Grimoire is a Free-To-Play multiplayer wizard FPS where unique spells put a twist on classic shooter action. Scorch your enemies, teleport, or turn to stone with dozens of powerful spells at your fingertips! Unlock additional spells to customize each class and find the ultimate build.
Recent Reviews:
Mixed (13) - 53% of the 13 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (870) - 70% of the 870 user reviews for this game are positive.
Release Date:
Feb 4, 2015
Developer:

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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!”

Approximately how long will this game be in Early Access?

“Grimoire will be in Early Access for at least six months. 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

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 as of July 2017:

  • Arcane Points and Free-To-Play System. Earn points after each Multiplayer game and use them to unlock new spells and classes.
  • 2 Multiplayer game modes: Conquest and FFA.
  • 6 wizard classes each with 4 unique spell slots and 1 unique passive ability.
  • Customizable class system with 48 new spells - Mix and match each class’s 4 spell slots with 8 new spells to fit your personal playstyle.
  • Further customize each class with 8 inventive mobility and utility spells that range from teleportation to summoning unbreakable walls.
  • Survival - a simple single player wave survival game mode with 2 difficulty levels.
  • 12 fantasy-inspired maps including medieval cities, dark caverns, and towering cliffs.

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 but stay within Early Access. Early supporters will then be automatically granted all Class DLCs and any future ones as well as additional bonus rewards which are TBD.”

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 a great game that will bring a unique style of gameplay not found in other shooters. 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 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 the community. This will ensure that people who get Early Access will get the content they want to experience as soon as possible. It’s 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 (88)

August 12

Patch Notes: v1.0.4.0 - August 12, 2017

This week we are testing out some big changes so please check out this patch and let us know what you think! First up, we have a increase in the movement speeds of all classes from 300 to 375. This may or may not be a temporary change and there are a few other speeds that we have in mind so please send feedback. Next up there is now a health bar that will pop-up above enemy players when you hit them. With this change we are also considering removing the floating damage numbers and changing each classes model from a team specific color to a color that is based on their class element.

Also with this patch are some changes to this week’s focused class: Lightning. This class is overall pretty well balanced and so there weren’t many changes needed but they can be found below and include a few nerfs.

Balance
Reduced cooldowns of the following primary spells so that they will always more readily available to use.
Fire 1 Flames - Reduced DPS from 40-50 -> 40. Changed cooldown from 0.3 -> 0.1s. Reduced the size of the spell effect by 25% so it's easier to aim.
Fire 1A Barrage - Changed cooldown from 1s -> 0.33s.
Ice 1 Ice Lance - Changed cooldown from 0.5s -> 0.33s.
Ice 1B Frigid - Changed cooldown from 0.5s -> 0.33s.
Lightning 1 Electricity - Changed cooldown from 0.2s -> 0.1s.

Lightning 1B Defibrilate - Changed effect so that it disappears quickly. Increased range from 512 -> 768.
Lightning 2B Ball Lightning - Reduced the hit size of the spell’s fully charged version.
Lightning 3B Thunderstorm - Reduced AoE from 512 -> 386. Increased damage from 20-25 -> 23-25. Reduced size of the spell effects and decreased the vision blocking aspects. Increased cooldown from 15 -> 20. Increased number of bolts per second from 2 to 3.

Nature 2A Anima Blast - Changed spell effect so it will disappear more quickly. Reduced max charge time from 2s -> 1s. Max damage reduced to from 40+ to 33.
Nature 2B Fly Swarm - Increased mana cost from 10 -> 20.

Ice 3A Cold Snap - Changed particle effect to better warn enemy players. Changed movement slow from 80% to 50%.

Nether 1 Chakram - Added momentum transfer which will pop-up a enemy if they are hit at the feet.
Movement Speeds changed from 300 -> 375 for each class.

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! Especially the new volunteer Devs who contributed directly to this patch.

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! You can support us directly by visiting our website to buy concept art prints, classes, or make a donation.
4 comments Read more

August 5

Patch Notes: v1.0.3.0 - August 5, 2017

This week’s patch should be called the Ice patch. Besides fixing the server bugs the main focus right now is finalizing the spells and classes. Right now there are some spells that are weak or don’t fit well with their class. Over the next 5 weeks there will be changes coming to all classes. Most will be minor tweaks but others will be major changes. One of the later is with Ice and was our focus for this week. Some excellent feedback from the community confirmed a lot of my own problems with the class and I have decided to make some big changes. There is even one new spell, Cold Snap which is replacing Glacial’s special spell slot.

Cold Snap - Throw down a projectile of packed ice that lasts for 10 seconds and deals minor area damage on impact. This spell can be retriggered to explode the ice sending shards into nearby enemies dealing 20 damage and slowing their movement speed by 80% for 2s.

Triggerable Projectile Cooldown: 10s Max Range: 1024

Cold snap can be used as a player triggered movement trap. Toss out the projectile on a likely path and wait for an enemy to walk by it. Once they are close by hit the spell button again and it will damage them drastically slowing their movement speed for 2 seconds. It can also be used as a quick cast in the middle of a fight as it can be triggered again as soon as you cast it.

There have also been other Ice spell changes. Icicles has been replaced by Glacial which has been buffed significantly. Ice Lance is now a channeled spell which can be rapidly fired. Gust has gained a knock back effect but be aware it now has a smaller hitbox and must be aimed much more precisely. Hypothermia has also gotten a buff and is now much easier and more effective to use.

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! Especially the new volunteer Devs who contributed directly to this patch.

You can support us directly by visiting our website to buy concept art prints, classes, or make a donation. Thanks!

Balance
Ice 1 Ice Lance - This spell can now be channeled to fire every 0.33s dealing 8-10 damage. Fixed effect so that it doesn’t last longer than the shots.
Ice 1A Gust - Added knockback, decreased cone of effect, changed sound, increased range to 768, and increased damage to 25-28.
Ice 1B Frigid - Increase projectile speed from 3800 -> 4000. Decreased duration from 1s -> 0.5s>. Changed spell range from X -> 2000. Added 32 damage radius. Fires projectiles every 0.33s that deal 10-11 damage.

Ice 2A Icicles - Replaced with Glacial: Deals 5 damage and drains 5 mana every 0.25. Lasts for 4 seconds. Cooldown 3s.
Ice 2B Penetrating Cold - Buffed max speed of base projectile from 2800 -> 3000. Made this spell slightly easier to hit with.
Ice 3 Permafrost - Fix the bug where sometimes this spell does not damage players when it it used on some surfaces.

Ice 3A Glacial - Replaced with Cold Snap: Throw down a projectile of packed ice that lasts for 10 seconds and deals minor area damage on impact. This spell can be retriggered to explode the ice sending shards into nearby enemies dealing 20 damage and slowing their movement speed by 80% for 2s.

Ice 4A Stormfront - Reduced damage from 12-14 every 0.25s to 8-9.

Nature 2A Anima Blast: Changed the size of the beam and reduced its lifetime slightly.

Lightning 4B Static Cloud: Reduced damage from 10-13 -> 10-11.

Misc
Ice First Person Model: Fixed the positioning to correct some visual problems when some animations were used.
Updated tooltips to include the actual max range of each spell.
Updated some tooltips to be more concise and changed a few spell names.
Removed the Kill Announcer from Survival mode.
2 comments Read more
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About This Game

As ruin rises from the south, two great houses become locked in a bitter struggle for the Grimoire; a powerful artifact that ushered in the Dawn of Magic, brought destruction to an empire, and which now heralds civil war.

Grimoire: Manastorm is a free, multiplayer FPS in which powerful wizards battle for territory and prestige. Choose from six classes of magic, customize your spellbook with dozens of abilities, and prove yourself worthy of the Grimoire's power in battles as cunning as they are fierce.

Intelligent Combat
With six classes of magic and thousands of possible spell loadouts, winning requires more than just fast reactions and good aim. A truly skilled wizard must understand the strengths and limitations of their own abilities, as well as how to counter and exploit those of their opponents.

Master Your Class
Grimoire: Manastorm features six classes - Fire, Lighting, Earth, Ice, Nature, and Nether - each with their own selections of spells from which to choose. From fast and devious to slow and powerful, Grimoire has the flexibility to suit your style of play.

Multiple Game Modes
Battle for supremacy in two multiplayer modes across 12 medieval-inspired settings, or go solo to protect the people of Orinfell.
- Conquest -Control territory and even bring the environment down on your enemies.
- Free-for-All - Chaos reigns supreme in this classic, all-out fight to the death.
- Survival - Hold off waves of increasingly powerful enemies in this single-player challenge.

Always Free-to-Play
Grimoire: Manastorm is always free-to-play with two rotating classes available to use at any given time. Classes and additional spells can be unlocked forever by purchasing them or spending Arcane Points accrued through gameplay.

System Requirements

    Minimum:
    • 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
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