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!
Recent Reviews:
Mostly Positive (27) - 77% of the 27 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,895) - 93% of the 2,895 user reviews for this game are positive.
Release Date:
Jul 13, 2015
Developer:
Publisher:

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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
  • 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 (29)

October 16

Patch 0.820c is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: 23-25

Summary

Don't invite Rick Astley because this update will totally desert you!

This is one of those real Frontline updates! All the sounds are either placeholder or missing, and some effects aren't final etc, but the functionality should be enough for testing!

Details

About Dragonbone Dunes

Finally there's some new Story Mode stuff, and it's the next area: Dragonbone Dunes (aka the desert)!

The role of the desert in terms of pacing is a bit different than how we did for Seasonne and Mt Bloom. The reason why is that Tai Ming itself was so very different from the other temples!

For one, Tai Ming was very NPC-heavy. This put us in a situation where players who leave Tai Ming might feel that the next part of the game seems like a ghost town in comparison. Since this is the final non-temple area in the game, and is supposed to be this bustling trade hub, we really didn't want that! In the end, we made over 60 NPCs for the desert and its port town.

Another thing we felt was that Tai Ming pushed the story forward into a place where another forced mini-dungeon (like the Toy Factory or Lurifix quest line in Mt Bloom) would be weird pacing wise. Still, if the desert just had a lot of NPCs but no gameplay content, that would be bad as well.

Because of this, we decided we'd shift the main/side content balance a bit for the desert, with a slightly more streamlined main quest (still with a couple of bosses), but more side content to do instead. This way, people who felt Tai Ming left them yearning for a more traditional gameplay/story pace can go through it relatively quickly to get to the next temple, and people who want to spend more time in the desert area can do so with the side quests and secrets!

That means this Frontline update is a bit unusual, as well. For the other areas, we first released only the main quest and no side content, but since the side content is a more integral part of the experience, we decided to add a portion of the side content to the Frontline patch!

Of course, since this is the first Frontline patch of the area, we're going to polish things up a bit and also add more stuff to do in coming updates, before shipping it all in one big lump to Stable.

Hope you all have a good time in Dragonbone Dunes!

Patch Notes

Hotfix 0.820c
  • Added some polish to NPC behaviors in Port Monnaie
  • The Cacute aggressive state now reverses if you leave them alone for a while
  • Perfect guarding the first tick of the Solem laser now interrupts the attack
  • Perfect guarded Cacute projectiles now move faster and deal significantly more damage to enemies
  • Fixed a number of multiplayer bugs in the desert
  • Bees no longer spawn en masse outside of bounds in Pillar Mountains

Hotfix 0.820b
  • Added some chat commands for desert reset: /desertreset (entire desert), /desertsidereset (all side quests), /desertmainreset (the main quest), /farmareset (only the Farmamera battle), /solgemreset (only Sol-Gem battle), /marino2reset (only Marino battle)
  • You can no longer stand next to Sol-Gem during its shockwave attack
  • You can no longer blink past the Marino cutscene trigger
  • Candy should now accept that you completed her objective in the museum quest and move on
  • The vegetable enemies should now keep spawning properly next to the farm after their quest has been finished

Additions
  • The desert and its storyline are now accessible
Changes
  • Balance: Chain Lightning's gold charge damage has been increased
  • Balance: Earth Spike's damage has been slightly decreased
  • Balance: Meteor's damage has been slightly increased on silver and gold
  • Balance: Enemies now build up stun resistance a short period after being stunned, preventing chain stunning
Bug Fixes
  • Fixed a skill-related underflow bug

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?

As always we'll be fixing bugs, and then we'll add a bunch more side content to the desert (including some obvious stuff like giving the cards art and effects, elite enemies, fishing and content for the shops). After that we'll put it all on the Stable branch and sail away to the next temple!
23 comments Read more

June 1

Patch 0.800a is out on Stable!



Patch Info

Recommended Level: Everyone's invited

About the Arcade Mode update

(Those of you who've already read the frontline news can scroll past this part!)

Until now only a small percentage of players got much enjoyment out of Arcade Mode. The mode was a cold, hard place with little of Story Mode's charm, but with all of the combat's brutality. Basically, we didn't feel like the game mode felt much like Grindea, and we wanted to change that, while also giving players who previously loved the mode more varied and interesting stuff to sink their teeth into.

We did several things to improve the general Arcade Mode experience, but the biggest by far is the complete revamp of the hub town, Arcadia. Before, your total score made some minor changes to the town and added a few NPCs with quests. Now, you earn gold by doing runs, which you can then spend on different buildings that all provide some useful or not-so-useful feature! Among the useful features, you'll now be able to practice against bosses you're having trouble with, make the mode easier (or harder) with treats and curses, train perfect guarding in the dojo, and getting potions to help you out.

We hope having this anchor will help people find purpose with the mode, and perhaps accidentally find meaning with becoming better at the game as well!

Aside for that we've made some pretty big changes inside the runs as well, like new Event Rooms that buff you or give you special treasure, and new NPCs that help you out in different ways.

Four new floors have also been added, ending the mode on floor 16 instead of floor 12 (featuring Mt Bloom and Tai Ming).

...but most importantly, you're now accompanied by your new best bud Trunk!

Regardless if you enjoyed the mode before or didn't care for it much, please do try the revamped version out! We hope with these changes we can capture the hearts of more players now than before!

The Future of Arcade Mode

We feel we now have a very solid foundation for Arcade Mode, which we can expand upon quite easily in small bursts by adding new NPCs, upgrades and quests bit by bit.

If you get good at the mode you're probably going to notice a shortage of quests that take place on the final floors; the idea here is that we're going to make some of the buildings upgradeable, and these upgrades unlock higher level quests (like adding a second floor to the tavern, for example). That's for another time, though!

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?

It's (let's all say it together) finally time for me to start implementing the next part of the story, which takes place in a desert and a port town! I'll put the Stable build in its own dev fork and parallel to doing desert stuff I'll fix any serious issues that might've escaped the Frontline crowd.
49 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

    Minimum:
    • 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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