Health Regen In Combat increased from 1 per second to 2 per second.
-Health Regen Out of Combat increased from 10 per second to 20 per second.
-Added culling volumes to some maps (minor performance fixes).
-Added a new font.
-Minor UI improvements.
-Fixed all instances of non-coplanar polygons on blocking volumes on maps..

-Earth 2B Tremor - Fixed a problem where the range indicator was longer than the spell range.
-Lightning 2 Lightning Bolt - Fixed a bug where this spell’s particle effects weren’t showing up in multiplayer.
-Stoneskin - There is a bug where your first person character model will display the wrong texture after using Stoneskin on all classes except Earth.
-Fire 1B Ignite - No hand animation plays when this spell is used.
-Server browser/Esc Menu bug - If you leave a server and return to the Main Menu using the Esc menu, then try to join a different server, it will take you back to the original server you were on.
Temporary fix - If you want to join a different server just exit the game and then restart and navigate back to the server browser. The first server you join after opening the game for the first time is the one you will be "tied" to until you exit.
-Fixed a bug in Safeguard where some sounds were unaffected by the volume controls.
-Fixed performance issues on all Safeguard maps.

-Lightning 1A Chain Lightning - Can now hit the same target more than once and bounces 4 times instead of 3. Changed damage range from 10-15 -> 11-13.
-Ice 2B - Reduced time to fully charge, increased speeds, and reduced damage.
Time to full charge: 3s -> 2s. Cooldown from 3s -> 2.5s.
Base: Speed 1000 -> 2800. Damage 40 -> 25.
Half: Speed 1800 -> 3000. Damage 45 -> 30.
Full: Speed 2000 -> 3000. Damage 50 -> 35.
-Lightning 2A Energize - Increased healing from 20 -> 30. Changed Ratio of Healing to Mana from 0.2 -> 1.
-Fire 4B Meteor Shower - Changed duration from 9s -> 3s. Increased amount of projectiles to 24.
-Lightning 1B Shock (Formerly Spark) - Shortened range to 512, added healing of 50, and reduced damage dealt to enemies to 8-10. Cooldown 2s.
-Earth 4B Bedrock - Changed to grenade style spell. Pull up a molten rock from deep in the earth which knocks back any nearby enemies and deals 30 damage to any nearby enemies. After 2 to 5 seconds it explodes dealing 40-50 damage in a wide radius.
-Fire 1B Ignite - Spray fire in a wide cone in front of you. Does 11-13 damage on initial hit and then adds a debuff which causes 2-4 damage every 0.5s for 3s. Cooldown 3s.
-Fire 2B Flash Fire - Changed blind time, players hit will now start reverting to normal view after 0.25s instead of 0.5s. It takes 0.5s to return fully to normal.
-Nether 1 Chakram - Doubled damage momentum to Nether 1 from 2500 -> 5000.
-Earth 2B - Changed Radius to 196. Reduced damage range from 28-30 -> 25-28 Fixed spell range indicator.

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May 6

Patch Notes: v0.9.9.7 - May 5, 2017

This week’s patch isn’t large but with it we have completed a big goal: All 48 new progression spells are now in-game and we have new first person models for each class. There are 4 brand new spells in just this patch and we just launched a new website.

Follow us on Twitter and Facebook for the latest news and updates. Join us on Discord for insider updates, Q&A, and twice weekly Dev playtests on Wed at 6 PM EST & Sat at 3 PM EST.


  • Added first person arm models for all classes.
  • Reduced the “Glow” of some Fire explosion effects that were causing a lot of visual clutter.
  • Added movement and utility spells to the help overlay “H” and made it larger so it's easier to read.
  • Replaced Earth 2B Granite with a new spell: Tremor - Shatter rocks in the ground at the targeted location to do 28-30 damage in a medium radius and tossing any enemies caught into the air.
  • Replaced Earth 3A Daze with the old Earth 2B Granite.
  • Replaced Earth 4B Molten Rock with a new spell: Bedrock - Cast a large rock that does 35 damage in a large radius around where it lands and lasts for 15s.
  • Replaced Lightning 2B Frequency with a new spell: Ball Lightning - Cast a compacted ball of electricity which travels quickly exploding on impact with players or objects and dealing 28-32 damage in a medium radius.
  • Added Fire 3A Lavaflow to the game after fixing a bug where it’s particle effect would never disappear.
  • Updated all tooltips to reflect patch changes.

  • Nature 2A Anima Blast: Changed max charge time from 4s -> 2s. Changed Min-Max from 20-25 -> 21-23. Added sound cues for casting and charging the spell.
  • Earth 1B Fragment: Changed Max speed from 2000 -> 2500.
  • Earth 3B Rolling Boulder: Damage Multiplier reduced from 1.25 -> 0.5.
  • Fire 3B Implosion: Changed DMG Multiplier on Direct Hit from 125% to 50%. Changed speed from 1800 -> 1500.
  • Earth 2A Concussive: Cooldown from 4s -> 1s. Damage nerfed on all.
    Base: Min-Max Fuse time reduced from 4-4 -> 1-2. Damage Multiplier reduced from 1.25 -> 0.5.
    Half: Min-Max Fuse time reduced from 4-4 -> 2-3. Damage Multiplier reduced from 1.25 -> 0.5.
    Full: Min-Max Fuse time reduced from 4-4 -> 3-4. Damage Multiplier reduced from 1.25 -> 0.5.
  • Ice 4A Stormfront: Cooldown increased from 25s -> 45s. Spell range reduced from 2000 -> 1600.
  • Lightning 1A Chain Lightning: Increased spell range from 1000 -> 2000. Decreased damage range from 20-25 -> 10-15. Reduced cooldown from 2s -> 1.5s.
  • Fire 3 Magma Bomb: Reduced collision size so this spell should be easier to use without accidentally hitting random objects.

3 comments Read more
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“Grimoire borrows from DotA 2 and League of Legends to deliver an eye-opening multiplayer FPS experience introducing everything from devastating “ultimate” attacks to customizable classes and specialized class-based passive skills.”

“Having had a lil’ play, it’s got some good ideas. Character selection is determined by which school of magic you specialise in, which can then be customised with utility and mobility spells.”

“Though my playtime was briefly only an hour or so, I’m really hyped for this game!”

Free-To-Play Coming Soon!

Grimoire will soon be switching to a Free-to-Play model based on the game’s classes. All owners of the game at that time will then be granted the “Ultimate pack”. This will give access to all current classes as well as any future classes that are added to the game. There will also be special bonuses as a reward for being an early supporter (More info coming soon).

Free users will be able to earn classes by playing the game, purchasing them individually, or as a bundle. If you are thinking about buying the game please keep this in mind. You can read more details about this in DevBlog #38 and #39.

Join our community!

Grimoire is a game developed by a small indie team on a shoestring budget and because of that we rely on help from our players with bug reporting and feedback. If you have ever wanted to help shape some awesome multiplayer combat now is your chance and we would love to hear what you think about the game and what we can do better!

Join our Discord ( ) for insider updates, Q&A, and twice weekly playtests with Devs on Wed @ 9 PM EST and Sat @ 6 PM EST!

Feature List

These are the features currently available in the live build. There are many more planned which may be added depending on community interest.

  • Three game modes (Conquest, Safeguard and Deathmatch)!
  • Six wizard classes each with four unique spell slots and one unique passive ability. Customize each class by choosing from twelve different spells.
  • Twelve fantasy-inspired maps including medieval cities, dark caverns, and towering cliffs.
  • Further customize each class with eight inventive mobility and utility spells that range from teleportation to summoning unbreakable walls.
  • Safeguard - a simple but challenging single-player wave survival game mode.

About This Game

Grimoire is a multiplayer mage FPS that gives players control of devastating magic. Unique spells put a twist classic shooter gameplay, adding the tactics and trickery of magical combat. Explore a dark medieval world through exciting game modes that put a new twist on old favorites. Fight for territory, prestige, and your very survival. Scorch your enemies, vanish into thin air, or turn to stone with dozens of powerful spells at your fingertips!

Grimoire Warfare

Choose from one of six wizard classes and wield four primary spells in deadly magical battles, unlock eight more spells to customize each class to your specific playstyle. Then pick two additional abilities from a shared pool of spells that range from teleportation to a powerful kinetic blast that sends foes flying. Mix in passive abilities that increase your tactical options and you have a recipe for combat befitting a student of the Arcane Arts.

Many spells are inspired by our favorite MOBA games like DOTA 2 and League of Legends. Grimoire's FPS spin on these strategic spells creates fast paced tactical combat unlike anything you've played before. Grimoire is not a game of instant damage and unavoidable death. Every spell has a counter… if you’re ready for it!

Grimoire's Current Modes

  • Conquest - Magnus and Validus battle over control of key sources of magical energy known as ley-lines. The longer the ley-lines are held the more energy is gained including a large influx of power if one house can manage to take total control of an area. Destructible objects can reveal new territory or bring the environment crashing down on your enemies. Inspired by games like Day of Defeat, the Battlefield series, and Team Fortress 2; Conquest is a territorial battle that features large (8v8) teams.

  • Free-For-All (Deathmatch) - Chaos reigns supreme in this fight to the death. This classic game mode is a great way to try out the game without worrying about objectives.

  • Safeguard - The people of Orinfell are under attack! Hold off waves of undead fighters, mages, and golems as the survivors escape through the city's catacombs. This game mode is great for testing out new spells and learning the basics of the game.

Grimoire Lore

The northern land of Aesir is home to two great houses locked in bitter struggle. The fate of the Empire will be decided by the House that wields the power of the Grimoire. In ages past use of the Grimoire heralded the dawn of magic, called forth hosts of mythical creatures, and brought a vast civilization to ruin. Now, the Grimoire’s power is coveted by House Magnus, who was entrusted to guard its secrets, and House Validus, who intends to use its power to bring forth a new age. Their feuds spills blood in the streets while a yet-unseen power rises in the south...

War approaches. An epic conflict not only for power, but for survival.

System Requirements

    • OS: Windows XP SP3 (32-bit only), Windows Vista, or Windows 7
    • Processor: 2.0+ GHz processor
    • Memory: 2 GB RAM
    • Graphics: SM3-compatible video card
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: Any
Customer reviews Learn More
Very Positive (76 reviews)
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