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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
Includes four copies of Grimoire: Manastorm - send the extra copies to your friends.
Hello, everyone! This week I want to give an update on the state of the game including details on the new spells and the singleplayer wave survival mode which is now available for testing. I also want to remind everyone that we now have a Discord server where you can chat with the Devs and get exclusive behind the scenes type screenshots and info. It is also a great place to arrange games with other players or discuss the new spells and strategies.
Let’s begin with the state of the game. Right now we are about 70% done with the backend coding needed to launch the F2P update. These systems include the class and account levels, Arcane points (earned in game and used to unlock classes/spells), DLCs/Bundles (so that players can purchase classes through Steam), and of course the 48 new spells (8 per class, 2 per spell slot).
Speaking of the new spells, we now have 34 of the 48 completed and in a Steam beta branch for testing! There are still a few left to make but mostly we just have the bug fixing to do and then will add the remaining 14. We also now have a public spreadsheet where you can view all of the game’s spells tooltip information including description, cooldown, damage, etc. Please check it out and let us know what you think!
If you don’t mind a few bugs and want to test the new spells you can download the beta through Steam. Please keep in mind this is an early version and the final spells and game mode may differ so please let us know if you have any ideas! Also, please make sure to read the known bugs list below before playing as some of them can be quite annoying.
To access the beta version on Steam simply follow these steps:
Here is a list of the biggest known bugs:
- To use the new spells you will need to select them on the character select screen (,) then hit play to spawn, and then go back to the character select screen (,), and hit “Play” again.
- The movement and utility spell selection aren’t working and will be automatically set to Teleport and Spellshield.
- Some spells are buggy in Safeguard. This includes not doing damage, spell effects not showing up, etc.
So why the delays? I don’t want to spend a lot of time going over all of the details but basically, in addition to the normal bugs that come up, we also had a pretty huge setback when the dedicated server we use for version control and file sharing crashed. We are trying to recover the logs and old versions that were lost but luckily we had local backups of most things. Unfortunately, the timing of the server dying was terrible as we are in the middle of trying to figure out a pretty major bug with FFA bots and with the classes. This is the main reason why the beta version I talked about above is not on the live version of the game. As soon as we figure out those two bugs we will launch the build on the main branch. Then we can all start testing the new spells in a multiplayer environment (I am getting really tired of killing skeletons and bots)!
For those wondering about the Free-to-play transition, our plans have not changed. We are still working towards a final release of the game as F2P with all of the features detailed in previous DevBlogs. Before that, there will be a few patches that will introduce the 48 new spells, new maps, finalized singleplayer, menus, bug fixes, class/spell balancing, and more. Once we are happy with bugs, polish, and balance we will launch the F2P patch along with as big of a marketing effort as possible.
As always we very much appreciate any and all feedback so please let us know either in the comments, on the forums, on Discord, or just email us! Thank you all for having so much patience with us as we finish up the game. Your support means so much to us and all of the wonderful comments and feedback are what keep us going!
TLDR: We have run into some delays but you can play a beta version of the new singleplayer along with 34 of the new spells by following the directions above.
Follow us on Twitter and Facebook or join us on Discord for the latest news and updates!
Greetings all! Today I want to talk about the new game mode: Safeguard but before that I’m happy to announce we now have a Grimoire: Manastorm Discord server! “Discord is an all-in-one voice and text chat for gamers that’s free, secure, and works on both your desktop and phone.” It’s a great program that makes chatting and arranging game sessions a breeze so please feel to join us!
What is Safeguard?
Safeguard is a basic and barebones wave survival mode with an objective to defend. The main goal behind releasing this mini-game is to give players a chance to test out new spells, classes, and general gameplay in a fun and challenging offline setting. This isn’t a huge epic campaign with lots of voice acting and cinematics and while we would love to develop a more traditional style single player campaign this is all we can currently afford. Depending on the response from the community we may spend more time adding on to it in the future but the initial release will be limited to these features.
Single player only
Three maps each with a different difficulty setting: Easy, Medium, and Hard
Access to all classes and spells (regardless of whether you have them unlocked in multiplayer)
2 Ranged Skeleton AI (Fire and Lightning)
2 Basic Skeleton Melee AI (Pawn with low hp and “uber” with 100 hp)
1 Suicide Skeleton Melee AI (Leeeerooyyyy!!)
1 "Boss" Golem AI (Huge Ice golem with a few special attacks)
Simple "Defend" objective and time limit (Protect the door and survive for 10 minutes).
A powerful enemy mage is attacking the city and summoning the dead. You have teleported in to defend the people as they escape through ancient catacombs located inside a tavern basement. Your main objective is to defend the door for 10 minutes while they evacuate.
So essentially you will spawn in and fight wave after wave of basic AI which will provide a challenge and the chance to test out spells, classes, and tactics. Some enemies (the big skeleton warriors) will have the exact same health as enemy players in multiplayer so you can test out combos.
We are currently fixing a few final bugs with this and about 40 new spells. After that is done there will be a big pre-F2P update which will include the new spells, Safeguard, a new conquest map, tooltips, in-game combat log text, bug fixes, updated environment art, and a few small things.
Follow us on Twitter and Facebook or join us on Discord for the latest news and as always a big thanks for your patience and support!
“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!”
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.
These are the features currently available in the live build. There are many more planned which may be added depending on community interest.
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